Make it Fun
- Firing Arcs
- Dice Modification
However, this guide isn't purely about large ships. The addition of small ships during the later waves that have also unlocked flexible firing arcs brings in more eligible candidates to the two-ship building process. The K-wing, ARC-170, TIE/SF and of course the Scurrg H-6 Bomber will undoubtedly make a splash in two-ship builds, too (some of those already have!). Ships with the cloak action can be considered to have a flexible firing arc, purely because of the area they can cover.
I'm calling it: Engine Upgrade is the most powerful upgrade card for large ships. This is simply because of the area it allows you to cover.
Boosting with a large-based ship makes it difficult for your opponent to retreat from fire. Making them withdraw from a zone you are swarming is a tactical contentment. With this card, a large-based ship can do a 3-forward, then a 1-bank boost action and be in range 3 on the first turn providing an opponent has performed a 5-straight and have deployed off centre to your deployment. If you have the points and can take it, do so.
Both ships tend to take damage at some point, and an opponent will always try to bank enough damage to reduce a large-based ship down to half points to net something for their hard work. At some point in a game, it might be the smarter move to zoom away to a quiet corner of the table and lick your wounds rather than engage, potentially losing a ship. Of course, if you need said ship in order to win the game, then the risk vs. reward scenario emerges (which, of course, is half the reason we play X-Wing).