So most of the other wave 3 threads seem to be talking about happy/sad with the overall product. This thread is ONLY for talking about strategy with wave 3. No complaining/wishing/etc.
First off: Gozanti Cruiser. 1 shield all around, 3 hull, 1 blue each out of front and sides no rear. 1 blue anti-squad. Unknown movement and cost. Presumably it will follow rebel/imperial pricing trends and be a little more than the GR-75.
The obvious first usage is setting up activations for the last in/first out hit. This should be the primary factor driving the price point. Demolisher is a powerful card but not so powerful that you would fly just it and 10 of these. A rock/paper/scissors/ should develop where adding these to get one more activation than your opponent is ideal. However, getting lots more activations is most likely wasted, and equal or fewer could be downright punishing. Considering rebels will most likely bid cheaper per ship only ups the gamble.
Support ships. We've seen a few support modes and they seems to work like the Redmption title affecting everything within a certain distance. Don't think these effects will be powerful enough solely on their own. My hunch is you will need to use one of the other usages here.
Anti-squadron ships. Highly dependent upon purchase price, these may be the best way to saturate the field with 1 blue die anti-squadron shooting. 20 points per blue die would be cheaper than anything else the imperials have.
Pocket carriers. With 2 command these are equal to raiders with expanded hangers. They don't have the firepower of a raider but are far cheaper and want to stay further back like carriers mostly should. Tarkin would be a big multiplier. The main question is what upgrade symbols do they have. Flight controllers and extended range being the two I'm looking for.
Others thoughts on this and the other cards?