So with Heroes of the Resistance out (and Wave X in the pipeline) I think there's a few ships that need to be observed, simply because they seem to be better than one would expect. I've got two that come to mind, and am curious if there's any other ships that doesn't, or hadn't seen much competitive play that people think might be good now, simply because of new builds or a changing meta.
First is Major Rhymer, the stupidly overcosted Tie Bomber. I've played against him a few times, and I think he might finally almost not be terrible with Snap Shot. Rhymer with Snap Shot and Tactician is surprisingly good at stressing. That range 1-2 band for Snap Shot is huge, and catching say, Soontir or Poe at Range 2, before they have a chance to boost or barrel roll to a better position, leads to them being stressed and unable to do anything. Double stressing is very possible for Rhymer, and the damage output of throwing 4 or 5 dice from a single ship in a round isn't bad either, especially because the Snap Shot shot is usually against unmodified dice.
Rebel Captive on Rhymer, if you've got the points, works well with this build too, it takes him up to 33 points, but the ability to TRIPLE-stress a ship is huge, or just being able to hand out multiple stress tokens in general. It also makes Rhymer an unappealing target, especially if you're only running a few ships, so that can lead to him staying in the board longer than he deserves.
The second ship, one that I got to try out last night, is Shara Bey with Weapons Engineer and M9-G8 (and Adaptabiliy, because hey, 0 points.) The crazy amount of flexibility this 34 point ship gives you is insane- you can target 2 of your ships right at the start of the game, to give them soft-Predator, you can target lock enemy ships to cut down their offense AND you can have allies spend those target locks to bump up their accuracy. She gives you a LOT of dice control (although forcing an opponent to reroll a hit, into a crit, does suck. Stupid Damaged Cockpit.) And you can move those target locks around as needed, letting you pick the best option as the situation demands.
The only downside is Shara is much weaker end game- she can't target lock herself, or double target-lock a single ship, so she is just an ARC with the ability to reroll an opponents dice, if she didn't already spend the lock on her attack. Definitely recommend being aggressive with Shara, get her in the fray or at least have her effecting as much stuff as possible- run her like a soft-Biggs. Make her such a powerful influence that your opponent can't afford not to shoot at her.
Honorable mention to Wes Janson now, simply because of how important tokens are to a lot of ships, but there's still not a great build for the guy. Just run him cheap.
