Had a pleasant exchange last night at the ol' FLGS.
My list:
2x Binayre Pirate, Deadman's Switch
2x Syndicate Thug, Unhinged 'Mech, Ion Cannon Turret
Jakku Gunrunner, Cikatro Vizago, Illicit Cloak (swapped to Scavenger Crane), Prox Mine, Pattern Analyzer, Quad Tractor Array
His list:
2x Glaive Squadron TIE Defender, Stealth Device, x7 Title
Marek Stele, TIE mk.2, Swarm Leader, x7 title
We both used the three largest rocks available, set loosely in the center, and he gave me the initiative. I set my Quad just on the outside left of the asteroid field, then placed the Pirates just on the inside right of the field. He dropped both Glaives opposite my Pirates; I put my Thugs behind the Quad. Stele went on the outside of the Glaives, just outside the asteroids on my right.
I threw my Pirates hard in and focused up, while he banked his Glaives in around the first asteroid. My Quad and Thugs slow-rolled up, to give some time to Cloak/swap and get his ships tucked into the field where ions and tractors could do the most good. He blasted Stele forward hard. Turn 2, I moved the Pirates 1 straight and turned the Quad and Thugs into the field. His Glaives turned around the first asteroid to get shots on the Pirates, and Stele turned hard in likewise. Shots fired, with Stele stealing an Evade from a Glaive for five dice with Target Lock on the first Pirate - Focus/Evade resulted in three damage. The Pirates and the one Thug with range combined for a total of nothing. The Glaives then utterly failed to do the final point of damage to the Pirate.
Things get a little hazy after this. The Pirates bugged out, then k-turned back in; the Quad stuffed himself right into the middle of things and dropped two bombs for a total of one shield, and got off two Tractor Beams, only one of which landed a Glaive on a rock; the Thugs circled an asteroid, Ion Cannoning Stele a total of three times and keeping him generally out of the fight until a Pirate managed to finish the job. The Glaives finished off the damaged Pirate, whose Deadman's Switch plinked both of them and Stele. Cloaked and Focused, the Quad ended the game on one Hull, and one of the Thugs was pretty badly damaged.
Getting my opponent to rush into the asteroid field was the key, here. The Ion Cannon Turrets were absolutely gold in that mess. My opponent thanked me profusely at the beginning of the game for not bringing TLT's, but I think was a little less sanguine about my choice by the end. And the Quadjumper. This was the first time I managed to get that ugly little meatball to pull his weight. Perma-Cloak was awesome, and the only thing I question now is my choice of bomb.
It's not a top tier list by any means, but it's good funsies. And maybe in the hands of a top tier player, maybe it could surprise some folks. What do y'all think? I would consider some dial-reveal bombs on the Thugs, maybe a Cluster Mine instead of the Prox on the Quad, and swap out the Pirates for something ace-y? But I rather like having the full five ships out there. Maybe drop the Quad for a cannoned-up Scyk? What do you think?