I never thought that having more options would be a bad thing!
Okay, it's not a bad thing. I was simply very well set with my understanding of the game and strategies and my preferred lists and how those lists stood up to other lists in the first wave. Had plenty of time to mess with it, after all.
The second wave has changed many things, and I'm trying to figure out what I want to do in it all! I'm an Imperial player, and I've got a wide range of ships available to me, but I'm unsure what exactly I want to do with them. It feels like it's going to be much more difficult to build an all-arounder list like I had before. I've basically broken it down to several variables...
Variable One: Large Ships
How many do I want? Do I even want them? That huge Imperial is so tempting and seems like an obvious must-take. But, with a cost of 120 base, I realize there are other options in my arsenal that could be far more devastating. A pair of Raiders with Expanded Launchers, for instance, have 16 shields and 8 hull between them, whereas the Imperial has 11 shields and 11 hull (though the Imperial does have better Engineering and better defensive tokens with redirects) but they also will be putting out 2 Blues and 6 Blacks from their front arcs each. Give them both Ordnance Experts and they cost 122 points against the 120 points of the Imperial. Imperial has range on its side though. Sorta wish the Raiders had a redirect instead of one of the evades, but, oh well. I also feel the Imperial requires Gunnery Teams in order to be at maximum effectiveness, as its side-arcs are not going to make it worth its price tag if you're firing one front and one side.
And what about fighting against large ships? I'm hearing all sorts of stuff about Ackbar's dread fleet of red dice death, and trying to figure out how to combat those massive Mon Cals and their Assault Frigate buddies is making me worry. Speed would be the key, I'm fairly certain, but would one of my little Raiders even survive a barrage from an Ackbar Mon Cal's side arc?
Variable Two: Rogues and Villains
I ran squadrons in the Wave-One meta as Imperials. Usually four or five TIE-Fighters, purely to run interference while my ships moved into position. However, I'm definitely feeling that won't be enough to handle the addition of the Rogues that have been tossed into play. I definitely need to build more anti-fighter then. But, how should I do it? I could run in more TIEs, but then I'll need more squadron command to make them effective. What about adding in Dengar with the TIE-Fighter swarm, to make my opponents have to deal with counter on all of those cheap, expendable TIEs? He'd also get the benefit from Howlrunner too, so, that's nice.
Trying to figure out how I feel about Raider anti-squadron. I feel like if my opponent made the mistake of moving his squadrons forward too quickly, I could punish them between the crossfire of an Imperial's 2 blues and a pair of raiders' 2 blacks.
Variable Three: 400 Points
OMG! I've got 100 more points to spend! But, wait... it doesn't feel like I'm getting much more, when I've built my list, what with the Imperial eating so many of 'em. And then my opponent also has an extra 100, so I... I still haven't gotten a feel for the size of fleets with the 400 size. I feel like the number of ships isn't changing greatly, though the amount of fun toys people are putting on their ships is going up, so individual ships are becoming far more deadly.
All these things put together make me really trying to get a grip on how I view Wave 2, and how I want to combat the new threats that abound.