I posted a San squad a few days ago (A Dash of San), but that was before the Twi'lek Vigo got revealed. I have since seen the error of my ways.
Here is what I think may be the prevailing San squad post IE.
http://www.bloomilk.com/Squads/ViewSqua ... adID=29052--San Hill - IE--
41 Aurra Sing, Jedi Hunter
28 Dash Rendar, Renegade Smuggler
27 Lobot
23 Jarael
18 Twi'lek Black Sun Vigo
10 San Hill
3 Ugnaught Demolitionist
Lobot:
8 Wicket
12 Gran Raider x3
(150pts. 11 activations)
Obviously, could do other things for the activations depending on the scenario. Jarael and the TBSV are just....wow. Plus, the TBSV fits PERFECTLY in the slot where Lando DS would have gone before. I'm actually half tempted to build the squad without the TBSV in there, and then only bring him in through Lobot when necessary. Could just load up the squad with activations instead. I like the option of using BOTH the TBSV and then Wicket or a Kel Dor if it is needed to counter something like a Lancer.
In terms of Damage potential, this far out-weighs the Alliance & Empire era versions of San. No question about it. Yes, Boba BH had higher attack values, but that was only against Uniques. But you're also looking at getting BOTH Dash and Jarael instead of Boba, PLUS 11 points left over from that! So, the A&E San Hill had a max damage per round of right around 100 (60 from Aurra, 40 from Boba), whereas this version can be between 180 (against non-Jedi, non-Droids), to 200 (against Jedi), to 210 (against Droids), to 230 (Jedi AND Droids, uncommon I know)!! That's an enormous damage increase. Even if Dash only hits half of his attacks, you're still doing at least as good as Boba BH was.
Another advantage this has over old San variants: Stun abilities. Jolt on the TBSV and 3 chances at stun from Jarael's Shockstaff. That's brutal. This is also probably why I'd bring in Wicket in a lot of games, to help Jarael's chances of those attacks landing at home. Jarael also is a perfect answer to anyone running Melee, and especially people running Jedi. She may only last a round or two, but while she's doing that Aurra and Dash can unload on the opponent. Most Jedi won't be able to survive an encounter like that, and the ones that do, will have to take the chance at getting the Triple Shockstaff the following round!
I am REALLY liking what I see here. Still kind of upset that Seps (and Imps too for that matter) don't have access to cheap Disruptive. But for now, bringing a Kel Dor BH or a Human BG in with the Reinforcements should give all the protection this squad would need against enemy CEs.