WARNING: This turned into a lot longer post than I had originally intended. So it may take a while to get through. (kinda like the games themselves....)
My gaming group has been doing a lot of Epic play since the Transport came out. We have even done some Team Epic as well. So this post is going to be about some of the things I have found.
I find that I really enjoy doing Epic play, because it satisfies an inner puppet master/field general in me; being able to control and plan out where 8+ ships are going and how they are going to attack, etc. I miss that from the dogfight game, because I really find little enjoyment deciding where 8 TIEs are going to go. I haven't really felt like field general since the early Wave 2 days with multiple Interceptors (before I started having at least 1 Firespray in every squad,) so Epic brings that part of me out.
Squad Construction:
I have only played Imperials for Epic, although the Rebel players almost always include a huge ship of some type. General squad-building strategies for dogfight still apply here. You can go with fewer ships with higher PS, or you can go with more ships of lower PS, or a good combination of both. Streamlined ships are usually better than ships that are upgraded to the gills, although the huge ships are a different animal. When the Rebel players bring a CR90, they usually have to load it up to the 150 pt range, meaning at regular Epic (300 points), that's half of their points, or in Team Epic (2 players with 200 points each), that is pretty much one person's squad. The Transports generally run in the 45-55 point range, and are not to be discounted.
The Pilot Skill bid: you always have to presume that your opponent is going to bring a CR90, which attacks up to 4 times (minimum 3 dice each) at a PS4. If Roark is on the board, he is target #1, period. So firing at or before PS4 is generally a good option. That means fewer ships, or you can take the chance and go for more ships at lower PS. I have done both, and I generally try to swing for PS4+. The game I played yesterday, I only had a Bounty Hunter (with Engine and Seismic, used both) below a PS4. In general, I find Firesprays are not focused on, unless it's Krassis with HLC, due to the relative higher number of shots needed to take them down. It's a "harder kill" if you will, than say a bomber, so my opponent's worry about the easier kills first. I have gotten away from using Veteran Instincts because building above a PS4 is generally adequate.
I prefer to go the secondary weapon route, which means Jonus is an auto-include. Gammas with Cluster Missiles and Ion Torpedoes are my preferred loadout, so that I can use one or the other depending on the Range I get. Also if I pull a Munitions Failure (which happened yesterday), I can discard the Ion Torps and still have the Clusters, which are terribly effective against 0 Agility Huge ships. One team game I played, the front half of a CR90 was completely taken out by 2 cluster missiles, aided by Jonus with Squad Leader, and I think that game we had Jendon as well for the TL pass. I always bring Rexler Brath with HLC, because the huge ships do not like the crits they get, and usually I'm firing 4 with 2 rerolls vs 0, so it will hit a huge ship hard enough that i can save the focus for card flipping. Jendon with Weapons Engineer and ST-321 has been fun, too, and Kagi is a great counter to the Han crew card on a CR90, although i have only played Kagi in Epic once. (the CR90 moves after the small and large ships do, which means Kagi counters Han crew pretty well, and Han crew is really good on a CR90.)
Epic players build their squads to do a multitude of things, as you generally have to do. In a tournament setting, you have to be able to take down huge ships, Rebel squads without huge ships, and Imperial squads. So the general idea is being flexible enough to be able to counter a multitude of squads. I can't say for sure if there is a particular meta in Epic or not, as I have only played Epic locally, but I like to build squads with good primary and secondary attacks, as well as lots of hp.
I have also hatched an idea of 11 Shadow squadron pilots for 44-55 dice at PS5. I haven't played it because I only have 5 Phantoms (got the 5th from my wife for my Bday,) although i did play with 5 Shadows in my squad yesterday. They hit really hard, even without any upgrades. Yesterday's squad, which combines good primary and secondary attacks with lots of hp was:
5 Shadow Squad Pilots
Brath with hlc
Jonus with Squad Leader
Rhymer with Cluster and Ion
Gamma with Cluster and Ion
BH with Engine and Seismic
Rhymer and a Shadow were my first casualties, although they did some damage before they died. I did lose another Shadow as the game went on, but I ended up winning. The Shadows worked on the escorts while the Bombers worked on the Transport. BH got in Lando's way, dropped a seismic on him, and got a few good attacks in. Gamma fired his Cluster at Lando, then proceeded to block him in front of the Transport. Transport moved and the Falcon was floating away with the debris.
Huge Ships
Transports can't attack, but that doesn't mean they can't damage you. The Jam action can double-stress you, and Slicer Tools can damage ships with stress tokens. Ionization Reactor can damage your ships and set you up to get run over next round. IR takes a few turns to get it set up due to storing the energy, but it will also take a few turns for enemy ships to get into Range 1 anyway, so it works out. And even if a transport is your opponent's last ship on the board, it can still run over your ships, so you still have to be wary of how and where it can move. More on the moving later.
A CR90 can attack with its primary weapon at Range 3-5. It can also perform a Single Turbolaser attack as well, (or 2-3 of them, if so inclined, but you have a larger blind spot in close if you don't have Quad laser Cannons included,) so that's 2 Range 5 attacks first round. Add onto that Quad Laser Cannons, and a CR90 can attack up to 4 times per round, each with a minimum of 3 dice. So ignoring the CR90 isn't generally a good idea. Granted, the Ranges are different for the different cannons, which makes it tough for a CR90 to focus fire on a particular ship, but it still can hurt ships pretty badly.
Huge ships can take the Recover action, which allows them to recover shields by spending energy and an action. I have to say, this is terribly frustrating to play against. I spend some ordnance, have some good rolls, and next round the damage that I did is now gone due to the recover action. Or even if you get to the hull, it can still recover shields that you have to get through again. So, if you decide to attack a huge ship, your best bet is to do so with most of your ships so that you can damage it pretty hard in one round. Because if you only attack it with a few ships, it will recover whatever damage you did to it, so then you have to start all over again.
If you plan on flying a huge ship, you should get really familiar with how they move. Get to know how far a 4 fwd takes them. Also get to know their dials. A CR90 cannot go 1 fwd, so you can expect it to move faster than a Transport does. When banking a huge ship, be mindful of how far the tail swings out, because it is easy to get caught by the aft end of the ship, and your ship will be destroyed if you estimate wrong. This goes for the player flying the huge ship as well. Most of the time, I have seen the Rebel player line his small ships up close to the huge ship, so they have to be mindful of where the tail will swing to if they choose to bank their huge ship round 1. Dutch has been the recipient of a wrong estimation in one game, a big blow to the Rebel combo they had set up. Speaking of which:
Set Up
Huge ships set up first, which is great when playing against them, because you can kind of visualize how they are going to move throughout the game. Generally I have found that spreading out across the full 6 foot set up area isn't always a good option, because then ships get left out of the fight for a few rounds. And the fighting does start early due to the set up area.
Ships can set up at Range 1-2, and when facing off against a CR90, you're going to want to start in the Range 2 area if possible. If you start in the normal Range 1 area, you may not get shots in the first round, but that CR90 is going to be pounding your ships with its Range 5 weapons. So you're going to want to get into the fight as early as possible so you can at least shoot back. Plus you can have better Range control against the CR90 weapons, meaning if it does a Primary and/or Single Turbolaser shot in one round, it likely won't be able to target the same ship in the next round with those weapons because you will have moved into Range 2. Therefore you are in effect spreading the damage around that is done by the CR90, if you can help it.
Pilots with Range effects are likely going to be clumped together as well. Biggs, Jonus, Jendon, Howlrunner, etc. I have seen Biggs played in epic, but due to the restriction on his card (his effect doesn't work with the huge ships,) and the sheer amount of ships on the board, he isn't nearly as effective as he is in a dogfight. Etahn and Dutch are also used by the Rebels quite a bit, as they can be quite effective. Jan Dodonna is also a common crew that I have seen, and pairs well with Etahn to give 2 crits when attacking, if you can pull all of the conditions off right.
Generally when I set up against a huge ship, I try to stay on its flank. Jousting with a huge ship just isn't going to end well at all. Yeah, I don't recommend that if you can help it. I also include Engine on my large ships, so that I can maneuver and get out of the way if it does bank, so that I don't get run over and lose my expensive ship. This is where you don't mind so much running over an asteroid, because an asteroid generally won't insta-kill you like being hit by a huge ship will.
Attacking
One nice thing when facing against a huge ship is that focus tokens are useless on them, which means their attacks tend to not hit as often. This is where Han Solo and Weapons Engineer crew cards come into play, and Dutch as well. Plus when you add in the extra defense die bonuses for the longer ranges, their attacks aren't as scary as they could be, but they can still hurt you pretty badly.
One thing to remember is that the huge ships move last, so having ordnance against them means you likely won't be able to get your ordnance off first round, unless you have Jendon with ST-321 in your squad to help, or Airen Cracken. This is why I load up ordnance for all ranges, because I never know what range I'm going to be when I do get the chance to fire off my ordnance.
Another thing to consider is which section you're going to be targeting on a CR90. Since the huge ships move last, you're going to have to try and predict which section you will have a shot at, because you may end up target locking the wrong section due to the center blue line rules. So keep that in mind when choosing which section to target, and which ordnance you're going to use.
Also along the lines of target selection is do you go for the huge ship or its escorts first? Usually the answer is both. You try to focus one or more groups on the huge ship if it's a CR90, but you also have to be able to take out some of the escorts as well with what you have left. So it's a bit of a delicate balance knowing who to attack, especially with the huge ships being able to recover shields. Knowing your opponent's squad and set up will go a long way towards deciding who to target first.
General Gameplay
One thing I want to say, is that many of the games do go to time, just due to the sheer number of ships on the board, dials and actions to consider, attacks, defense, etc. And I know this is a fun game where you can BS with your buddies all day long, but I tend to get a little irritated in Team Epic (where you have 400 points per side on the board) when people get off task, which makes the game drag on even longer. So please, Epic games take a long time to play in the first place, please try to stay on task and move through the game as quickly as you can, especially in a timed event. Plan on a 3-hour game from the start, and the first 90 minutes being likely 2 full rounds of play as a given.
Also, I tend to stay away from PtL Interceptors, solely because of Slicer Tools and Jamming. (we call it "toasting your ship", slicing and jamming it.) Plus they only have 3 hull points, so they tend to go squish, especially with more ships on the board and fewer places to arc-dodge. Same for me with Whisper and Echo. Arc-dodging is just so much harder, with the CR90 Range 3-5 primary turret, more ships on the board, etc. So I usually won't bring PtL Interceptors or the named Phantoms, mainly for their high cost and lower survivability.
I tend towards Bombers, Defenders, and Firesprays, primarily for their secondary weapon loadout, but secondarily for their higher hp as well. They just tend to last longer on the board for me, which is essential to playing epic games. Once ships start dropping, the games can get lop-sided quickly. And when you put a lot of TIE fighters on the board, they start going pop quickly. Another reason I like running the higher hp ships is because they can go slower. Bombers can 1 fwd and Defenders can 1 bank, plus the Firesprays have the rear arc, so they don't have to be pointing at a huge ship to attack it. TIE Fighters and Interceptors are fast ships, so they can get out of position quickly, or they have to spend their maneuvers and actions pointing away from ships in order to not get hit by the huge ships. But I guess that's just more my play style in Epic.
Anyway, I'm sure there is more, but this has gotten much longer than I had originally planned, so I'll cut it off here. Thanks for reading this much!