I've been using some of the spoiled cards from Wave 1 and wanted to share this little beauty for those who haven't stumbled across it. I've only used this in 300 point games and bigger, so not sure how well it works in smaller games.
The Cards
Upgrade a Neb B Escort Frigate with Yavaris title and Raymus Antilles - Raymus gives you a free token of your revealed dial, so you can activate 3 squadrons with a Squadron command. Luke works can be a real boon here too.
Basic Strategy
Round 1: Bank a token for later use (I usually have ConFire - see below - but a Nav token can be useful for a sudden speed change). I typically just program in squadron commands for the next few rounds to maximise your fighters and make use of opportunities as they arise.
Keep your fighters near to the Yavaris when you move them - making sure your opponent cannot get the first strike against them. As rebels you have more ships so can control activation order fairly well (even better if you are first player).
Round 2/3: Ideally you want to move at least 3 of your squadrons to engage enemy fighters. Make sue you do this after they have activated to prevent them attacking you (so if you reveal a squadron command don't move any squadrons as this could mean you lose some if the enemy can attack you this round). Alternatively, move into distance 1 of an enemy ship.
Next round: Activate Yavaris first and use your Squadron command dial + token. If you have positioned correctly, you will have 3 squadrons each able to make 2 attacks (thanks to Yavaris - obviously you won't be moving them). This can be devastating as long as you don't fluff all your rolls (which is unlikely).
Vs. squadrons: With reasonable rolls you should take out 4-5 TIES - go for generic TIES first as you can one shot them (Howlrunner is useless with no TIEs to use her ability). If you get a squadron down to 1 Hull, you can target another and use your Neb's anti-squadron guns to finish them off (using your ConFire token from earlier if necessary).
Vs. ships: You can really knock those shields down - the Bomber ability really shines here. As you are making lots of small attacks, those defense tokens don't really help. If you have Luke, you can potentially deal 2 criticals. Follow up with attacks from your Neb and you can often cripple a VSD. If possible, position your fighters in front of the enemy ship so when it moves there is a good chance of overlap; you can then place them in front again, setting you up for another 2 attacks if the Yavais can activate them, then rinse and repeat.
Final Thoughts
The only time this can backfire is if your opponent is the first player and they beat you to the punch with a squadron command. With the right upgrades, a VSD can activate 5 squadrons which take out several X-Wings. If this is a possibility, fly 1 or 2 more Xs with your main 3 so even if you lose some you can hopefully still get full use of the combo.
I usually go for the TIEs first - with them out of the picture, your squadrons are free to rain death on the opponent's cap ships.
Try this out and I promise you won't be disappointed. The first time you do this against someone is priceless as they watch 3 squads of X-Wings deal an obscene amount of damage to their fighters and ships.