So, thus far I've always played in such a way where I prefer to engage the enemy with all of my ships on the same turn, bringing the most guns possible. And logically that seems to be the way to go.
But recently, there was a discussion about what unit R2-D2 was best on, and the consensus was a Rookie Pilot, with the logic being that R2-D2 is one of the best end game upgrades, and the rookie is much more likely to survive to endgame over wedge/biggs, and as such will get the most out of the upgrade.
And then there's my recent personal experiences with a Prototype vs. a Green Squadron Pilot w/ PTL. Both are considered to be less threatening and as such are my last ships alive (assuming the opponent is taking ships out). The GSP w/ PTL is a vastly superior closer than the prototype, and I'll go on record and say that it is a better closer than a Red Squadron Pilot. Finally, a Blue Squadron Pilot is a better closer than a Rookie Pilot... the Blue with barrel roll and the hard 1 can get out of arcs of trailing X wings, Bombers, Advanced, Firesprays, Shuttles, etc. Basically anything without a 1 turn. And then there's all this talk about Porkins being the best closer since he can just K turn whenever, I don't think that makes him the best closer, but it does give him a distinct advantage over other X wings.
So... With that as the preface, my question I wish to discuss, is if it is ever in the best interest of a squad to leave certain ships out of the initial combat strike for a certain number of turns, gimping your initial force, but keeping a quality closer that would otherwise be targeted early alive until the latter half of the game?