Hi there. My stuff has arrived, and my friend and I were looking through the cards and ships I have, and the suggested setups for them on the internet and we realised that pretty much every game was going to be the same for the near future, so we came up with the following army-choosing procedure to shake it up a bit and keep us on our toes.
1) Choose Imperial or Rebel
2) Split off Imperial cards for the Imperial player, and Rebel cards for the Rebel player
3) Divide the mutual cards into 3 rows - one rebel, one mutual and one imperial.
(hardcore mode is all non-faction specific cards are mutual)
The armies are chosen in turns, flip a coin to see who goes first. Take it in turns to chose either:
1) One ship
2) Up to three squadrons
3) Up to two cards, but the cards must be put on a purchased ship.
Objectives, initiative and terrain are decided in the usual way. Bidding for initiative is surprisingly tense this way.
This nicely prevents the armies from being too similar, and army choosing strategies come into play - if you want to delay purchasing ships by buying squadrons first, then you will get a slightly worse choice of gear. If you want a power set up (Demolisher+ACMs) then you'd better make your opponent aware of your intentions early!
This is not for tournament practice, but if you have a limited supply of ships and want to push them around while drinking beer, it is actually a kinda cool way to set up the game.
Edited by D503