Barrel Roll, evade, and the dial differences just about make up for the fact the Z-95 is a whole lot less likely to be one shotted, and far less vulnerable to critical hits. Ties are great ships, but they are still really easy to blow up in one shot. Against a 4 dice attack(the first reasonably probable one shot location for a Z-95 a Tie fighter is getting one shotted 10% of the time with focus, while a Z95 is getting one shotted 4% of the time. Take away the focuses and the Z-95 is at 11% while the Tie has a 30% chance of getting one shotted.Well I haven't played enough with the Z95 to know which one's "better", but I suspect I'll end up still preferring the Tie Fighter as the more fun ship to play.
I must say, there are some people here who seem to be asserting that because the die-maths apparently make the two ships about equal that they therefore are about equal. I say not so - the dial and the actions (barrel roll vs target lock for example) make a huge difference, and I haven't seen any maths that says "on average you'll use a barrel roll or a speed one turn to get out of an arc roughly x times out of y".
That's where I don't quite follow you - if you've barrel rolled out of arc then there is no maths involved.
Ha.. if you are barrel rolling out of 8 95's firing arcs your opponent is "doing it wrong" and not flying his 95's very well. One of the great strengths of the swarm is taking away your opponents ability to maneuver with your large amount of firing arcs.
I'm not talking about a ship's abilities vs a specific squad, I'm talking about it's theoretical strength, and if your model doesn't take into account the potential benefits of a ship's actions then your model is incomplete; in fact without the ability to quantify the value of the missing information the model is potentially completely misleading.
