I don't see much discussion on the importance of deployment strategy. I find that the entire game can be lost through poor initial placement of your units--and it's the part of the game that you spend the least amount of time on, compounded by the fact that you're often rushed and anxious to get the game going.
It may be obvious to some, but when placing your units, your strategy for the whole game should be loosely formed in your mind. Interactions with terrain should probably be top priority, as that is the thing that changes from game to game. Second should be interactions with objectives, as those change from game to game and are the sole influence on you winning or losing. Third should be the enemy deployment--it's easy to make this your top priority but if you undervalue the effects of terrain and the objectives, the enemy already has an advantage over you. Plus, the enemy's deployment is hidden from you as you alternate, so you never have complete information. With that said, it's still very important to account for things like AT-ST mortars and Leia/Veers card attacks, and planning your movement to match the threat from the enemy's placement (e.g., don't leave a flank open for flamethrowers without a plan to deal with them). Finally, the use of your command sphere is key to ensuring victory and you should be careful not to make your job harder than it should be to get the commander(s)' benefits.
1. Terrain - I'm no military/history expert but I do know that understanding the battlefield and using it to your advantage is a huge part of any combat engagement. Is there terrain that you can get to before the enemy for an advantage? Barricades are most obvious, but LoS-blocking buildings can be even better to control an area of the battlefield. Getting to good terrain can be more important to controlling an objective at the end of the game (or even turns for Transmissions) than getting into scoring position! But make sure that the terrain you occupy still allows your forces to score the objective when the time comes--firing down from a tower may be a great position early game but if you can't get down in time for the later rounds, it can cost you the game.
2. Objectives - You win or lose the game by scoring objectives, period. But since objectives are almost always scored at the end of Round 6, you have to make sure you're still alive and not panicked when it counts. Therefore your strategy can't be as simple as "get to the objective before the enemy does." Most scenarios have one or more scoring objectives nearer to each opponent, and one or more "up for grabs" that will decide the game. There is no one strategy for getting them as it's wholly dependent on the units, terrain, and pregame cards. In some cases you might save an action by walking past the "safe" objectives so you can set up closer to the "contested" ones, and pick up the safe ones later. Or you might hunker down by the safer objectives while some support/heavies soften up the opposition, making a late push for the contested objectives. Whatever your strategy, make sure you form it before deploying. Of course you always have to be able to improvise during the game, but your plan shouldn't be to improvise.
3. Enemy Forces - This one is probably the most obvious. You see a flamethrower AT-RT placed across from you, and you consider an ion unit or Luke across from it to deal with it swiftly, or at least avoid placing any troops there that could be eaten up. But taking this strategy on after considering terrain and objectives makes this the hardest consideration--that's why it's third. To some extent, your placement vis-a-vis your opponent is the least important consideration since it's a given that the opponent will be doing everything he can to destroy your units during the game. His intentions, unlike the terrain and objectives, are hidden from you before the game and will occupy your attention during the game.
With that said, don't shoot yourself in the foot from avoidable mistakes. Veers/Leia want to use their bombardments early, likely turn 1 or 2--deny them the chance to soften up juicy targets by setting them up behind LoS-blocking terrain. Avoiding mortar fire is a bit trickier but it's definitely worth considering. Be aware of any HH-12 or DLT upgrades that give the enemy very long range as well, not just on deployment but within a speed-2 move from deployment as the first activation can be devastating on an unsuspecting defender caught out of cover.
Another thing to consider with activation spam is if you want to try to target a unit for suppression overload. Identify that unit as soon as possible while placing units and cluster them together.
4. Command Sphere - this is an easy one to lose track of, and can sink your strategy fast (especially if you're fielding a single commander). Did you think through items 1-3 but work out a strategy that requires your commander (especially Luke or Vader) to go on an adventure behind enemy lines? Ranged attacks can quickly ruin your objective plans through panic (or threat of panic). Many deployments might warrant separating your forces into two "task groups," sometimes leaving one without a commander. This can certainly work, but have a plan for how you will avoid panic. If your command cards want units nearby to maximize their utility, make a note of this before you place units. They don't necessarily have to start in range of your commander, but you should have a rough idea of how they will get there when it counts.
I hope this has been helpful. There is obviously a TON more strategy that takes place during the game, but I felt like pregame has been overlooked on the forums. What do you think? Is there more to be considered before round 1?
Edited by Big Easy