Han Solo (54)
Trick Shot (1)
Homing Missiles (3)
4-LOM (3)
L3-37 (4)
Hotshot Gunner (7)
Static Discharge Vanes (6)
Lando’s Millennium Falcon (6)
Zuckuss (47)
Trick Shot (1)
0-0-0 (3)
Rigged Cargo Chute (4)
Mist Hunter (2)
Autopilot Drone (12)
Constable Zuvio (33)
Crack Shot (1)
Tobias Beckett (2)
Proximity Mines (6)
Cloaking Device (5)
Total: 200
View in Yet Another Squad Builder 2.0
This list started out as a list building exercise intending to use 4-LOM crew. Personally, I think Lando and 4-LOM are the better pilots for their respective large and medium base ships, but I'm just so in love with throwing large amounts of red dice. I've heard a lot of advice about not going all in on Han's ability during list building, but I think that's something more important to keep in mind while flying the list; that chasing the six-dice shot is something good players will bait and punish you for, but four or maybe five red dice with as many, if not more, dice mods as your opponent seems like a solid strategy.
So how does this list execute that strategy? Again, the basis of the list is 4-LOM crew.
Since focus tokens have taken a relative power increase compared to evade tokens, they are the primary target of 4-LOM's ability, which you'll be able to strip off after a turret shot with Hotshot Gunner. Should you use 4-LOM to shut down evade and calculate tokens? There are more factors to consider when thinking about those two tokens, so I'll just go with "It Depends". Just don't name 'reinforce' when you use it. You'll get to do this twice before getting ionized, unless you throw in Static Discharge Vanes.
I'm not completely sold on SDV as necessary yet. It does let you use 4-LOM a third time, Zuckuss is able to help carry one ion token, and it certainly punishes any initiative 6 aces that want to get up close and personal with Han. Considering that you want to fly close to large obstacles, the blue maneuvers on the dial are sufficient to manage the stress from SDV or boosting, but having L3-37 crew available as both a one-time defensive ability and dial upgrade is a bargain at four points.
I'm not going to go too in-depth into Zuckuss. Again, it's all about lots of red dice with more modifications than your opponent, with a splash of control; Trick Shot and 0-0-0 are no-brainers here, Rigged Cargo Chute is optional but makes sense, and two points for a white barrel roll on a medium base is value incarnate.
That leaves us with Constable Zuvio. Access to tractor tokens and that janky feeling of cloaking device shenanigans mixed with launching Proximity Mines. The only way to launch Proximity Mines. But the most important contribution to the list? This guy.
The biggest counter to this list comes during the Setup phase. A closely knit blob of asteroids and debris can be overwhelming to navigate, even for L3-37's Programming. Tobias lets you have the final, and most important, say in shaping the battlefield.