So with Wave 2 it might have been the start of the most controversial mechanics in X-wing. The start of turrets and out of arc attacks. They also brought out the one thing that these were essential in countering Interceptors. This was also when ships have moved outside the small square into the one 4 times larger, and then the later huge ship types. For this we are going to focus on Wave 2 and the first Huge Ship the GR-75.
So first lets talk about the small ships the TIE Interceptor and the A-wing. These were ships that took the stress management with ease with green turns and high speed green straights where taking a K-turn wasn't as much of a penalty as it would be for an X-wing or a TIE Fighter. The downside was the lack of hit points, for more than the cost they were both at a low set of hit points. Granted they both had the high agility value of 3 green dice were ever fickle. Still the maximum speed has been 5 and even with the A-wing having a green 5 straight making it theoretically the fastest ship it doesn't change much on the larger 3 x 6 play area. The A-wings had low firepower but were a bit harder thanks to 2 shield tokens over 2 hull. TIE Interceptors were a glass cannon with the coveted (at the time) 3 firepower but were as fragile as the cheaper TIE Fighter. 5 TIE Interceptor list did not replace 7 TIE Fighter lists however with the 0 agility of the upcoming huge ships the higher firepower would be more welcomed. But when loading up a high point cost Ace in larger games their fragility becomes much more profound and it is soon realized it is better to invest in quantity over quality.
However the big change (pun may be intended) was with new ship base sized. These flying fortress were larger so taking one would drastically reduce the number of ships you could take to a standard 100 point match, but it made for filling up those 200 to 300 point Epic matches easier. The biggest advantage is they no longer limited to the strafing runs facing the ship that the smaller ships had to do. The firespray had a rear arc so as they both approach and depart they can still fire at the huge ship, while the YT-1300 just had to be in range 3. They also had new upgrade slots to include the <crew> upgrade which would also be used in huge ships but also the title and modification upgrades which essentially gave every ship 2 upgrade slots even for ships with no upgrade slots (i.e. TIE Fighter, TIE Interceptor).
But now onto the whole reason for the format the huge ship. The First Huge ship was a unarmed rebel transport. This was new so unlike large ships that just used the standard maneuver template they had to come up with something different and that is the huge ship maneuver tool. Unlike the templates they did not allow for huge ships to add their base size to the maneuver. Thus they were slower than the smaller ships. The huge ship 2 straight would be equal to a small ship 1 straight. They were slower turns using a 30 degree bank instead of the 45 degree bank. However with that the stress management of the standard ship maneuvers had to be changed and thus energy was introduced. However because of energy it took the firepower spot on the ship card this ship was unarmed. Instead of a dial on which color could add or remove stress, this dial would add energy, less strainful and slow maneuvers would give the most energy, while turns and higher speed maneuvers would grant little or even no energy at all as with the 4 straight on the GR-75. In addition they also had to give new actions to separate the huge ship from all the other ships as the result of a crew working together than a lone pilot taking the initiative. Thus the huge ship actions of coordinate, recover, reinforce, and jam was given. The transport had no weapons in the movie so they included an escort the repainted X-wing. This wasn't an intended fix for the T-65 but just a way to include more pilots from the movie such as Jek and Hobbie. Furthermore Huge ship had no attack but if they hit something it was removed from the table be it obstacle or ship. Also new upgrade slot the cargo which had a variety of functions and the crew would be used to help the huge ship as a support role. There was some upgrades that used energy and could turn stress form either red moves or the new jam action into damage. Huge ships had 0 agility so they had to defend themselves by actions. Reinforce acts as a permanent evade for only half the ship. Recovery can gain lost shield tokens.
So A-wings , low damage output at the time means they didn't have much lay, but since they served their roll as fighter to fighter and only the rebels had huge ships they were found as Escorts along with the X-wings that accompanied the Transports.
TIE Interceptors proved the 3 Firepower more than made up for lack of torpedo or missile slot for taking down huge ships. But their fragile frames made the generic more useful than the fearsome aces, as they could be focused down and shot.
The Firespray brought with it some fearsome firepower with the HLC. Which could cancel the rage 3 agility die that the 0 agility transport only natural defense. They also brought with them the bomb tokens which could be placed near the smaller huge ships and detonate but often it was better just to shoot them. The firespray also brought in some Area of Effect damage in the form of assault missiles and seismic charges. Now these were too expensive to even effect the TIE Swarm meta at the time, and given the larger play area of epic, even with 3 times as many ships the area of effect damage would not find that much of a place in epic.
The YT-1300 proved to be a flying fortress of sorts but it is unique in a way that the generics were different ships than the named pilots in terms of stats and upgrades. So the ORS would not be much of a threat to huge ships and the named pilots would be few so they couldn't mass up like the other ships. Still huge ships were not the rebel targets as they were the only faction to have one so hitting the TIE Fighters and Interceptors that would swarm the huge ship was the consideration. The falcon also came with the new title and modifications which essentially gave slot less ships like the TIE Fighter and TIE Interceptor 2 upgrade slots, title and modification. For the falcon most of the modifications could upgrade a stat like shields, but the most controversial one was the engine upgrade. Which essentially made the new boost action available for everyone, thus having a native boost in your upgrade bar was nothing special.
The X-wing didn't change much although it did point out that huge ship expansions were the perfect product to re-release a ship.
The GR-75 the first huge ship and a series of huge ship mechanics and rule exceptions, that started it all. Next we will get to wave 3 with the not so terrifying bombers, and the Rebel gunship that had the devs so worried they nerfed it harder than the jumpmaster before it came out.