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I'm curious is this can really counter those Ghost/Fenn lists. It's got a lot of health on the board. The B's can potentially isolate Fenn from the Ghost by ionizing him. Push through the auto-damage on Fenn, then concentrate fire on the Ghost.

You'd have to be aggressive, and kill Fenn pretty quickly. Otherwise the Ghost is going to pick apart these 1-agility ships. But I think it has potential... Or am I wrong?

Gold Squadron Pilot (18)
Autoblaster Turret (2)
R2 Astromech (1)
Vectored Thrusters (2)

Gold Squadron Pilot (18)
Autoblaster Turret (2)
R2 Astromech (1)
Vectored Thrusters (2)

Blue Squadron Pilot (22)
Fire-Control System (2)
Ion Cannon (3)

Blue Squadron Pilot (22)
Fire-Control System (2)
Ion Cannon (3)

Total: 100

View in Yet Another Squad Builder

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15 minutes ago, jmswood said:

I would take Linked Battery and Collision Detector on the B’s instead of FCS.

I’m not sold on your Y’s. It’s pretty easy to avoid range 1 against a PS2 Y-wing. 

Flip ion cannons for turrets on the Y-Wings? 

I thought the cannons would be nice for full range control.

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I think the Ion B’s are the heart of the list and should stay that way. 

The Y-wings don’t strike me as anything more than hit extra points to throw dice at. 

I would add another Ion B-wing and this little guy:

•Captain Rex (19) - TIE Fighter
Sabine's Masterpiece (1), Tactician (2), EMP Device (2)

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4 minutes ago, jmswood said:

I think the Ion B’s are the heart of the list and should stay that way. 

The Y-wings don’t strike me as anything more than hit extra points to throw dice at. 

I would add another Ion B-wing and this little guy:

•Captain Rex (19) - TIE Fighter
Sabine's Masterpiece (1), Tactician (2), EMP Device (2)

If I keep the Ion B's then I can't use the linked battery as you suggested at first.

But I like the idea of adding another B and some Rex action suppress firepower.

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What about flipping the Ion sources?  It wouldn't be auto-damage, but having a range two attack bubble is a lot stronger than a range 1.  Two Ion Turrets can (fairly reliably) lock down one ship's maneuvers, and the linked batteries gives your hammers (the Blues) some passive attack mods.  You'd need to be careful of bombers, of course, because one or two well-placed Proton Bombs can pop your B-Wings before you know what hit you... but aside from that, despite 1 agility, you've got a whipping THIRTY TWO health for your opponent to chew through.

  • Blue Squadron Pilot (B-Wing)
    • Linked Battery
    • Collision Detector
  • Blue Squadron Pilot (B-Wing)
    • Linked Battery
    • Collision Detector
  • Gold Squadron Pilot (Y-Wing)
    • Ion Cannon Turret
    • R2 Astromech
    • Vectored Thrusters
  • Gold Squadron Pilot (Y-Wing)
    • Ion Cannon Turret
    • R2 Astromech
    • Vectored Thrusters

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I made this list during the haydays of NymMiranda, which is slightly similar:

Gold Squadron Pilot (25) - Y-Wing
Ion Cannon Turret (5), •R3-A2 (2)

Gold Squadron Pilot (24) - Y-Wing
Twin Laser Turret (6)

Blue Squadron Pilot (28) - B-Wing
Collision Detector (0), Ion Cannon (3), B-Wing/E2 (1), Tactician (2)

Blue Squadron Pilot (23) - B-Wing
Collision Detector (0), Tractor Beam (1)

 

The Tractorbeam won‘t help at all, though. You get two sources of stress+ion, and one to deal damage with TLT. Maybe fill the last 23 points with something else - or keep it for other lists.

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