Me and the people I play regularly have decided to jump straight to 400 points rather than wait 3 months or so for wave 2.
I don't like the assault frigate at all and I'm not going to start spending money on 3-4 corvettes so I've ended up going quite fighter heavy. On the upside, the fleet was fairly cheap to throw together.
CR90a- 84 points
Mon Mothma
Raymus Antilles
Tantive IV
CR90b- 57 points
Engine Techs
Overload Pulse
Jaina's Light
Nebulon- B Escort- 74 points
Nav Team
XI7 turbolasers
Salvation
Nebulon B Escort- 66 points
Nav Team
Yavaris
Dutch Vander- 118 Points
4x X Wing
2x A Wing
2x B Wing
Total 399
The Tantive IV will give out tokens to any ship that needs them, though quite probably squadron commands for Yavalris followed by concentrate fire/ manoeuvre tokens for either Nebulon. Mothma is onboard so I can keep her out of harms way for the most part, making sure the other ships pose greater threats. Also, it's sort of in keeping with the background. If need be the Tantive can act as a back up squad command but it will probably sit at long range until mid game taking pot shots and helping out the Nebulons.
Jaina's Light should make intel sweeps fairly simple. With the engine techs it should be able to speed in on my last activation of a turn and then shoot and scoot in my first activation of the next turn, hopefully using the overload pulse to set up a target for the other ships to peck apart. I considered an ECM upgrade but I think the extra speed and 2 click turn will be more helpful given its hit-and-run nature. Also, the upgraded engines suit the background better.
Otherwise Yavalris and Salvation operate much as most escort frigates do- avoiding being flanked and using forward batteries and fighter-bombers to attack.
The fighters will fly fairly lose to avoid the imperial aces tying down and massacring my entire fighter force in one big furball. Then again, if that does happen the Nebulon B's anti-fighter batteries should avenge the X-Wings.