So as a fellow poster rightfully point out that I've and some other people have been getting negative about Rebel stuff. I would like to try and reverse that trend by pointing out some things I think are realy good that we've learned from the Rebel fleet article.
First up
http://www.fantasyflightgames.com/ffg_content/star-wars-armada/news/wave1/garm-bel-iblis.png
Garm Bel Iblis
He gives the rebel commander a great way to prep his fleet for how he is gonna wanna run the scenario by granting you command tokens up to the max of each of your ships. Plus at turn five when it's crunch time and you need every little bit of help he lets you again setup your tokens as you would like for that final big push. The only down side I see if you need to clean out your tokens between turn 1 and 5 otherwise it'll be wasted.
I think he is gonna be a big player once we all get the command stack/token system down.
Second place
http://www.fantasyflightgames.com/ffg_content/star-wars-armada/news/wave1/xi7-turbolasers.png
So as I understand it if you try and use the token that lets you redistribute hits to your other shields the XI7 makes it so only 1 hit can be moved to another hull section.
To me this is gonna be a big game changer once we get the movement system down and we start experimenting. We already can see in the game mechanics that you want to pick one hull zone and pound it into scrap well with this little beauty will not only help in that but the player who tries to use the token just wasted it.
So what good stuff do you see in the Rebel Fleet article?