Here you guys go!!
Example start-up for a Rebel player:
2 CORVs [2 CP]
2 AVITs [4 CP]
2 NSBCs [4 CP]
4 YT-1300s [4 CP]
1 GR-75 [2 CP]
3 X-Wings [3 CP]
19 CP total with 582 KCs leftover. Not too shabby to say so myself.
Use the 582 KCs to purchase a Rebel Shipyard (-100 KCs), Training Grounds (-100 KCs), and upgrade your SOB (-75 KCs).
Now you have 307 KCs remaining and you're off to a good start to kick my Imperial ass.
But let's not leave out the GE!
In the words of Obama: "LET ME BE CLEAR"... the GE is bigger, better, and stronger at the beginning of the game. Rebel players will need to focus on increasing their fleet's SF capacity if they want to do anything to an Imperial fleet.
Example startup:
3 STRKs [12 CP]
3 CRAKs [6 CP]
Strengths: Total space dominance. Weaknesses: Ground assault.
18 CP with room to trade-up expand and put CRAKs on your RDF. 719 KCs leftover to use. ? Build an Imperial Shipyard (-100 KCs), an Academy (-100 KCs), and upgrade your Palace (-75 KCs). Now you'll have 444 KCs leftover (to presumably use to rebuild any damages from early Rebel strikes) and will be in a sustainable position.
OKAY, I've all but posted for your characters at this point, now that you have the tools, the rules, and a startup template to use...
So get your ass to Mars.