For the CIS I am really liking Tikkes. Gives you any token as long as you set your command the same as you revealed this turn. As long as you are planning on using the same command for most of the game he is fantastic. Great on Carriers or repairing Projection experts ships or to fuel Intensify fire or AFFM most of the game. If you are using Trench as your commander the token can be boosted further. Compare his (its) cost to Reymus, Grint, Wulff, Vanto and relish those savings.I have used Tikkes on a Providence carrier to fuel IF. It banks a Nav token turn one and takes a CF token for IF every turn form turn 2. Also good on a Recusant SD with Flight Controllers, Boosted Comms, Expanded Hangar and LTT. This ship is a dedicated carrier so plotting 5-6 Squad commands is fine and Tikkes can get you either a Squad repair or Nav token as needed.
For the Imperials, Admiral Titus is so often my man of the match. 2 points to change the speed of an enemy ship at the start of the game. It is so useful especially on carrier fleets or ships that CF or repair all the time to fuel GTs, IF, ECM, Proj Experts etc. These guys so often only have only a turn one nav dial to last them all game and Titus screws with them.
Secondly you can choke him out with no cost - using officer Axphyxa-Vader. For Rebels it has to be Gold Squadron. 12 points for a non heavy 2 blue dice bomber with 6 hull is a bargain. The poor Imps have to pay 6 more points for a Firespray getting 1 Anti squad dice and rogue for that increase.
I can make fleets without it, but if I'm using a ship with a fleet command slot I find it hard to pass up on Intensify Firepower! It just adds such a boost to my whole fleet, especially helping those red dice.
For the CIS I am really liking Tikkes. Gives you any token as long as you set your command the same as you revealed this turn. As long as you are planning on using the same command for most of the game he is fantastic. Great on Carriers or repairing Projection experts ships or to fuel Intensify fire or AFFM most of the game. If you are using Trench as your commander the token can be boosted further. Compare his (its) cost to Reymus, Grint, Wulff, Vanto and relish those savings. I have used Tikkes on a Providence carrier to fuel IF. It banks a Nav token turn one and takes a CF token for IF every turn form turn 2. Also good on a Recusant SD with Flight Controllers, Boosted Comms, Expanded Hangar and LTT. This ship is a dedicated carrier so plotting 5-6 Squad commands is fine and Tikkes can get you either a Squad repair or Nav token as needed.
I just realized - Hondo! Hondo is always around! 😄
TRC or External Racks end up in most of my lists.
For the Imperials, Admiral Titus is so often my man of the match. 2 points to change the speed of an enemy ship at the start of the game. It is so useful especially on carrier fleets or ships that CF or repair all the time to fuel GTs, IF, ECM, Proj Experts etc. These guys so often only have only a turn one nav dial to last them all game and Titus screws with them.
Secondly you can choke him out with no cost - using officer Axphyxa-Vader. For Rebels it has to be Gold Squadron. 12 points for a non heavy 2 blue dice bomber with 6 hull is a bargain. The poor Imps have to pay 6 more points for a Firespray getting 1 Anti squad dice and rogue for that increase.
General Grievous! Every Separatist fleet I design, I always end up deleting the Commander I have put in there and putting him back in!
I can make fleets without it, but if I'm using a ship with a fleet command slot I find it hard to pass up on Intensify Firepower! It just adds such a boost to my whole fleet, especially helping those red dice.
Thinking back over my fleets I don't think there's a single upgrade I've always used... The closest is probably the Bright Hope GR-75 title! 😋