OK, necromancing this thread a little bit, as I think I may have found something that works with this idea.
Here's the squad I was playing yesterday. I went 3-0 with it (admittedly, 2 games were against young kids with little experience, but the 3rd game was against MadMan, and it was brutal, IMO).
Boba Merc
Garm
Han Rogue
Bossk BH
Lobot
Ewok x3
Ugo x2
Used Garm to bring in a cart and 3 Mon Cal Techs, and Lobot was bringing in a Gonk and then either Wicket or other activations. NOTE: I also had an MTB in the squad, as we were playing with 208 point squads for a 'Countdown to 20(0)8' theme for the day. Otherwise, I might go with Han RH instead of Han Rogue, not sure though. I guess that's not really the point of this thread anyways, so...
I was loading up the MTB and the Gonk in the cart, and then using Boba's combination of Intuition, and 3 squares of movement to pull off the big early round shots. Actually, now that I think about it, I pulled off a couple later round shots with Han and the cart as well once. I killed MadMan's Han RH at the beginning of Round 2 by setting up the cart and Boba in the previous round. After Boba shot 3 times at Han RH (needing 3's for hits) and killed him, he moved 3 squares out of LOS.
With this set up, I didn't need a 2nd cart, although if I was running the squad without an MTB, and didn't need the extra activations, a 2nd cart might not have been too bad of an idea. Although, I really like the option of putting the MTB and the Gonk in the cart together. In my game against Madman, he killed the cart, and then I made the MTB's save, but failed the Gonk, so it took out the MTB anyways.
Again, Boba's psued-mobile with Intuition and Garm's CE allowed him to not be adjacent to the cart when the Gonk blew up.