So now that we have some really GREAT fighter pods - wanted to start a discussion about what people think across the factions.
My own thoughts are that the Smug sets seem very "Bleh" to me. I do love the ability to dodge in and out of fights with outrider - but sadly he has no tactics icon. However, I do see some great ideas that let you poke with a white tactics but also go in with outrider for even more preasure - thus allowing you to tactics their defender AND do some damage AND then leave and attack something else...or if you lose edge just escape and attack something else. Tactics on the other side make this more difficult - but i definitely see the inkling of a deck here.However besides Falcon I am finding it hard to get this pod into a functioning deck that is on the same level as Jedi.
Not a fan of Jubba/Rebel cheese...as if I am going to do that I could just do Jubba/Jedi Cheese. I really want to make a competitive Rebel mono deck and i think desperation REALLY opens up some oportunities for Rebels. Try to push through some early damage and try to win before 8... while also keeping your units w/ enhancements alive..and then once the dial hits 8 destroy your opponents board and crush them. I think this deck kind of speaks for itself with Home 1, Red 2, 2 new sets, rogue 3 - debating if luke is worth it. Right now I am running 11 (forget what my 1 of is at the moment...but i am curious to see this set in action. It has resources, some decent tricks (Rebel assaults) and devestating blast. And a nice boardwipe to close out a game. The downside I see is lack of tactics and lack of edge power.
SITH/NAVY TIES -
This is where I run into a bit of a snag. There are ALOT of good tie pods now and its hard to choose between them, Right now I am somewhere along the lines of 1 vader/2x new sith squadron - and then the new navy pod with this set + old favorites like defense protocol and repair and refurbish for just a great defensive unit and nice resources. Still trying to find the perfect mix here and what synergizes well. But I still see some of the same issues that have always plagued ties in my book...it hard to hold onto board superiority/do early damage if your opponent plays defensively. You dont have alot of good ways to deal with 3HP+ units doing crazy blast damage and it becomes hard to field the units you need to blow up 3 obj in 1 turn with all the rebel shenanigans. I am most curious what people are doing here.