| Arvel Crynyd — A-Wing | 36 |
| Intimidation | 3 |
| Ship Total: 39 | |
| Ten Numb — B-Wing | 50 |
| Ship Total: 50 | |
| Wedge Antilles — X-Wing | 52 |
| R3 Astromech | 3 |
| Servomotor S-Foils | 0 |
| Ship Total: 55 | |
| "Dutch" Vander — Y-Wing | 42 |
| Ion Cannon Turret | 6 |
| Veteran Turret Gunner | 8 |
| Ship Total: 56 | |
I was trying to come up with a list focused on reducing defense dice and maximizing attack dice efficiency, but I could use some help because it feels unpolished. The general idea is to flank with Arvel and then cut in at the first engagement and fly into range 0 of something and unload on it. Dutch will generally pass his lock onto Ten Numb since he'll mostly be focusing and barrel rolling. Wedge can target lock two things so he always has options.
Thoughts?