So wanted to review the factions at least from my perspective. I know other have thoughts and opinions and results vary. This might be wordy so hang in there.
Imperials:
As little as people may be surprised here it’s the Empire who has come out of the gate swinging in this new edition. The biggest thing with the Empire is really a true three prong attack:
- Versatility : There isn’t one play style to the Empire. You can change them to fit your preferred flying style. Strait swarms, assisted swarms with a command shuttle (ala Sloan), Aces, alpha strikes, heavy ordinance. Pick what you like and go.
- Defined Roles : With each ship having a specialized role, the Empire ships are not only efficient but self sufficient and simply improve with coordinate options.
- Known play style : This might surprise some or just be something not thought about. With the Exception of the Decimator very little has changed for ships from the Empire. So everything looks and feels similar to what it was in 1.0. A few mechanics here and there but overall those are easy to adjust to and then solve quickly due to that familiarity. Unlike Rebels or Scum who had numbers of turrets or ships that simply had limited options or key tricks which are now absent.
Empire ships can still be fragile, and frustrating if not flown decently. Though they do seem to have more and more tools now then previous to mitigate those deficiencies.
Scum:
Where the Empire changed the least Scum might have changed the most. I haven’t seen Scum on tables much here locally. What I have seen has been interesting. Where they were dominated by their large base ships, it’s the new medium bases that seem to be key ships for Scum. Both the IG’s and Firespray are not only solid but able to be Maneuverable enough to be impactful. Palob is still up to his old tricks and if you get the Moldy Crow Title on him he’s a good bit scarier though he is still a target but the improved HWK, makes him a bit more versatile. The large base ships are suffering from sticker shock (point cost) and crew, and upgrade option withdrawals. Gone are the K4’s, multi dice turrets, the ability to load up in such a way they can almost solo a list themselves let alone add a wingman who is similarly built. Outside of the Jumpmaster which took a huge change, the large scum ships are fine, they just need a change in perception or practices as previously used tactics and action efficiency is gone, and seem to have some of the largest learning curves.
Rebels:
Overall Rebels go the most improved ships. The problem they currently face is for all the improvements they have very little variance from ship to ship. Take the X-Wing, E-Wing, Arc-170, and Y-Wings. All have similar stats, can take similar upgrades, and effectively want to do the same mission in a similar way. Similar things happen with the Z-95 and A-wings. Even the YT’s are so similar and cost so similarly that neither stands out. This lack of defined roles has the opposite effect of what the Empire currently enjoys. While the Empire can be built to suite, Rebels feel more of a reduced to a common denominator. Costing is not helping as they don’t have enough separation. However, changing cost would simply make something a preferred option rather than separate all the jack-of-all-trades most ships currently show. The biggest thing that may define the ships are the upgrades they are allowed to take, and as more options come available saying a ship can take it but not another will help define the roles a bit better. The other thing Rebels are suffering from is lack of support ships. The U-wing is fantastic but almost desperately needs a Tactical Officer stapled to it, limiting what else to bring with them. The HWK, which is vastly improved, is still not seeing play (locally), as it doesn’t do a ton in a supporting role. The Rebels are not in a Sky is falling mode. They are a product of their own design and have to be flown with a lot of skill. They do a little bit of everything, but are masters of nothing.