Having played several games it seems the Wave 1 meta should gravitate towards one of these three extremes:
No Fighters
Who needs Fighters when you've got Hull? No fighter builds trend towards two archetypes: Light and Heavy.
Heavy builds are the scariest and centre around three medium-class ships- Missions chosen will be Opening
Salvo, Contested Outpost, and Intel Sweep/Dangerous Territory. They aim to move full speed into the enemy
fleet and batter them dead using brute force.
Light builds emphasise mobility and finesse, with emphasis on objectives. Missions chosen will be Most Wanted, Hyperspace Assault and Superior Positions. Interestingly enough Heavy lists are a close match for Light lists since they can spread out and negate mobility with overlapping fire arcs, while the smaller ships have to attempt hit and run.
Imperial Death Wedge
VSD 1
VSD 1
VSD1
Gladiator 1 Admiral Motti - 299
Rebel School of Frigates
AFII B
AFII B
AFII B
Escort Frigate + Salvation
Gen Dodonna - 300
Strengths: Weight of numbers and firepower, high HP means you will never be tabled, small margin of error for opponents
Weakness: Bomber-centric lists, mobility missions
Imperial Gladiator Rush
Glad I + Advanced Concussion Missiles Engine Tech + Dominator
Glad I + Advanced Concussion Missiles
Glad I + Advanced Concussion Missiles
Glad I + Advanced Concussion Missiles
Admiral Screed - 296 Points
Rebel Corvette Swarm
Corvette A
Corvette A
Corvette A
Corvette A
Mon Mothma
Corvette B
Overload Pulse - 296 Points
Strengths: Fast and Precise
Weaknesses: Prone to player error, Fragile, Weakens significantly with each casualty
Full Squadron Complement
There's a reason squadrons are limited to 100 points; they can be absolute murder in large numbers. Squadron based builds are built around starfighters and supporting them with capital ships. Since the Most Wanted nerf to fighters missions chosen generally will be Precision Strike, Contested Outpost and Superior Positions. For Squadron-based lists to work they need to be able to 1) Clear opposing fighters quickly (1-2 turns) 2) Pose a threat to enemy Capitals.
Starfighter lists tend towards two types: Bomber and Superiority. Bomber lists rely on numbers and Flight Controllers to cripple enemy squadrons, whereas Superiority lists rely on Gallant Haven and Yavaris to protect and buff their fighters or combinations of Soontir + TIE Advanced to do so.
The problem with Squadron lists is that they telegraph your general movement and threat radius to your opponent from the position of your fighters, and the position of your supporting capital ships will be predictable.
They also require more mental planning in advance since they will not be able to catch up to fast ships running away.
Rebel Bomber Wing
AFII B ECM Hangar Flight Controller
Y-Wing
Y-Wing
Y-Wing
Y-Wing
Y-Wing
AFII B ECM Hangar Flight Controller Dodonna
Y-Wing
Y-Wing
Y-Wing
Y-Wing
Y-Wing - 300 points
Strengths: Alpha-strike potential
Weaknesses: Space superiority not guaranteed
Imperial Space Superiority
VSD I Expanded Hangars, Intelligence Agent
VSD 1 Expanded Hangars, Moff Tarkin
TIE Adv
TIE Adv
TIE Adv
TIE Adv
TIE Bomber
TIE Bomber
Rhymer
Soontir Fel - 296 points
Strengths: Strong fighter complement which still poses a threat to capital ships
Weaknesses: Limited capital ship range
Balanced lists
Straddling the middle will be lists with two to three ships and smaller fighter complements. Ships may be lightly or heavily upgraded and the fighter complement will be smaller. Combination of ships and fighters will correspond to the weaknesses of the list extremes above; Lists with more ships and fewer fighters will struggle against fighter heavy lists, while lists with fewer ships and more starfighters will have a disadvantage against lists with many capital ships.