I come from a mainly 40k background, and the principle methods of winning in that game when I played were mobility, target saturation, and target overload. These elements together provided a large army which was able to dictate your opponents movement and ability to react to situations.
It seems to me that this can be carried over to an extent to x-wing. Obviously the scale of the game is much smaller, and the maneuverability of most fleets are relatively similar. However, as the number of threads indicate, there are ships that use this very well (yes, I'm talking about the phantom), and builds that use a deathstar approach (the falcon). My thought process is that if you limit the movement and ability to use their undoubted talents, than you'll increase your chances of beating them.
Looking at what we can use, I'm looking at ion and stress. It seems that ffg has similar thoughts, as these are becoming more available through turrets, abilities, torpedoes and missiles.
Is this a viable tactic to build a squad around? I've had a few thoughts on this and I've come up with the following:
Blue squadron - flechette, ion cannon, FCS
Blue squadron - flechette, ion cannon, FCS
Bandit squadron - ion pulse
Gold squadron - ICT, flechette, R3-A2
Plenty of stress and ion being flung around, with choice of weaponry on B-wing making them a Swiss army knife with weapon choice being used depending on where you find them. The Bandit is a threat, then an annoyance, and the gold can potter around the board stacking up stress if that's best as maneuverability is not as necessary with the turret. The main downside being the crummy PS2 across the piece - although as they're all the same, than you can chose which weapon to fire first...
Any thoughts?