Introduction
So I ran two fleets against each other and decided to share the results for any one interested. Both are fleets that I made from a single copy of core and each expansion. Both are fleets that I created on my own. The rebel fleet I've actually posted before. These fleets were not designed specifically to fight each other, as may be the case in reality. I should also mention that I played vs myself. However, I played with zero bias towards one fleet or the other. The fleet lists are as follows:

Strategies/Goals
Rebels
This fleet is obviously fighter based. The idea to to hang back with the squadrons until the AF is able to punch a hole into a target with its X17 lasers. Paragon protects fighters. Escort frigate with Yavaris helps with fighter/bomber rush with the whole two attacks if no movement. Frigate stays out of the fight altogether if possible, staying close to the AF. Once a hole is revealed in the enemy ships, fighter commands come out. A-wings tie up the TIES, bwing and farlander bomb bare hull, X-wings help whoever needs it more, and Dodonna picks a critical that screws you the most.
Empire
This fleet is ship based. The VSDII and GSDII are heavily upgraded. Engine techs and demolisher allow the GSD to move twice and attack basically. Intel officer negates a defense token if needed. VSDII is just straight brawn. Nothing really ground breaking. Isard gives intel on opponents commands (yes I realize I played vs myself, but I had so much going on, there was no way I could even remember what the rebels had coming up until I actually revealed, lol . .) Originally the VSD had X17, but with only one copy, I used XX9 instead. Thought I would try out leading shots and Warlord to see how they fare.

Round 1
So, rebels won the bid by one point, so Imperials went first. The objective chosen was Most Wanted. The GSD was chosen, since it posed the earliest threat. The Escort Frigate was chosen to be the objective for the rebel side. The idea was the keep the frigate away from the fight altogether. That didn't happen . . . so yeah, that was a mistake.
Rebels
AF tried to skirt along the outside. Frigate started at speed 1, but was bottle necked by the obstacles and was staring right at the imperial fleet. Basically said screw it and went right up the middle speed 1. Being most wanted, thought it could at least distract the imperials while the AF got into position with the fighters.
Empire
The GSD cruised up the middle speed 2. Didn't want to get too far ahead of the VSD. The fighter screen stayed around the GSD for protection. VSDII is cruising up the side speed 2 to try and flank

Round 2
VSD went first and inched his way up. No shot yet. Frigate went and did a lazy left bank. Could not figure out what to do with him. Then GSD went and showed how incredibly mobile it can be with engine techs. After revealing a navigation command it moves up at speed 2, then does a speed one bank to line up his guns, then vomits black dice all over the Nebulon. However, the escort frigate did a good job mitigating most the damage with defence tokens. Finally, the AF takes some shots into the side of the GSD doing decent dmg to his side arcs. Fighters on both sides are getting into quite the furball now.

Round 3
So the GSD goes first and blasts the neb b clear off the table in one attack. No surprise there. He then banks left into the debris field and takes two DMG in the process, applied to the now unimportant right shields. The AF pounds the side of the GSD again, Doing decent hull damage and critical in the process. VSD still out of range, flies through the asteroids (because what's one crit to a VSD, right?) Well, dodonna picks one that removes all the shields from one facing. VSD applies this to the right facing.
Squadrons engage. The TIES are having a really rough time. So far just an Xwing tabled. The rebels turn around and beat the hell out of the TIES, freeing up farlander in the process. Torpedoes away, and boom, down goes the GSD. Rebels way up on pts now.

Round 4 - 6
So for brevity's sake, the last three rounds are pretty much summed up by a joust between the VSD and the AF. The imperial fighters don't last long, so the rebels enjoyed space superiority for the last two rounds. The victory was having a hard time doing appreciable damage to the AF, whereas the AF and fighters did a great job knocking out the VSD. By round 6, the two ships have parted ways, and the VSD makes a run for it. However, the rebel fighters manage to take out those last couple hull pts to add insult to injury.



Conclusions
Mistakes were made on both sides, from start to finish. The rebels should not have picked the Neb B for most wanted, and the imperials should have used the GSD as a flanker rather than the VSD. The MVP would go to the bwings for the rebels, and the GSD for the imps. I admit I was surprised how well the bwings did despite their slow speed.
AFMKII
Very effective long range fighter. To take this thing down, the Imperials need to go for the throat right away. Don't trade shots at long range. A GSD would do well against it. ECM saw no action, but that was just because no accuracies landed on him all game. Flight controllers were kinda useful. Not sure if totally worth it though. Haven definitely was worth it. X17's are critical to make a hole in opposing ships, especially the VSD with its two redirects. Overall, it did it's job quite well.
Neb B
Oh man, this guy. If setup had been more favorable he may have had an impact. However, he was still useful in that the GSD went for him rather than the AF. If the AF was most wanted, the game would have played out very differently. Yavaris had no effect this game. A corvette would probably be a better pairing, or (if I had one) another bare bones AFMKII.
Rebel fighters
Again, they did their job perfectly. Once the GSD's hull was exposed, the bwings pounced making mince meat of out him. TIES got shredded all game, and rebels took minimal fighter losses.
GSDII
So, this thing is scary. Real scary. It looks like it's pretty far away, next thing you know, it's right up in your chili. However, I forget it's a small, and doesn't have the greatest tanking ability. This game, it was a one-trick pony. After it alpha'd the Neb off the board with expanded launchers, screed etc, it was quickly overwhelmed by the AF and fighters. Targets need to be chosen more carefully.
VSDII
Almost zero impact on the game. By the time it got to the fight, the game was basically over. I should have swapped positions with the GSD, sending the VSD up the middle tanking fire, and flank with the GSD. Leading shots never came into play, nor did Warlord (as I mentioned earlier, no accuracies all game from the VSD) and XX9 was never used since he never even hit hull. Starting position and strategy is what killed this guy though, not load out. I still think the load out is good enough to warrant another try.
Imperial fighters
Very poor performance. Even with Howlrunner, six squads managed to table one xwing and that's it. Haven had a little to do with this, but mainly it was just the utter inferiority of imperial fighters. Each fleet had 6 squadrons, so pound for pound, obviously the rebels should win that. I was hoping they would have lasted longer than they did though. Interceptors are just as fragile as their TIE fighter counterparts. Maybe better luck would have been had with TIE advanced. A bit more HP there to tank rebels with.
Overall, I think both fleets are good in their own rights. Versus a ship heavy rebel fleet, I think the imps would have fared much better.
So that's it. I had fun making this. Let me know what you guys think about the fleets themselves, or whatever question you might have. Thanks!
Edited by willismaximus