Hi all!
I'm awaful at this! Well, pretty bad. Keep making silly decisions, basically, and losing because of stupidity is pretty frustrating.
My theory to negate this would be to have a list with one or two ships with a two main factors:
1) High enough PS to move after most other ships and
2) (this is the tricky one) the ability to take advantage of moving last by adjusting what they do through actions, abilities etc.
Two ships especially spoke to me: Boba Fett and Echo. I know the former is scalded by veterans, the quite justifiable arguement being that you should know where you want the big angry lamppost-bulb to go when you manouver. I haven't got that down yet and keep mis-reading what my opponent's going to do so It'd take more practice to get to that point. In the meantime, I have no qualms trying to find the best way to keep the training wheels on. Here's what I thought:
Boba Fett (39), Veteran Instincts (1), Navigator (3) - 43
Echo (30), Advanced Cloaking Device (4), Veteran Instincts (1) - 35
That's teh two least-predictable, most adaptive movers on the board, leaving 22 points for a third ship so I thought:
Omicron Group Pilot (21 pts, works as as a big, survivable chunk of bait)
OR Gamma Squadron Bomber W/missile of choice (Mebbe gets an assault missile off then dogfights to the death)
OR Tempest Squadron Tie Advanced Pilot (no, really...they can block, have fairly decent survivability, can harass the enemy...c'mon, stop laughing)
Anyone with more experience think this'd be workable?