Thoughts on Hyperspace:
- Rule of 2.5 - Not sure which Australian invented this rule, but its true. You face a definite mix of unknown and known lists in Swiss.
- 5 Resistance As will have a lot less room for Upgrades after the next pt adjust.
- Two Resistance 4 Ship Lists still seem perfectly fine for this meta ( Quad 5s, Poe + 2i5s + 1 )
- Empire now has 2 legitimate Archetypes for the format. Tie Swarm and Vader/Soontir+ ( Not Tie Salad )
- Tie Swarms are not popular but they are occasionally used and do ok. This is their "end-state".
- High Init Torps + Leia are difficult but possible to avoid. Its remarkable how much "safe space" on the board White K-Turns remove, along with how much pressure it puts on the damage race.
- Republic is as good as I thought it would be. Take at least 1 7b 3 Force Jedi and go. You will win games because of High Init, High Mobility, High HP, and Passive Modification.
- Republic Beef is also at minimum Swiss worthy. Joust + Rear Arcs + High Hp = Fine and basically what Leia does.
- Rebel Beef is excellent but my perception is that players are getting "bored" of running it.
- Han is great in hyperspace to and might benefit from slightly lower ship counts.
- First Order is solid but not over-powered. Several First Order ships are pretty good but none of them are S-Tier or in need of pt increases.
- Scum, I would be comfortable taking Fenn/Guri/Old T or Fenn/4 Zealous or Boba+ to a Trial if the goal is just to get dice.
General Hyperspace Trials:
- With Practice and Clear Decision making you can still take almost anything "logical" and make cut.
- There are a ton of logical lists. Many of which are not in the data or being tracked at all which is funny because its a "smaller" card pool.
- Im not talking about Snowflake Jank, just well optimized lists with High Init pieces or Beefy low init lists from almost any of the factions.
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