Introduction
So, we've had a ton of threads talking about Squadrons. There have been many suggestions on how we could change the game to make them work better, and also many complaints towards these suggestions that the game doesn't need to be changed. This topic is not for any of that.
The goal of this topic is to share tips and strategies for implementing squadrons.
To start things off, I'd like to begin with what the goals for squadrons, in the course of a game, are for both Imperials and Rebels. The two have vastly different groups of squadrons available to them, and they perform very differently in terms of their composition with the rest of the fleet.
Imperials
Imperial fighters are not actually proficient in an offensive capacity against enemy ships. Our only Bomber is the TIE Bomber, which requires defensive screening and support from other TIEs in order to be effective. While some strategies can work out ways to make use of the TIE-Bomber, by and large they're having to focus far too much energy on making it work for it to be flexible in multiple scenarios.
The main reason for this is that the anti-ship firepower in the Imperial fleet comes predominantly from our own capital ships. The Victory and Gladiator are bristling with firepower, and can rip apart smaller Rebel ships with ease once they're in firing range and arc.
So, with the firepower of the Imperials coming from capital ships, what's the purpose of Squadrons?
In short: they're the defense. Considering that all but one of the Rebel squadrons have the Bomber special rule, Rebel squadrons can be very dangerous in groups against our ships, especially with their ability to get behind to the soft posteriors of our Victory's.
TIE-Fighters should be used to screen against enemy squadron attacks, not sent out into the fray ahead of capital ships. Remember: enemy squadrons can't fire at your capital ships if engaged with your squadrons. Your TIE-Fighters are fast enough that you should keep them behind or next to your SDs until the enemy extends their squadrons out to attack. Then, in your squadron phase, simply move your screen of TIEs in the way. While your TIEs may not get the opportunity to fire back (sorry little buggers with 3 Hull as they are), they'll prevent one or possibly two turns of your enemy's squadrons being able to fire at your SD. These turns will allow your SDs to engage the enemy capital ships hopefully without harassment.
What about Interceptors, Advanced, and all our unique characters?
Meh.
Considering that our #1 goal is to remove enemy capital ships, dumping more points into special characters or other classes of TIEs really isn't a good way to spend those points. There are some ways to make them worth it; the Soontir Fel + TIE Advanced combo can be deadly. However, by-and-large, you're putting more points into your expendable section of your fleet, and it's probably not necessary for our end goals.
So, basic lesson to learn: Squadrons are expendable, and to be spent to buy time for capital ships to get into better position to put the hurt to the enemy's ships.
Rebel Scum
Basically, complete opposite of everything above. Pretty much every squadron available to the Rebels is worth its points; they're durable and powerful. With the exception of the A-Wing, every Rebel ship has the Bomber special rule, which makes them all far more dangerous to capital ships, especially in groups. Even the A-Wing, the lightest built ship in the Rebel arsenal, has more hull points than the standard TIE-Fighter or the TIE-Interceptor. Unlike the Imperials, who have expensive Ships and cheap Squadrons, the Rebels largely have the opposite: cheaper ships, more expensive squadrons. So, your squadrons are not nearly so expendable.
The main problem people have been running into is this: how to get one's squadrons where they need to be in order to do damage? The problem's fairly simple: without Squadron commands, squadrons have to choose between shooting and moving. If they're not within their rather short range of a ship, they're not doing any damage at all. Smart Imperials will use screens of TIEs and a bit of maneuvering to keep themselves away from your mass of bombers, and go after your ships like hungry mynocks. What's worse is, if you're in range to use your Squadron Command effectively, chances are that the Imperials are in firing range of your ships, which is not somewhere you want to be.
So, how do we get around this?
Well, here's a good working strategy I've seen. Use this as a way to take out an enemy VSD, hopefully their flagship. It works as a good core group for dealing your damage, especially since it doesn't look too dangerous with something like an Assault Frigate sitting nearby as a distraction.
Here's the basic composition to work with: Nebulon-B Escort with 3 X-Wings and 3 Y-Wings.
For your Nebulon-B:
Command Dials: Squadron first dial, Squadron second dial.
Turn 1) Approach the enemy ship head on. Wait, what? I know this sounds stupid, but hear me out. At full speed, a Nebulon will be in a Victory's danger-zone for one round of shooting if you approach it head-on. You're basically jumping right in front of it, and then careening past its side. Its side arcs aren't nearly so dangerous, and its rear is laughable. First turn, both lines tend to move towards each-other. Keep the Squadron Command dial as a token.
Turn 2) Second turn, you'll be right in front of them. You'll have to take a full barrage to the face, but hopefully you can mitigate this with Defensive tokens. Use your Squadron command and the saved token from turn 1 to move Group One into position (see squadron strategy below for more details)
Turn 3+) You'll be moving to their side, which isn't nearly so dangerous. After that, you're moving past them. By this point, we're on Turn 4. If you know anything about SDs, it's that they can't make a U-Turn to save their lives. Literally, in this case. Your ship essentially has Turn 5 and 6 to zip away, or maybe turn and try to put a few rounds into their rear. In either case, you're probably safe.
Here's what your squadrons do this whole time:
Setup: Set your squadrons in two groups, Group One consisting of your X-Wings and Group Two of your Y-Wings/B-Wings. Group One should be ahead of Group Two, but both abreast or behind your Nebulon-B. Theoretically, you don't have to put Group Two with or behind the Nebulon, but that largely depends upon your deployment.
Turn 1) Move both groups up alongside your Nebulon.
Turn 2) Have the Nebulon use its Squadron command to move Group One up to engage enemy fighter screens or directly assault the enemy SD if it has no fighter escort. Group Two needs to move up in the Squadron phase. The placement of Group Two is important: set them where the SD is going to be moving. VSDs are lumbering behemoths, and very easy to guess their position.
Turn 3) Hopefully you've positioned your second group well. If the VSD lands on them, you can place them wherever you want around him. Resist the urge to place yourself at the rear arc just yet; putting yourself behind him means he's gonna move further away next turn, and make it harder to move up to engage him. For now, putting yourself closer to where you think he'll move next turn is the best place to be. Group One will hopefully have finished off the enemy TIEs by now, or, if they weren't engaged in the first place, they should be free to move into position the same way that Group Two did in the previous turn. It should be especially easy now, since your Nebulon will have moved to their side; most VSDs will be making every attempt to make a U-turn to bring their front arc to bear at this point. That U-turn will not only make their movement predictable, but slow them down as well.
Turn 4+) Groups One and Two should try to leapfrog each other for the rest of the game, continuing the strategy we've laid down in Turn 2 and 3. Keep whittling away at the VSDs shields, and make your crits count.
With this strategy, you remove the necessity for the Squadron Commands, freeing your ships from the burden of supporting your squadrons. It also lets your squadrons put constant pressure on the SD, and hopefully put some crits into it that'll really make it hurt. Dodonna works best for this strategy, since you can pick and choose the worst crits for your enemy to take. A helpful aid to this group is to have a CR90 Corvette B with Dodonna's Pride and Leading Shots set up to hit the VSD with a few extra crits that'll help to limit its movement or do extra damage.
Alright, post up your own tips and strategies, or maybe improvements on the ones I listed above.