Board Thread:Questions and Answers/@comment-23972736-20170910230008/@comment-454133-20170911032739

Well, lots of ships are great for attacking, and it's worth noting that if you want to be really effective, support ships sometimes make your attackers even better. For example, Jan Ors powering up Nera Dantels when she fires Proton Torpedoes or Advanced Proton Torpedoes.

But in terms of ships that are good at being aggressive, high damage dealers, here's a few suggestions. Scum is an excellent faction for attackers, IMO.

Talonbane Cobra and Fenn Rau: These are both potentially devastating at range 1. You might even go crazy and add Fearlessness, but you might get more effect out of PTL, Intensity, Expertise etc. Worth noting, when Fenn fires Advanced Proton Torpedoes with Fearlessness at range 1, with him and his target in each others' arcs, that's 7 dice without any help from anyone else. Though it's also worth noting, that's hard to set up against an uncooperative opponent.

Ships with Twin Laser Turret tend to push damage through by sheer numbers, exhausting their tokens and exploiting any bad defense rolls. Y-Wings are great at this, particularly Horton. Jan Ors is more of a support role, doing good damage while amplifying the power of an ally's attack so it bypasses enemy defenses. TIE Aggressors also have their charms.

Cruise Missiles or Proton Rockets on the right ship (e.g. z-95 or a-wing or TIE Adv. Prototype) can also be brutal. They're one-shot wonders, but a cheap way to pour a well-modified 5 dice attack on a target.

Dengar with Punishing One, Expertise or Mindlink or something similar, K4 Security Droid, Unhinged Astromech or R5-P8 , Feedback Array. He flies a stupidly powerful ship, the Jumpmaster, with amazing maneuverability and a mean pilot skill. If he bumps his only target, feedback array it.

U-Boats: 3x Contracted Scout with Extra Munitions + Plasma Torpedoes + R4 Agromech or Unhinged Astromech + Attanni Mindlink + Guidance Chips. U-Boats overwhelm the enemy with lots of torpedo firepower (focus-firing a single target to death at a time), while the enemy has trouble burning through their health as fast as he dies. They used to be even more dangerous, back when they could take Deadeye (pre-errata), but Attanni does almost the same thing.

Captain Nym. Give him Havoc, Bomblet Generator , "Genius" , Accuracy Corrector, Autoblaster Turret, and VI. Nym's Autoblaster and bomblets trivialize the enemy's defense rolls and tokens, and at PS 10 he tends to move last and barrel roll into position to autoblast. Also, whatever you're doing, lay a bomb every turn.

Lancers are mean. They're not only beefy ships, but they can move fast while clearing stress. Their attacks are solid, and unlike a turret, they can combine their attack with Tactician to mess up the target's plans. Asajj and Ketsu both have dangrous abilities, and the title can be potent too (free tractor beam tokens at close range).

Kath Scarlet (S&V) with Expertise and Tail Gunner.

Wookiee Commandos with Tactician + Expertise (I actually flew a fleet of 3 of these and they're great). They deal good damage in a wide arc that can be hard to escape unless you can get behind the ship, and tactician's stress can greatly limit your enemy's maneuvering/escape options. They're not entirely attack-focused -- they're also very beefy ships.

Hera with Autoblaster Turret + Accuracy Corrector and a docked Phantom. 4 base attack power is really strong. You can shoot an autoblaster turret at range 1 to ignore defenses, and again at the end of combat. Or fire your 4 or 5 dice primary, then autoblast at the end of the round.

Dash Rendar with Outrider + Heavy Laser Cannon + Expertise. Dash can plow through obstacles without trouble, and if he lands on an asteroid, he can barrel roll right off of it. This give him the maneuverability he needs to give his opponents hell and keep them out of his vulnerable zone: range 1.

Jess Pava in a swarm of buddies. Not only is she hard to kill, but she also hits hard.

Poe Dameron is good at balancing attack with mobility and defense. He's excellent with Intensity and BB-8.

TIE Defenders with either TIE/x7 or especially TIE/D. They joust like fiends, and TIE/D lets them ionize/stress/tractor beam their target before unloading a primary attack.

"Quickdraw" and "Backdraft"!

TIE Strikers are cheap, fragile, and hard-hitting. For example, give Pure Sabacc a look.

TIE Phantoms are 4-dice glass-cannon nukers that can use cloaking for defense and repositioning.

The Inquisitor is mean. Give him PTL + Proton Rockets + TIE/v1 + Autothrusters.

Rear Admiral Chiraneau is a mean turreted ship, especially with Darth Vader (Crew).

That might give you some ideas.