I have a challenge for anyone who is interested. Develop a rebel build that can field four or five named pilots with fantastic pilot abilities that keep your opponent from hitting you or evading your attacks. It would be nice to also have the room for upgrades like Juke, Crack Shot, or Electronic Jammer. Finally, try to keep it under 100 points for a possible initiative bid. Can you make one of those? Yeah, neither can I.
This game is getting less fun as each new expansion rolls out. The Gozanti expansion released several new TIE pilots with magical powers that seem to make them bullet proof as well as experts marksmen. The upcoming Imperial Veterans expansion gives ridiculous titles to ships that are already overpowered. The Imperial Raider expansion gave the TIE Advanced the ability to add an automatic critical hit in addition to its primary attack. What Rebel upgrade has an equivalent answer to that? There isn't one. The Imperial side can easily field five or six named pilots with a few upgrades and still have room to spare.
The Imperial side isn't the only one that has received undue favor. Just look at the scum side. What Rebel pilot has the equivalent of changing a crit into two hits like Bossk? This gives Bossk the ability to one-shot an A-Wing even if the A-Wing rolls three evades. Compare Kavil to Horton Salm. Horton can reroll blank dice at range two or three, but Kavil can fire an extra die outside of his arc. An extra die gives more chances for a hit than does a reroll, especially if Kavil already has a target lock. Furthermore, Kavil can take an EPT, but Horton cannot without spending extra points for a droid. This is in spite of the fact that Horton's PS is 8, while Kavil's is only 7.
Let's talk TIEs, Sycks, and Z-95s. TIEs can take a 1 point mod upgrade to make all bank maneuvers green, while the Sycks can take a 0 point title to equip an HLC or Mangler Cannon. What can the Zs do? Maybe take a Munitions Failsafe, but only if the list has enough points for a missile.
What about the latest wave? The VCX-100 is certainly one of the best Rebel ships yet released. But it is also one of the most expensive, in more ways than one. Hera comes in at 40 points, but she only has a PS of 7. Furthermore, an EPT is not offered as an upgrade on the VCX or the shuttle for any pilot. The Inquisitor comes in at only 25 points, PS 8, with an available EPT, plus he can fire a range one shot out to range three while at the same time negating range agility bonus and autothrusters. What Rebel pilot can do that? Meanwhile, Dengar is a PS 9 with an EPT slot and can also take one of those ridiculous Illicit upgrades. I could go on.
The game has gotten to the point where you must take named pilots to counteract the shenanigans that your opponent's pilots can throw at you. This is fine for Imperials and somewhat for Scum. But the Rebel faction is simply too expensive to field all named pilots, unless you only take three ships, which usually loses to a swarm of five or six named TIE pilots.
The only way I can see for Rebel player to cope with this meta is to take as many low skilled pilots as possible and try to get some dice through, or take three named named pilots and hope that the list doesn't fall apart. Either way, it is not an effective answer to the meta in the Imperial or Scum factions. I understand that the Rebels are supposed to be a bit tankier than other factions. That's fine. The problem is that the Imperial and Scum factions have received pilots and ships that effectively counteract the inherent advantages of the Rebels, while the Rebels have received a mere pittance in return.
It seems to me that FFG is causing that galaxy far, far away to fall into Imperial and Scum hands.