Luke_Skywalker wrote:
Movement breakers are usually the best option, but my strategy is usually somewhere between 2 and cover fire. If I am playing republic, I usually bring Rex, and I have been able to, in some games position my pieces to where, yes my opponents can get shots on my jedi, but doing so will have the severe repercussion or Captain Rex taking shots on their shooter. When I play NR, I usually pack Dash, Jag, and Dodonna and employ the same strategy. Some people will say that they don't think using Jag's Commander effect for just one piece is a worthwhile investment. I say in the case of Dash Rendar, Renegade Smuggler they are mistaken. Reikan makes this same strategy available to the Rebels with the 27 point Han Smuggler <Who I think is very nearly as effective as Rex or Dash once you account for Accurate shot>
Yep, I too use all 3, plus the most common for me is #4 - non-melee cover fire, as you mentioned it. I'm glad you did so I didn't have to. The basics are simple enough, but very often missed both in squad building and in tactical play. You use the threat of a nasty shooter to protect your advance. Don't be afraid to take shots on your shooter, if it can win you the game in the long run, but keeping your melee safer, etc.
Also, Han Smuggler is at a minimum equal to Rex and Dash in that roll. It's funny, a lot of players make a big deal about those two, and completely ignore the one that tends to be the more dominant. Of course, with SSM back, at least in those matches, I would prefer the double twiners, but much more often, the Leia boosted Hans are much preferred for me.
If I were to add a 5th, I would call it swarm. You use 2 and then 1. Hit with all your pieces at once. Force your opponent into tough decisions and this will keep your melee alive longer.