Yes, that's right, I just called you out!
For those of you who don't know, SableGryphon is one of my favorite listbuilders on this forum. He's the mastermind behind the following two fleets:
3x Outer Rim Smuggler
+ Anti-Pursuit Lasers
+ Intelligence Agent
+ Navigator
[33 Each]
and
2x Omicron Group Pilot
+ Engine Upgrade
+ Fire-Control Systems
+ Gunner
[32 Each]
Captain Yorr
+ Same as the OGPs
+ Intelligence Agent
[36]
The first fleet is all about the maximized ability of the Anti-Pursuit Lasers, forcing your opponents to keep running into your ships to no avail, while your twin-dice turrets damage each other. Hrathen said of the first list: "This list is the Star Wars equivalent of grabbing your younger brother's hand, smacking him in the face with it and all the time saying "Why are you hitting yourself?" over and over again."
The second fleet concerns the awesome interplay of FCS and Gunner, which means that the Gunner attack always is target locked, for free. The Engine Upgrade also turns the non-nimble hipposhuttlemus (Thank you Brown_Bomber for the term) into a sleek and speedy death machine of udder destruction. Captain Yorr's inclusion is played as though one of his Omicrons gets a free Adrenaline Rush every turn. Needless to say, it's a fantastic list to fly, particularly in local metas where the Shuttle is considered a terrible ship.
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For a while now, I've been championing the idea of the Hypermobile B-Wing, and have built a fleet inspired by his Magical Void Buffalo using those ship interactions.
And thus I bring you:
2x Dagger Squadron Pilot
+ Engine Upgrade
+ Advanced Sensors
[31 Each]
Ibtisam
+ Same as the DSPs
+ Push the Limit
[38]
This fleet is all about the freedom of choice. First off, the Adv. Sensors mean that I never have to lose an action to a collision or a red maneuver. Considering that those actions include a native Barrel Roll and an Engine Upgraded Boost, I can avoid collisions that would normally be devastating, such as a Proximity Mine placed underneath the front edge of my ship. Moreover, for the Daggers, I have 10 different starting locations for any maneuver, including the 2 Koiogran. That's 20 different landing sites for non-red maneuvers, and 10 for the reds, for those keeping score at home. For Ibtisam, this remains the case, but Push the Limit adds to her devastation. She has a cloud of 92 flightpaths for any given non-red maneuver, plus the re-rolls that being stressed give her. She also has the option to stress herself with PTL before a Green maneuver, which clears the stress readily, or before a Red maneuver, for those rare times in which you can Boost and Barrel Roll (or vice versa) into a position where handing your opponent your dial is more beneficial than executing your chosen red maneuver.
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I'd also like to point out that my Bumbles have an edge against both of the SableGryphon fleets I mentioned at the top: the first by their incredible ability to avoid collisions, even when those collisions are otherwise inevitable, and the latter by having only 1 agility die, negating the Gunner-FCS interaction due to likely taking a hit right off the bat, and the maneuverability to dance out of the shuttle's firing arc.
I'm going to practice with this trio for some time, just in case I ever get the opportunity to fight the Herdmaster.