So where I'm from, my local X-wing league meets on Tuesday evenings for 3-4 hours of play. Unlike most Tuesdays where I normally bring a new idea to put to the test, a whole afternoon of doing mental theory-wing donuts and number-crunching led me to the conclusion that I had absolutely no idea what to do next.
Turned out that once I showed up to league, one of our regulars was looking to get some practice in for an upcoming tournament. I decided to run a 5-ship Rookie-Gold concept (one I made up literally while driving to league) against his builds, hoping that it would give him a more forgiving environment to practice maneuvering, target prioritizing, and decision-making as well as gauge his build's abilities to deal and endure damage in dogfights against basic, no-surprise test targets.
After winning every game we played with a 5-ship list that I thought would be awkward and non-optimal, I'm thinking I really underestimated the potential that a 5-ship Rebel build offers. A few things I like about this list design:
1) All the ships are PS2, which allows me to maneuver each fighter in any order I choose.
2) 34 shield and hull points does not simply "go quietly into the night."
3) Five separate targets, instead of four or three.
What surprised me was how good Gold Squadron Pilots are with just R2 Astromechs. And because the X-wings presented themselves as a larger threat at face value, the Y-wings were ignored and able to lay the hammer down without much retaliation.
So what I'm wondering is, does:
Rookie Pilot
Rookie Pilot
Gold Squadron Pilot w/ R2 Astromech
Gold Squadron Pilot w/ R2 Astromech
Gold Squadron Pilot w/ R2 Astromech
... seem like a Rebel build worth considering for the tournament scene?