(So I don't know how to embed IMGUR albums or images anymore. The last time I did this, that post no longer shows the images.)
I'm trying to learn how to fly a what I understand is an "MSU", a fleet of only small ships. The fleet build is discussed at this link.
@racknut can post his build if he wants.
The game goes like this:

Deployment
With a 387 Empire vs 398(?) Rebel, I won the bid and chose first player. I took from my opponent's Objectives the Hyperspace Assault. We'd never played it, so I was curious.
I arrayed my ships along the center facing straight forward with speeds of 2 or 3. The previous game, I ran the first version of this fleet, with ships winging off to the sides. That went badly, since the MC80 was positioned late enough to be able to cut off a Raider and take it out early This time I tried a neutral arrangement to hopefully give flexibility to react to the Rebels.
The Rebels took positioned the MC80 on one side with its GR75's, the Corvette on the other side, and the MC30c non-deployed as the HA ship.

Round 1
I moved outward generally angled towards the CR90. The CR90 moved towards the Rebel left side. The MC80 moved downward with GR75s nearby.

Round 2
The Rebels deployed the MC30 between my flagship Light Cruiser and a Raider (seen in the end-of Round 1 photo).
I moved my Cruiser to preserve Moff Jerjerrod. The MC30c double-arced the Raider and killed it. Playing through this for the first time, this suggests either I should have gone with Most Wanted Objective; that would have put the pain on my flagship, but wouldn't have enabled an early ship loss so easily. Or, I needed a different deployment strategy to mitigate HA. I was not really thinking through the implications of the tokens mis-guessed the HA deployment tactic that would be used.
The MC30c was in range for my GSD-I. I got a great side shot on it. But with no accuracies in the black dice, he used an upgrade card to discard one die and Lando to force a re-roll which converted 2 dice with Hit/Crit to blanks (!!!) and redirect. What should have been an APT-crippling attack of 6 points and a face-up card was 2 pts spread over two hull zones and no cards.
Ships moved, and the MC80 Madine'd a 90-degree curve to come for my GSD, Raider, and Goz.
I took out his squadrons with Ciene / Valen and some help from the Raider that passed through.

Round 3
As seen in the End of Round 2 photo, I had a close range side arc at the MC30c. But the MC80 was at medium range of a GSD. I could have activated to fire on the MC30, and if I got really lucky, killed it in a one shot. But if it wasn't a one-kill, then I would have left my other GSD directly threatened by the MC80. I chose to activate the threatened GSD and fly it away. This may have been the wrong choice tactically. Ultimately it wouldn't have changed the game, but I might have been able to kill the MC30c to at least slow down the game. But I also might have only damaged it for a Round and lost a GSD immediately.
The MC30c fled.
The MC80 fired on the my Goz but the dice hated him and it was basically a whiff. It fired on the Raider, which took some damage, but lived.
Through this, I'm trying to get a bead on the CR90. But I can't. It's cruising around at Speed 4, with some Madine-enabled jinking. I got some hits on it, but never enough to destroy it.

Round 4
The MC80 killed my second Raider and the Goz.
The MC30c was flying to safety.
I conceded the game here at the end of the Round. I was going to kill the CR90, but my GSD was going to die.
