Below is a collected list of thoughts and ideas about how different ships and pilots shine.There is no genuine process by which to pick and choose what is the best advice, so I'm gathering various opinions. Take them as you please.
Also, this link has a great write up over on BBG:
http://boardgamegeek...random-writeups
Rebels
A-wing:
Prototype excels as a blocker being the only small base PS1 rebel (and also very maneuverable).
Green excels w/ PTL as the only generic w/ an EPT for the rebels. It also makes it a great flanker, missile platform, and closer.
Tycho is a much more expensive green, with the added benefit of PS8. He is a better flanker, missile platform, and closer, but you pay a huge price for that. (Khyros)
Arvel is perhaps the BEST blocker in the game. At 23 points he is a PS6 w/ boost AND can target ships touching him! He moves at the perfect time to be a thorn to high level PSs and boost makes it easy to correct his direction. Late in the game he becomes an even bigger pain in the butt because of his ability. (Stone37)
B-wing:
Blue: A more maneuverable but slower Rookie. And more customizable, though hopefully that'll change with the new droids. Excels as a main force dogfighter.
Dagger: See above. Even better with AdvS than the blue since more people have moved before it has.
Ibby: First chance to build the hypermobile B wing, the ultimate dog fighter. Is also the most defensive B wing, and thus a good use of sensor jammer
Ten: Lethal against high agility ships, and otherwise the same as the blue/dagger . (Khyros)
X-wing:
Rookie: Jack of all trades. Not as good as an A wing as a flanker, not as maneuverable as a B wing in a dog fight, not as durable as a Y wing. But pretty decent at all of the above.
Red: See above.
Biggs: Either the best or worst use of 2 points over the Red (+1ps + ability). If you have high priority targets, he's great, otherwise he's just another X wing that the opponent will want to take out anyways.
Garven: Often underused X wing, weak to action denial, and not as useful as other action share methods.
Luke: Great closer, especially with R2D2. Opponents will often ignore Luke to begin with due to his ability making him ~50% more durable than other X wings.
Wedge: Target #1 on most lists. Almost requires Biggs for that reason. Does well with ST or PTL+R2. (Khyros)
Y-wing:
Gold: Arguably the best ion cannon turret platform. While not as maneuverable as the X wing, the turret makes up for that. Great way to mess with the opponents strategy, but at the cost of attack power.
Dutch: Great way to get more damage out of your Y wings (well, sorta). Not as easy to block as Garven due to the turret. However, normally you want your ion cannon turret shooting last, and PS6 is rather high.
Salm: A good torpedo platform, really needs a focus to go with his attacks though.
(Khyros)
Greys are good when you want to use them for torpedoes. PS 4 shoots before 2 and with ordinance you need to get those shots off. (AtomicFryingPan)
Hwk 290:
Rebel Op: Cheapest ion platform. Dial is basically only missing a K turn when compared to the Y wing (not actually true, but close enough). It is not quite as survivable, but can take a crew, which allows for different customization than the Y wing.
Roark: Cheaper than a Gray and provides a PS12 boost. This is the reason no one should ever take a Gray. His ability makes him much more useful as a ICT platform. Fly him like a conservative Y wing.
(Khyros)
Kyle: Kyle is very useful as well, coming in at 31 points (same as most Jan set ups) to set him up still gives you enough to run 3 Red squadron Xs, that alone is a massive amount of dice going down with extra focus going around.
Jan: I would say its because of Jan that I fell in love with HWKs in the first place. There really is nothing like seeing your opponents face drop when they have to face 4-5 dice on a constant basis when she is paired up with any amount of X or Bs.
(Hujoe Bigs)
YT-1300:
ORS: Great blocker. Best use of APL. The 2 attack dice really hurts it when compared against the others, but when compared to a Y wing, it's not that big of a deal anymore.
Chewy: Crit immune 360 tank. Make sure you take out the interceptors before he goes down
Lando: More useful than people give him credit for, but for 2 more points, you can have Han, which puts him at a bad place
Han: Ultimate mark of consistency, especially with a gunner. (Khyros)
Imperials
TIE Fighter:
Academy Pilot - ONLY 12 points!!! Sure they are lack luster on attack, But they can be pretty hard to hit if you evade, but when you hit them they die pretty fast. Their greatest ability is in the swarm (see Howelrunner) most other shortcomings can be overcome with numbers. Finally they have only a PS of 1. Though this is usually a disadvantage, this can be made up for with swarm tactics, but they also make the best blockers in the game, simply because of the numbers you can field them in.
Obsidian Squadron - for 1 point you get a +2 PS. This is a great deal, Having a swarm of TIEs that go before your opponents slowest ships is awesome.
Black Squadron - not as good as a deal from 1 point only gets you 1 more PS. You do get the Elite Pilot upgrade, but I don't use it much on these guys.
Night Beast - at 15 points he is the cheapest named pilot in the game. His ability is basically a poor man's PtL and you never acquire. Every time I do a green I get a focus. DEAL. You don't get stress, so you can always do that K-turn when you want to. Possibly the most underrated pilot in the game.
Winged Gundark - That Extra Crit is not bad. The fact that it only happens at range 1 isn't as bad as you might think, since TIEs don't do much hitting anyway except at range 1.
Backstabber - at 16 points he is still pretty cheap. His extra dice gives TIEs just what they need. Lot's of people like to use him as a flanker, so he can get those flank shots, but good flankers need the boost action at least and EU are a little too expensive to put on him. I like him in my swarm. After the initial approach things always turn into a mess anyway. He is going to get those flank shots.
Dark Curse - also at 16 points he is often overlooked in favor of backstabber. And where Backstabber is a more offensive ship, Dark Curse is very defensive. His three agility can make him very hard to hit if you can't use focus or TL. The problem is a ship that you can't kill that is only worth 16 points and isn't that much of a threat can be easily ignored.
Mauler Mithel - 17 points, high pilot skill, elite talent, and a great ability. He is often called the poor man's TIE Interceptor. He is a great hitter for your TIE Swarm
Howelrunner - 18 points, possibly one of the most useful pilots in the game. She buffs all the ships around him, making him great as the center of a TIE Swarm. Since her ability is about helping others her defensive abilities are really useful.
In short all TIEs are pretty cheap, and though their Fire Power can be a little clack luster especially at long ranges, they work together well and make great swarms.
TIE Advanced:
TIE Interceptor
Alpha Squadron: Wastes its high manoeuvrability (Interceptor's greatest strength) a bit since it goes first and can't see what opponents are doing. Damage is good if you can survive the shot, but you're fragile and shoot last
Avenger Squadron: Pays a couple points to overcome above weaknesses only against other low PS opponents
Saber Squadron: Pays 1 point of 1 more PS and gains an EPS, which you can use to place on PTL, which is very powerful on interceptors, as it maximizes their mobility, and the stress is more easily removed than on other ships. Still hurt by low PS, but not as much as the above ships
Fel's Wrath: Loses EPS, effect is seen as poor by most of the community
Turr Phennir: High PS pairs well with both his effect and his ship. Can be very unpredictable. Fragile as all interceptors, but very impressive mobility can help overcome this, and he also gains the very valuable EPS. Requires more thought to use than most pilots.
(AgentV)
Soontir Fel: Ability seems weak when first seen, but since he can take PtL as an EPS, the synergy between his ability and the upgrade is extremely potent, especially since his can remove stress easily in an Interceptor. Highest base PS in the game proves very useful on a craft that depends on being so mobile. Effect and mobility help minimize the major weakness of how fragile he is. Similar to Turr, using him to maximum effect requires more thought than with other pilots.
TIE Bomber
Lamba Shuttle (aka Space Cow):
Firespray:
Hard hitting hard to kill, lots of upgrade potential. A current favorite at tournaments in my area. I find the best upgrade to give them is a gunner. I hardly ever take a Firespray without one.
Bounty Hunter - Basic Low Pilot skill cheap option. Gives you just about everything you want on a Firespray for a discount price. Of course the PS is low. The other disadvantage is that it does not have an elite pilot upgrade.
Krassis Trelix - At first he was my favorite, He makes the HLC even better, (an maybe worth its points). Unfortunately a gunner is cheaper and usually buffs your offense more than a HLC. With a 3 attack dice, I don't usually see the need to put any missiles or torpedoes on a firespray, so Krassis ends up being less useful. Combining him with Jonus can be useful.
Kath Scarlet - For many people she is the most popular Firespray pilot. Its not so much her ability or even her PS, but the fact that you can give her an Elite Pilot upgrade. A couple of favorites are Ventran Instincts, or Expert Handling. Those large bases, make the barrel roll sooooo good, and their is something about that rear firing arc so I have many times been able to not only get out of an opponent's firing arc, but also put them in my rear arc.
Boba Fett - when the Firespray first came out I was so disappointing in his ability. I turns out I usually know if I want to turn right or left, even with the navigator he just didn't seem that great. But I love him as a pilot, simply for his Pilot Skill and Elite Upgrade. As I mentioned above, barrel rolling firesprays are the bomb. And if you have a barrel roll, then going last is a really big deal. Boba Fett is the only high point pilot that I take despite not liking his pilot ability.
(Hrathen)