So this list has a mix of heavy punch and swarm appeal
Captain Yorr
-Vader
-Gunner
Howlrunner
-Elusiveness
Academy Pilot x4
So here is how it's ran
Howl Packs up with the Academy Pilots and using elusiveness tries to stay alive
Captain Yorr can Help Howl use the EPT multiple times in a turn (yay)
Captain Yorr don't care how stressed he is because he is going to die anyway.
He doesn't want his first round to hit (trigger vader) then attack again hit, trigger vader (rr with howl)
This list does a lot of things well
1) Kill howlrunner (or any interceptor/tie), getting two vader's off on howl would be detrimental to her survival (if she has avoided the other attacks)
2) Has multiple high threat targets
3) Allows Howl To survive using elusiveness more than once per turn.
4) Micro-swarm is good against low def targets
I would imagine the shuttle doesn't live more than 2 or 3 turns in but getting 3 vaders off would be worth it on the right people, mostly since they can't ignore the shuttle like most other builds.