aaaaaaaand so far me and my friend keep learning alot:
Small map = ships going off the side if you're not careful
Ramming is an effective tactic, as in hitting ship reducing speed by 1 until you either hit 0? or pass through? each drop in speed = 1 damage card for both ships?
Tie Interceptors...more so swarm tactic is very effective at killing X-wings.
How do fighters work exactly? Do they need to be in range of the carrier in order to work? As if my X-1 was at long range of his carrier (Victory 2) can he still move/shoot?
Do Accuracy dice only work against ship tokens or can they be used against squadron upgrades? What happens if I roll all accuracy and no actual hits?
We did the learning scenario but built a 300 point list per side:
Rebel:
Nebulon Support
Nebulon Escort
CR90a
4 x-wing
Imperial:
Victory 2
Gladiator 2
2 x Tie
1 x Interceptor
2 x Advanced
We've come to realize the Nebulon is a total artillery ship...long range keeps it alive...but a broad side from the Gladiator was enough to bring it down...granted upgrade cards could have made the difference. The CR90 is very weak if it gets focused...and swarming it with ties with a combo from the Victory made sure it died fast....it seemed to be the biggest threat to the tie swarm.
As we progress, we've been escalating we may do a few more games to get general rules before we use upgrade cards. I'm buying us a rebel fighter pack with a MK 2 frigate to give them some ship to ship heat. Yet I'm realizing more ties = good
Oh and ugh...the empire won by 1 ship...

This got ugly before the Gladiator ran outta road beers and took off from the corner:
