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I tend to play rebels 9/10 games and found a few things out.
Squadrons:
A-wings: I always find room for 4 or 3 if I include Tycho. these are necessary for locking down enemy squadrons
Han, Luke, Nym are my go to unique squadrons
Dutch, Wedge, Jan, Rendar, and Farlander are good but rarely have room for them in a fleet
ywings good anti-ship in a pinch
xwings are meh, low speed and non-versatility make them low value too me at least.
Bwings I hate there speed and never use them, Independence is excellent at making them a bit more viable.
Ackbar: is much stronger when coupled in a fleet of broadsides, Assault frigates and MC 80's. I generally run 3 nearly bare bones assault frigates or a MC80 with 2 assault frigate.
Reeikan: Is great at carrier fleets with boosted comms. Use alot of unique squadrons. A good trick with him is move a ship that is destroyed but still in play purposefully into a enemy ship; if you can' and deal a auto hull damage. Its going to die at the end phase anyway right, so who cares if it takes another damage might as well go with a blaze of glory "Helmsman ramming speed"
Mon Mothma; CR90's and MC30c are her bread and butter take long range versions and keep your distance to keep canceling those Red dice. She is best at objective grab games, she is not going to be doing a lot of damage. Focus on the small enemy ships and leave the big boys alone, until you attain a superior position.
Dodonna: I like his cheap cost, I find him a great all-a-rounder. Work him a lot with Luke and Dodonna's Pride to deal the best crits fast.
Gram Bel Iblis: also a no brainer and all-a-rounder, but in a fleet where ships have high command values he really does shine. couple ships with officers or other upgrades that spend command those tokens for special abilities and time their use well.
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