In my ongoing attempts to develop Armada Sabermetrics, I have done some preliminary work on the fighters. I have created three statistical measurements of efficiency: Hull/100 is the number of hull points in a (theoretical) 100-point group of that fighter. AF Hits/100 is a calculation of hits against fighter squadrons per turn of fire* per 100 point commitment. AS Hits/100 is the same for hits against captial ships. I have also made all of these into "plus" stats, which are scaled so that 100 is the "average" squadron in armada. Numbers above 100 represent how much better they are than average. Numbers below 100 represent how much worse they are.
*Dice Tables
Black: 4 hits, 2 blank, 2 hit+crit
Blue: 4 hits, 2 crit, 2 accuracy
Red: 2 blank, 1 accuracy, 2 hit, 2 crit, 1 double hit
Average Hits - Anti-Fighter or Anti-Ship w/o Bomber
Black: 0.75
Blue: 0.5
Red: 0.5
Average Hits - Anti-Ship with Bomber
Black: 1.0 (25% chance of a crit)
Blue: 0.75 (25% chance of a crit)
Red: 0.75 (25% chance of a crit)
I had to make some assumptions about Swarm and Counter 2. My assumption on Swarm is that it will work half of the time (see the discussion in the thread http://community.fantasyflightgames.com/index.php?/topic/135852-line-vs-interceptor-who-wins/). Thank you to konradkurze for figuring out the average damage by a Swarm: "Attack Damage with Swarm: [TIE Fighter] 1.9375 v [TIE Interceptor] 2.46875 - 27.5% More (Swarm has a larger effect with a smaller dice pool) - Calculation I used 50% * # Dice + 0.5 * Probability of at least 1 Miss (1 reroll results in .5 extra damage on average)." My assumption about Counter is that it will be used once every 2 turns. These assumptions could prove wildly inaccurate, but it is a starting point.
Of course, there are tons of things that are not accounted for in this model. I make no attempt to represent that cheap fighters are more difficult to control (require more squadron commands) or are better screeeners (by taking up more board space). I don't represent that expensive fighters will get fewer total attacks than cheap ones do, thus making expensive fighters worse at using up opponent's defense tokens (but better at one-shotting enemy fighters before they can retaliate). I have not accounted for the Heavy or Escort keywords in any way. I have also not attempted to include the named pilots yet. So, take everything with a grain of salt.
On to the squadrons:
TIE Fighter
Range: 4
Hull: 3
AF: 3 blue
AS: 1 blue
Swarm
Cost: 8
Hull/100: 37.5
AF Hits/100: between 18.8 and 24.2 (depending on Swarm rolls) - approx. 21.5
AS Hits/100: 6.25 (no crits)
Hull+: 90
AF Hits+: approx. 141
AS Hits+: 79 (no crits)
The TIE Fighter is one of the most efficient air-superiority fighters in the game. While their anti-ship attacks are not great, they are tied for the second best Imperial fighter in this area (an area where the Imperials are generally lacking, outside of the TIE Bomber). TIE Fighters will probably make up the backbone of almost every Imperial fleet.
TIE Advanced
Range: 4
Hull: 5
AF: 3 blue
AS: 1 black
Escort
Cost: 12
Hull/100: 41.7 (with escort)
AF Hits/100: 12.5
AS Hits/100: 6.25 (no crits)
Hull+: 100 (with escort)
AF Hits+: 82
AS Hits+: 79 (no crits)
Statwise, the TIE Advanced is decidedly slightly-below-average across the board. The only thing that they really excel at comes with the Escort keyword. Their decent hull rating synergizes well with this power. The TIE Advanced keeps your vulnerable ships alive--nothing more, nothing less.
TIE Interceptor
Range: 5
Hull: 3
AF: 4 blue
AS: 1 blue
Counter 2
Swarm
Cost: 11
Hull/100: 27.3
AF Hits/100: between 18.2 and 22.4 (depending on Swarm rolls) - approx. 20.3 (plus 4.6 if each ship makes one Counter attack every 2 turns) - approx. 24.9
AS Hits/100: 4.55 (no crits)
Hull+: 66
AF Hits+: approx. 164
AS Hits+: 58 (no crits)
The TIE Interceptor combines speed with an absolutely obscene efficiency against other fighters. Four blue dice + Swarm + Counter 2 for only 11 points is just incredibly good. Its weaknesses are that it is a glass cannon (very likely to be one-shotted) and its futility against captial ships. The TIE Interceptor would be advised to keep its distance, so that X-Wings cannot move in and attack it with a Squadron command--you want to be the one picking your battles and shooting first. This is the ship of choice if you simply want to keep the board as empty of fighters as possible. It will kill off hordes of enemy fighters, while sustaining plenty of losses itself.
TIE Bomber
Range: 4
Hull: 5
AF: 1 black
AS: 1 black
Bomber
Heavy
Cost: 9
Hull/100: 55.6
AF Hits/100: 8.3 (with Heavy)
AS Hits/100: 11.1 (with crits)
Hull+: 134
AF Hits+: 55 (with Heavy)
AS Hits+: 141 (with crits)
The TIE Bomber is the only Imperial fighter that has a reasonable anti-ship attack, and it is a doozy. Combined with long-range (made longer by the Corrupter), TIE Bombers can swoop in out of nowhere and lay down the hurt. However, a TIE Bomber that becomes engaged with enemy superiority fighters (without escorts) is doomed to a slow death.
X-Wing
Range: 3
Hull: 5
AF: 4 blue
AS: 1 red
Bomber
Escort
Cost: 13
Hull/100: 38.5 (with Escort)
AF Hits/100: 15.4
AS Hits/100: 5.7 (with crits)
Hull+: 93 (with Escort)
AF Hits+: 101
AS Hits+: 72 (with crits)
The X-Wing is basically the average dogfighter in the game. Its hull is reasonable, and it is not bad at anti-ship operations (due to the Bomber keyword). It can be useful as a jack-of-all-trades--if you don't know what kind of fighters to bring, the X-Wing is not terrible at anything (but not great at anything but escorting). Like the TIE Advanced, the X-Wing shines because of its Escort keyword, since it can keep your vulnerable Bombers alive.
Y-Wing
Range: 3
Hull: 6
AF: 2 blue
AS: 1 black
Bomber
Heavy
Cost: 10
Hull/100: 60
AF Hits/100: 10 (with Heavy)
AS Hits/100: 10 (with crits)
Hull+: 144
AF Hits+: 66 (with Heavy)
AS Hits+: 126 (with crits)
Y-Wings have the best hit-points for the money so far. A list full of Y-Wings will take forever to kill, even by strong air-superiority fighters. The Y-Wing also packs a serious anti-ship punch--the third best in the game. However, the Y-Wing is generally inadequate as an anti-fighter platform and completely worthless as a screener (due to the Heavy keyword).
B-Wing
Range: 2
Hull: 5
AF: 3 blue
AS: 1 blue, 1 black
Bomber
Cost: 14
Hull/100: 35.7
AF Hits/100: 10.7
AS Hits/100: 12.5 (with crits)
Hull+: 86
AF Hits+: 70
AS Hits+: 158 (with crits)
Wow, B-Wings are slow. But when they finally reach their targets, they are utterly devastating with the best anti-ship attack in the game. Their hull and anti-fighter attack are decent, but not great for the price. If you can get your B-Wings where they need to go (maybe the Gallant Haven will help), then they are the best in the game at what they do. If they get bogged down in pointless dogfights, then they are an expensive nuisance.
A-Wing
Range: 5
Hull: 4
AF: 3 blue
AS: 1 black
Counter 2
Cost: 11
Hull/100: 36.4
AF Hits/100: 13.6 (plus 4.6 if each ship makes one Counter attack every 2 turns) - approx. 18.2
AS Hits/100: 6.8 (no crits)
Hull+: 88
AF Hits+: approx. 120
AS Hits+: 86 (no crits)
The A-Wing is the Rebellion's only true air-superiority fighter. While not quite as efficient in attacking as the TIE Fighter or the TIE Advanced, the A-Wing also has reasonable hull (comparable to the TIE Fighter in efficiency, but less likely to be one-shotted) and reasonable anti-ship abilities (better than every Imperial squadron but the TIE Bomber).
Average Squadron
Hull/100: 41.6
AF Hits/100: 15.2
AS Hits/100: 7.9
Armada Sabermetrics 2: Analyzing the Fighters
Thanks for the great rundown of the fighters. Everything seems spot on so far based on everything we know.
Fighter squadrons with a role that is unique for their faction:
TIE Advanced: Escort
TIE Bomber: Anti-Ship
X-Wing: Escort
A-Wing: Anti-Fighter
Fighter squadrons that share a role with another member of their faction:
TIE Fighter and TIE Interceptor: Anti-Fighter
Y-Wing and B-Wing: Anti-Ship
Fighters from the first list will be used because there is nothing else that can do the same thing. For example, even if a TIE Advanced were rubbish (not saying that it is), it would still see some use, since nothing else has Escort for the Imperials. The latter list is interesting because these ships compete for the same role. If either the Y-Wing or the B-Wing is substantially weaker than the other, it will never see play. Of course, it is also possible that they will each carve out a sub-niche. What are your (preliminary, incomplete) thoughts on TIE Fighter vs. TIE Interceptor and Y-Wing vs. B-Wing?
Fighter squadrons with a role that is unique for their faction:
TIE Advanced: Escort
TIE Bomber: Anti-Ship
X-Wing: Escort
A-Wing: Anti-Fighter
Fighter squadrons that share a role with another member of their faction:
TIE Fighter and TIE Interceptor: Anti-Fighter
Y-Wing and B-Wing: Anti-Ship
Fighters from the first list will be used because there is nothing else that can do the same thing. For example, even if a TIE Advanced were rubbish (not saying that it is), it would still see some use, since nothing else has Escort for the Imperials. The latter list is interesting because these ships compete for the same role. If either the Y-Wing or the B-Wing is substantially weaker than the other, it will never see play. Of course, it is also possible that they will each carve out a sub-niche. What are your (preliminary, incomplete) thoughts on TIE Fighter vs. TIE Interceptor and Y-Wing vs. B-Wing?
Fighter vs interceptor: fighters will see use no matter what as they are the lowest cost unit of that category. If you need the 3 points, people will drop down.
Bwing vs Ywing: simply put, how big of a handicap is speed 2 vs 3? It doesn't matter how good the bwing is for the points if it isn't able to actually catch a target and shoot. Looking at the range and maneuver tool, it looks like fighter speed 2 is a shorter distance that capital ship speed 2... Meaning you can't catch a ship.
Are you sure Black dice have 4 hit facing and no single crit facings? The pictures of the dice show at least two single crit facings.
https://www.fantasyflightgames.com/en/news/2014/11/10/maximum-firepower/ (the second picture)
https://www.fantasyflightgames.com/en/news/2014/8/8/star-wars-tm-armada/ (further down, the picture with the VSD, Cr-90, and the ruler)
For the Y-wing or the B-wing debate I think it's important to consider how many squadron commands will be available to support the bombers. B's pack more punch into a single command than Y's would.
Are you sure Black dice have 4 hit facing and no single crit facings? The pictures of the dice show at least two single crit facings.
https://www.fantasyflightgames.com/en/news/2014/11/10/maximum-firepower/ (the second picture)
https://www.fantasyflightgames.com/en/news/2014/8/8/star-wars-tm-armada/ (further down, the picture with the VSD, Cr-90, and the ruler)
For the Y-wing or the B-wing debate I think it's important to consider how many squadron commands will be available to support the bombers. B's pack more punch into a single command than Y's would.
The preview images have been notorious for jumping stats as things are play tested over time. But as of most recently there are no single crits on the black die. Basing this on the newest images like the packaged dice(not loose) and the dice app.
Bwing vs Ywing: simply put, how big of a handicap is speed 2 vs 3? It doesn't matter how good the bwing is for the points if it isn't able to actually catch a target and shoot. Looking at the range and maneuver tool, it looks like fighter speed 2 is a shorter distance that capital ship speed 2... Meaning you can't catch a ship.
I am also concerned by the B-wings speed of 2... I am sure it will be able to catch up to a ship eventually, but we have to remember this game is meant to be played in 6 turns. Im sure you could get a B-wing to the fight but can it get in to firing range of an enemy ship in time to make a difference? If your nebulon-b's and corvettes have already taken 3 turns of blasting from VSDs there might not be much left of your fleet by the time the B-wings arrive
Also, from what i can tell ALL the rebel ships are priced with the idea that they can actually do meaningful damage to enemy capital ships, so in any game where your rebel fighters DONT get to fire at capital ships they they are basically just overpriced ties.
Now i have no idea if this will really be an actual issue on the table... i havnt played the game so im not trying to suggest rebel fighters are bad, but i do think its an issue rebel players are going to need to consider when investing in a large amount of starfighter squads
If the dice app has it as such, that pretty much settles it. Better overall for the game too, as it means the black and blue dice have different probabilities for regular hits.