After playing the game for a bit I decided to rank the unique pilots, partly to give my incite to others and also to see other's opinions. Pilots will be graded on Maneuverability, Stats/Abilities, Upgrades, and Squad cohesion. I will be ranking both the rebels and the imperials side by side.
UPDATE: Fixed TIE-Advanced/TIE maneuverability. Fixed a miscalculation with Garven Dreis's overall. Reviewed my rating on Luke Skywalker.
UPDATE 2.0: Reviewed my rating on Howlrunner.
(M) Maneuverability:
This is my way of gauging how effective the movement dial will be for this unit. Of course there will be overlap here as there is several unique pilots for a single type of ship. This is also graded on a scale, meaning this is sure to change once the A-Wing and Interceptor come out, and there will be much more variance here once there are more model types to choose from.
(S/A) Stats/Abilities:
Self explanatory, when combining the inherent stats of the vehicle and the unique pilot ability how effective is the pilot?
(U) Upgrades:
The Upgrades available to this pilot, and more importantly how well this pilot can use the upgrades available to it.
(SC) Squad Cohesion:
A combination of all the prior grades. How does everything this pilot has to offer effect squad building positively? Does this pilot help out his fleet, does he make it better? This is also weighted heavily by the pilot's point cost, and how well of a squad you can build including this pilot.
1. Darth Vader
Highly maneuverable with the Tie-Advanced, Darth Vader is a must for most Imperial builds. His special ability of two actions a turn is devastating, and with missiles he has the best combination of upgrade options in the game. His high pilot talent paired with Swarm tactics makes some of his TIE-fighters outright dangerous. The only gripe with him is beyond that he doesn't do much else to make the other TIEs better (They're great already) and has low attack value (Offset by Cluster Missiles).
M:
4.5
S/A:
4.5
U:
5
SC:
4
Overall: 4.5
2.
Wedge Antillies
Wedge is the best Rebel pilot, and rightfully so. He packs firepower where it's greatly needed against high agility imperials. He has the great astromechs as upgrades too, and is probably one of two rebel pilots who are worth using proton torpedoes. Wedge’s biggest problem is his survivability for his points, he can go down quickly against an Imperial swarm. Also he doesn’t necessarily do much for the other ships in his fleet, but regardless is much needed as in this game he is the designated TIE killer.
M:
4.0
S/A:
5.0
U:
5.0
SC:
4.0
Overall: 4.5
3. Dutch Vander
Dutch in my opinion has some of the best cohesion among any of the unique pilots in the game. His ability to share his target lock in the activation phase makes the undermanned rebel fleet very efficient in action usage. The Ion cannon is the best upgrade in the game thus far. His biggest issue is his maneuverability, which once you get into position for an initial shot is offset by the Ion cannon’s 360 firing arc.
M:
3.0
S/A:
4.5
U:
5.0
SC:
5.0
Overall: 4.4
4. Biggs Darklighter
Biggs is the tank of the rebel force, making the opponents focus fire on him. With careful positioning he could really allow the rebels to last which seems to be their problem when going against swarms. His downfall is that his ability makes him a quick kill if not played correctly. Keeping him at long range with an R2-F2 astromech is sometimes a must, where the only alternative is an R2-D2 to help him recover his shields.
M:
4.0
S/A:
4.5
U:
3.5
SC:
5.0
Overall: 4.3
5.
Backstabber
The unique Imperial pilots just aren’t as good as the Rebels, but with due cause. They’re all about efficient swarms, and Backstabber may be one of the few unique TIEs that can make it into one of the bigger swarms. He is 4 pts more than an academy pilot, and is one of the few TIE fighters that can do consistent damage to X-Wings with some smart maneuvering. He has no upgrades, but you can’t hold that against the TIE fighters as that’s not what they’re about and has not been factored into the grading process because of it.
M:
5.0
S/A:
4.0
U:
N/A
SC:
4
Overall: 4.3
6. Night Beast
Another low cost Imperial Pilot. In my opinion when using the unique imperial pilots those who cost the least and still have unique abilities are by far the most effective. Night Beast with proper maneuvering can be as hard to take down as Lord Vader. He fits the TIE style in being hard to hit. To put Night Beast into perspective, for 3 points more than an academy pilot you gain 4 levels in pilot skill, and the ability to focus and evade in the same activation phase. The only reason Backstabber is graded higher than Night Beast is because damage is at a higher premium for the imperials.
M:
5.0
S/A:
4.0
U:
N/A
SC:
4
Overall: 4.3
7. Dark Curse
Another one of my favorite TIE pilots. Efficiency!!! For 4 points more than an Academy Pilot you get 5 levels of pilot skill, and the ability to prevent an opponent from using focus or target locks to reroll dice on you! It’s hard to hate on this pilot for 16 points, and it’s really difficult to choose Night Beast over him. Very close.
M:
5.0
S/A:
4
U:
N/A
SC
: 4
Overall: 4.3
8. Howlrunner
Howlrunner isn’t a bad pilot, but she is getting to be a little pricey for a regular TIE pilot. It’s difficult to grade her because on one aspect her ability is all about squad cohesion, but her point value for TIE swarms indicates otherwise.
M:
5.0
S/A:
4.0
U:
N/A
SC:
4.0
Overall: 4.3
9. Garven Dreis
Garven is one of the more underrated rebel pilots in my honest opinion. He finds his way onto most of my builds, as I believe he has great squad cohesion. The ability to give a focus token is great, but is only hampered by his lower pilot skill that won’t allow friendly higher skilled characters to both target lock AND focus in the same turn. Because of this I almost always play an elite pilot with swarm tactics.
M:
4.0
S/A:
4.0
U:
3.5
SC:
4.5
Overall: 4.0
10. Mauler Mithel
Mauler is terrifying to go against in the hands of a good pilot. He’s pricey for TIE teams though, and chances are in “range 1” even if he gets off the first shot, the Rebel shields will help them survive and retaliate which is never good in close range for a TIE fighter. His biggest downfall is that he is too expensive, and you can save 6 pts (Half of an Academy Pilot) and possibly get an extra ship by not using him.
M:
5.0
S/A:
3.5
U:
N/A
SC:
3.5
Overall: 3.9
11.
Luke Skywalker
It pains me to do this to Luke, but he suffers from a humongous issue for the Rebels…he costs too much. For 1 point more you can get Wedge Antillies, the best Rebel pilot in the game. Granted paired with R2-D2 or R2-F2 he is harder to take down, but now you’re talking about a ship that is costing you 31-32 pts. He has little cohesion with his other rebel pilots as his ability helps only himself. I’d love to see a more advanced Luke in later sets, because as a fan this Luke is pretty disappointing to me.
M:
4.
S/A: 4
.0
U:
4
SC:
3.0
Overall: 3.8
12. Winged Gundark
This pilot’s ability just isn’t that good. With 2 attack dice it won’t trigger often, and at 15 points you could get Night Beast instead. Pass.
M:
5.0
S/A:
3.0
U:
N/A
SC:
3.0
Overall: 3.6
13. Horton Salm
Similar to Skywalker, Horton is just too expensive for what he does. With the ion cannon (Auto include) he is 30 pts. The issue with this is the ion cannon alone can not do enough damage to win you a game, so you almost have to throw on a torpedo or two to make him be able to damage, and you better hope he hits with them as it’s another 4-8 points down the drain. Luckily his unique ability is great, but otherwise I’d go with Dutch or a generic Y-Wing as they are far more efficient options.
M:
3.0
S/A:
4.0
U:
5.0
SC:
2.0
Overall : 3.5
14. Maarek Steele
For 2 points more you can get the best pilot in the game, so please just pick Vader instead. He has an ability that triggers off of the attack dice rolling a crit. Unlike say Backstabber who bumps up your attack pool. You’re paying A LOT of points for this guy, no squad cohesion. My least favorite pilot in the game.
M:
4.5
S/A:
2
U:
4
SC:
1
Overall: 2.9
)
. And Howlrunner can use Swarm Tactics to make better use of her ability to beef up attacks nearby thanks to her unique skill. If you update this ranking at any point, I'd recommend taking this type of thing into account.