Syndicate Thug (18)
Autoblaster Turret (2)
Unhinged Astromech (1)
Syndicate Thug (18)
Ion Cannon Turret (5)
R4 Agromech (2)
Genesis Red (19)
Veteran Instincts (1)
Heavy Laser Cannon (7)
Pulsed Ray Shield (2)
"Heavy Scyk" Interceptor (Cannon) (2)
Jakku Gunrunner (15)
Cikatro Vizago (0)
Ion Bombs (2)
Hyperwave Comm Scanner (1)
Cloaking Device (2)
Spacetug Tractor Array (2)
Total: 99
View in Yet Another Squad Builder
So, the general idea is that the autoblaster Y and the Quadjumper move forward and engage towards the opponents deployment area, while the Scyk and the Ion Y hang back and engage at range 3.
To deal with the damage dealers in the back, you need to move past the blocking potential of the Quad and auto-Y.
Thoughts? Criticisms?