I played 3 games (technically two, we stopped after turn 3 on the first one because we realized we deployed wrong) with a list of 2 assault frigates and 5-8 x-wings, with the list changing a little bit between games. (it was usually against 2 victory's with lots of tie fighters and bombers)
Here is what I found:
Electronic countermeasures are a MUST. First game I had with them, they proved handy, but I didn't realize how effective they were...
Second game... oh god... why didn't I take them... Nearly every shooting attack I wished I had that card. It is VERY vital, for those 7 points.
So they are almost an autoinclude.
I also took Garm Bel Iblis, but didn't like him as much as I thought I would. I would of had time filling up my ships even at movement three, usually didn't start shooting until turn 4 or 5 because how we deployed terrain, each circling, trying to find a weakness...
You want to combine Paragon with Enhanced armaments, and hopefully get that objective that works out as your gunnery team. Then, with a focus fire command (and token), Sensor team, and your second attack, your throwing 4 Red dice, 1 blue dice (if at medium), and 2 black dice, with a reroll and a sensor team to spend a die (like a blank) to change another die to a accuracy, to prevent the "half damage" action. Intel officer also adds to the frustration, but that might have been too many points. Anyways, thats 5 dice of damage, with 1 reroll, and 2 (ideally misses) being spent basically for an accuracy icon if you need it.
The carrier variant is alright, but the 2 blue anti-squadron dice of the 'A' is amazing, and I made short work of his Ties with it.
I dunno about the combat retrofit slot, might remain empty for now.
What do you think about the assault frigates?
(ps, at first I hated them, but after buying one, I had to have another. They don't look bad at all!)