Between new ordnance carriers (Scurrg), new ordnance (Cruise Missiles), and powerful new defenses to overcome (Wookie Gunship protecting Biggs), it looks like the table is set for an alpha strike meta beyond what we’ve seen in the past. Each faction looks like it has some options to participate in this evolution. Here’s a brief rundown. Note: This is a broad overview based on initial impressions, not playtesting, so as people try these different options out, I’d love to see input on how they play.
PS9 Scum Alpha Strike: The Pre-wave 11 standard, this archetype includes Dengar/Bossk and Dengar/Tel. In both cases Dengar’s buddy has VI, and both include ordnance and upgrades that make it very likely that the opponent receives two 4-dice hits. In addition, Dengar is strong ship after the alpha, so he closes out what’s left of the opponent’s squad.
Triple Deadeye Scurrg: New Deadeye Scouts, with bigger punches, but less control. Three likely 4-dice hits instead of 2, but at PS3 instead of 9, and with more crits (thanks to 3 primary attack + guidance chips), on very tough frames. You have the points in this list to use 5 point Homing Missiles to give more movement flexibility, or you could go with more powerful, but more limiting 3 point Cruise Missiles and get something else for those 2 points, like maybe Autoblaster Turrets, because FFG hates ships that point their nose to shoot at things with blasters. It will be hard to kill one before it fires, or it used to be….
Quad Deadeye Blacksun Aces: Even Newer Deadeye scouts, at least once Guns for Hire hits. You get a Black Sun Ace, Deadeye, Cruise Missile, Title, Guidance Chips, and Munitions Failsafe (because why not) for four PS5 Cruise Missile attacks. These are on much weaker frames than the Scurrgs, and only get one shot each, but you get one more and they all have better PS. It’s got a nice Final Salvo if the other player decides not to engage.
Quad Deadeye Green Squadron Pilots: The Rebel Version. Green Squadron Pilot, Deadeye, Cruise Missiles = 23 points, so you’ve got some flexibility for Autothrusters or something besides adaptability on your second EPT. I have a feeling this isn’t a winner, because the Greens just aren’t good after their warheads are away.
High PS Imperial Alpha Strike: Imperials can get a huge option of PS10 missile carriers with VI or Adaptability, among them are Vader, Quickdraw, the Inquisitor, Tomax Bren, and even Juno Eclipse. You can fit 3 with Cruise Missiles and have some points for upgrades still, and if PS10 isn’t enough, Vader and Quickdraw can give you a pair of 11s and still leave enough points for a solid 3 rd ship. Honestly, this seems like one extreme of the “race to the top” of the alpha strike meta. The other guy’s alpha strike is not as scary when a ship is removed before it goes.
Quad TIE Bombers: Four Gamma Squadron Veterans with Crack Shot, Cruise Missiles, Extra Munitions, Long Range Sensors. It combines the numbers and PS of the Black Sun Aces with more hit points, extra missiles in the magazine, and Crack Shot. This build is interesting, because your opponent can wipe a bomber before it fires, and you still have 3 ships left to send out their missiles. There are probably optimal configurations of Guidance Chips vs Long Range Sensors, and the right selection of warhead choices, but you get the idea.
Five TIE Bombers: 5 Scimitars with Cruise Missiles, Thread Tracers, and Guidance Chips (or Long Range Sensors, and drop 4 Tracers for 2 Extra Munitions). It’s tough, but at PS2, you’ll lose out to other alpha strikes pretty hard, and you don’t have the points to get Extra Munitions, so you’ll be relying on primary weapons to do a lot of work. Probably not ideal, but who knows?
Will any of these be solid? Who knows. I've only addressed pure spamming, there are also a lot of combos available if you want to mix in aces or blockers with these ships. Please post any other ideas that I've missed.