So one of the challenges of the game is playing the rock paper scissors of fighter bomber ship. Looking at damage efficiency, ships are more efficient at damaging ships than basic fighters. Bombers are more efficient damaging ships than ships. Fighters are able to beat bombers.
I've been trying to determine what a "balanced" list is. That is, what mix of fighters and bombers puts you on par with ships. Essentially, can I go squadron heavy, but not skew too far to fighters or bombers. Balance. I seek balance. Trial and error is one way, but due to so many variables requires a LOT of games. More than I can get in right now. So I thought I might try to use some math to point me in the correct direction.
I took my analysis of ship and squadron damage and somewhat arbitrarily decided that 0.080 damage per point was the balance point between fighters and squadron. So if I can build a set of squadrons that average out to this point, I will have a balanced set. Of course this would need to be modified by other constraints, such as how many squadron activations the ships have. But this will at least point the way. So the pairings:
TIE fighter/TIE Bomber: 2:1 ratio provides exactly 0.080
TIE adv/TIE Bomber: 4:3
TIE Int/TIE Bomber: 3:4
Y-wing/X-wing: 3:2
A-wing/B-wing: 5:1
X-wing/B-wing: 2:1
A-wing/Y-wing: 3:2
Obviously my .080 goal might be off. But you could set a different goal and run the numbers again. These ratios strike me as fighter heavy. I'd appreciate thoughts and suggestions for refinement.
The original offense numbers are in this thread: https://community.fantasyflightgames.com/topic/189785-running-the-numbers-wave-2-offense/
I use a spreadsheet to generate a grid of efficiencies for how many of each ship in a pairing and what their efficiencies are. If there is high demand, I'll take a screen shot of whichever pairings people want.
Edited by Tranenturm