Posted 28 August 2013 - 12:17 AM
In addition to Toqtamish's clarification for you, I will add that Trench run is a very big gamble of a card. If you don't get it on turn 1 or 2 there's not much of a point to play it out. Alternatively, suppose that you do play Trench Run on your first turn. You are now signaling to your opponent that you are ignoring his Objectives and making attacks only on the Death Star Dial. This limits your options considerably and makes it that much easier for the Dark Side player to successfully defend. In my experience, that card is best left to an edge battle for its 2 Force Icons. The Rebels are not too good at winning Edge Battles so the better option to play a Rebel themed deck is to play out multiple Units and Engage each Objective once on your turn. Your opponent probably won't have enough units to defend with for every Engagement and you will eventually blow his Objectives to bits.
Rebels: 3 X-Wing, 1 Y-Wing, 1 A-Wing, 1 B-Wing, 1 Rebel Aces, 1 E-Wing, 1 HWK-290, 2 Z-95 Headhunter, 1 YT-1300, 1 YT-2400
Imperials: 5 TIE/LN, 1 TIE/ADV, 2 TIE/sa, 1 TIE/IN, 1 Imperial Aces, 1 TIE/D, 1 TIE Phantom, 1 Firespray-31, 1 VT-49 Decimator
Scum & Villainy: 1 Most Wanted, 2 M3-A Interceptor, 1 StarViper, 2 Aggressor