Pretty bad. Your upgrades aren't really doing much on such weak ships. If you want to spam ORS you put anti-pursuit lasers on them, cause a giant traffic jam in the middle of the table, and slowly wear down your opponent's squadron with
APL auto-hits and the occasional turret shot.
Corran Horn flight:
Not very good, Corran really needs marksmanship or
FCS to really benefit from making two attacks, and the droid is pretty weak unless you have multiple actions (
PTL!) to stack it with focus. Cracken is a waste, he's not contributing anything directly with only two attack dice, and a limited-range free action isn't enough to make up for it. You could spend those points elsewhere and improve the ship directly. For example, upgrading the bandit to a green squadron a-wing with
PTL gives you the same double action to fire the missile but without the range limit and at a cheaper cost.
With this list I'd probably go with something like this:
Corran - 40
FCS,
PTL
Blount: - 22
Assault missile
Etahn A'baht - 38
FCS,
PTL, R2
With Corran you're pretty much committed to a 3-ship list unless you want to take useless filler ships like naked Z-95s, so you have to make your ships count. And that means a second e-wing, or a high-end ace like Wedge, Luke with R2-D2, etc. Taking one key ship and a bunch of filler means that your opponent can just focus on the big threat and once it dies you have no hope of winning.