In all the excitement about seeing the new rules, people have ignored the new 'Escalation' format!
QuoteInstead of a normal match, players can enjoy an Escalation match, in which they control a series of increasingly dangerous ships. To play an Escalation match, players build a squad as described in the Quick Build section with a threat level of 4. (If playing with only the core set, see the “Core Set Escalation” rules below.)
Then the players set up the game. After placing obstacles, the first player places the hyperspace marker marked “1” into the play area. It must be placed beyond range 0 of all obstacles and beyond range 1 of the edges of the play area. Then the other player places hyperspace marker “2” following the same rules; but, it must be placed beyond range 3 of marker “1.
During the End Phase, if a ship was destroyed during that round, its player chooses one or two pilots from their collection of Quick Build cards whose total threat is one higher than the destroyed ship’s threat. Then that player selects one of the two hyperspace markers and rolls one attack die. The ship is placed in the play area so that its rear guides are flush against the side of the hyperspace marker that corresponds to the die result. On a ? result, the player chooses any side of the marker instead.
If a ship would be placed overlapping another ship, it is instead placed in the next available side in clockwise order. If none are available, the process is repeated on the other hyperspace marker. At the end of a round, if a player has destroyed enemy ships whose total threat is more than twice the match’s threat level, that player wins! If both players have accomplished this goal, play continues until one player’s total is higher.
My initial thought is that the placement of your hyperspace marker will be key. Some sides are more likely to get a ship than others, so positioning it to support your existing ships when they appear will be important. At the same time you'll have to be aware your opponent can use either market too - this may well affect the engagement area as ships on the back foot try and avoid a double-whammy from reinforcements - or set up ambushes for new arrivals...