|The Intel he has is that you have defense tokens you thought you were going to use against this attack|
Keep in mind that he doesn't put more damage into your opponent, but he evaporates their defense tokens faster or (in a fashion) prevents their usage because they don't want to lose them. It's up to you to put the damage into his ships to finish them off when they're out of defense tokens. Intel Officer is also great on ships that attack flotillas, saying that they get ONE use out of the Scatter Token before they need to make their peace and die next round. If you can't generate an accuracy easily, this is a pretty good plan for fighting them. He IS an exhaust effect, though, so only one attack per ship. He does go great on Raiders or Escort Nebulons flakking scatter aces though. Tycho, Shara, and a whole bunch of TIE aces hate this guy.
The last point to mention is his timing activation. It is RIGHT after you roll your initial attack. No additions, no rerolls yet, right after you attack. So you may have to go in blind before your Leading Shots reroll, or your Ordnance Expert one, but that's the breaks.
|Leonardo, Egon Spengler, Kramer, and Ringo.|
They seem to have been created for a meta where Slicer Tools is a thing, and if that's big in your neck of the woods, then they're great. If it's not, then you can use them, or you can use another officer instead. Yes, it's great being able to engineer when you need to in order to repair your ship before it explodes next turn, but careful thought and more experience with the game will make it so you need to rely on them less.
I'm not saying these are bad; far from it. Just that as you get more experience with your ships and list, you won't need these guys as much to get you out of trouble. With experience, you'll be able to see the trouble coming and know what dials you'll need at the right time. They're great on Command 3 ships, but it gets iffier on Command 2 ones, as you can put a Skilled First Officer on them instead (see below). If you desperately need to ensure that you do a specific command at a specific time, then go for it.
|Her haircut says business, but her outfit says "you're not resolving that black critical, Demolisher"|
|That man is playing Galaga!|
Essentially he's a fancier Skilled First Officer that should only really be seen on Command 3 ships. Don't put him on a command 2; save 3 points and use Skilled First Officer instead. He's not bad, but until we see how much people use Cham (spoiler: I intend to use him a lot) I really can't recommend him on anything short of a large base ship.
|Sonny and Cher|
As a Rebel, I haven't really used these much. I imagine they'd go great with Garm, but he's not an Admiral I play often enough these days. Too many other crazy plans of my own, haha.
|Why do so many of these generic officers have Imperial uniforms on? Where's my Rebel generics?|
|No, see, you bomb the ships. Stop throwing cinder blocks at Y-wings, Rhymer!|
To a lesser extent, he also works well by letting you flak opponent's squadrons and then move any (now) unengaged squadrons forward to attack your opponent. He can also act as a pseudo-Boosted Comms, moving your ship first to get into range of your squadrons and then push them along. But his most common use is as Yavaris's driver.
|Good, a Rebel generic! Command those Nebulons to ignore the rocks!|
|You can always trust Hondo to look out for number 1. And number 1 to Hondo? Is Hondo.|
Because of the way he's worded, your opponent just chooses ships (they don't even have to be his!). If he only has one left, he's going to have pick one of your ships with his other choice. Same if you only have 1 left as well. Hondo is a profiteering jerk who will betray you as soon as it's convenient, so don't wait too long on him! There's a lot to consider with this token-giver, but for 2 points, 2 tokens may be worth the downside you're giving up to your opponent for them.
|The louder you yell, the faster those dials get discarded|
The reason he's great is that for 2 turns, he effectively turns your command 2 ship into a command 1. You just assigned it a dial in the command phase earlier, so when you activate and discard him, that dial is active. Next turn, you have 2 dials that HAVE to be assigned, so we're back to the dial you just assigned to him being triggered right off the top. It's great. He doesn't work with command 1 ones (even if you get Slicer Tool'ed, a token is worth more than not having a command) and he's not AS good with Command 3 ones (it's the command you chose LAST turn), but he SHINES on command 2 ships. Good thing there's so many of them!