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The YT-1300 usually works well with the Gunner upgrade. The turret primary weapon on the YT-1300 is sometimes referred to as "playing on easy mode" because maneuvering isn't that important. Just get in the general area of your opponents' ships and attack the weakest target. A lot of folks are running a YT-1300 (Chewie or Han, usually) with Gunner, and then having some Z-95 outriders (maybe with Assault Missiles).
Dagger Squadron Pilot (B-Wing), even without any upgrades, is a pretty efficient use of points. B-Wings are kind of tricky to fly, since they are not very maneuverable but do have a barrel roll.
In the tournament scene, 2X-and-2B squads aren't really doing so well, but in casual play they can be monsters. Try any combination of Xs and Bs that gets you to 100 points, and it'll probably be pretty powerful. Biggs is a real pain -- you want him on your side.
Generally, you want to keep your upgrades to only the bare minimum, and invest your points in good pilot abilities (which usually comes with high Pilot Skill). Right now the nasty ships are Echo and Whisper (the unique Phantoms) and they can chew you up if their Pilot Skill is higher than all of your ships'. If you're playing a mirror match (Rebels against Rebels) you might see Han Solo or Chewbacca + C-3PO (from the Tantive IV expansion) and that is a tough one to take down. I don't know what advice to give you about dealing with that, except to bring your own YT-1300 too.
The bulk of your force should all have Attack value of 3, unless you're running a lot of ships (say, 5 or more) -- in which case Attack value 2 is fine, but you have to concentrate your fire on a single ship to bring it down before moving on to the next. It's usually a bad idea to plink away at this ship and that ship and let them stay in the game to fire back. Get rid of them one at a time if you can. That means maneuvering your ships in a way that keeps them pretty close together. But watch out for Assault Missiles and asteroids, since these can punish you for flying in formation. And don't run into your own ships if you can help it -- you want to be able to take an action with each ship each turn.
And when you do take an action -- Target Lock is a good choice if you can avoid getting shot at during that turn. The next round, take Focus (because Target Locks don't go away until you spend them, but Focus tokens go away at the end of the turn). Then hit with both Target Lock and Focus at your disposal. That's not always possible, but it's a good thing to strive for. Focus is a good choice if you need to defend, since it can save your tail too.
I strongly recommend playing with the standard 6 asteroids. And the missions that come with the game and the expansions are all pretty good. Try them out for a change of pace.
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