The (ideal scenario) thought here is Heff blocks (of course), followed very closely by the A-wings for Snap Shots on whomever hits Heff. Biggs can be at a varying levels of distance. He definitely needs to be close enough to take any Range 1 shots Heff or the A's might take. Provided I feel Heff is protected by Biggs, he'll start on the Attack side up, but will flip to the landing side up on the title on this initial block. Now the choice on Heff is to either stop or 4 forward away to stop and pivot the next turn. That's going to be completely situational. If the stop seems like the best choice, the information gleaned from Cassian will be key. If I guess right, I should be able to set Heff up to get out of dodge, block or shoot. If I guess wrong, I'll at least know whether or not the pivot is a good idea. Meanwhile, the A's and Biggs will likely K-turn (if Heff stopped) or fly away if Heff did.
After that?...who knows. It'll probably be a total mess. Most of my plans are a total mess once dials hit the table. This is all visualized with a straight up joust in mind, too. I'll definitely have to practice flying this to figure out how to keep them all together through turns and whatnot. I'll also need to carefully consider that initial approach. That initial joust, though...that could be a lot of fun.
Heff Tobber (24)
Fire-Control System (2)
Seismic Torpedo (2)
"Zeb" Orrelios (1)
Cassian Andor (2)
Pivot Wing (0)
Green Squadron Pilot (19)
Trick Shot (0)
Chardaan Refit (-2)
Snap Shot (2)
Autothrusters (2)
A-Wing Test Pilot (0)
Green Squadron Pilot (19)
Trick Shot (0)
Chardaan Refit (-2)
Snap Shot (2)
Autothrusters (2)
A-Wing Test Pilot (0)
Biggs Darklighter (25)
R7 Astromech (2)
Integrated Astromech (0)
Total: 100