I appreciate what you're trying to say, but "Oh, you're just using them wrong!" isn't terribly helpful to people struggling to see the relevance of Squadrons in the game.
If you know something they don't, then please share the knowledge.
I've said it a good number of times, so I get tired saying it, but not everyone will have seen what I've said before. So you're right, I should be more helpful.
See, I don't think people are looking at squadrons the right way. A lot of people look at the fleet cost of fighters, and the loss of another ship activation and think, "They can't punch through to the hull with only a black die or a red die."
If you're only thinking of doing hull damage with every attack then yea, it looks like a waste of points.
Thing is, that's not the right way to look at it. Simple build that requires no skill to use: Rhymer, Tie Bomber, Tie Advanced x2
All of those shoot black dice (Crits don't count on the Advanced, but it's still a 75% of 1 damage) at medium range with Rhymer. (Expanded Hangers) That's 4 dice being shot at a ship from a squadron activation. What's even better is that unlike a ship rolling 4 dice and getting, lets say 6 damage, the defender does not get to brace down that 6. They are being attacked FOUR times. 2, 2, 1, 1 and still have to deal with your ships one or two attacks. So in your activation you one ship, let's say a VSD at close range, will activate squadrons, deal 2, 2, 1, 1 and then itself get two attacks for 3 black 3 Red, and 2 Red 1 Black -- 7 Damage and 3 Damage. One activation you get a total of 16 damage (which is already better than just your two ship attacks) but what's even better is those bomber attacks most likely will not be braced or redirected because they know your ship still has to attack. Or, even better they use a brace for your bomber attack meaning one of your ships attacks will not get braced for sure. You break up the attack in to 6 separate attacks which makes it harder to reduce over all damage coming into the ship.
If you just attack with the ship and throw in a concentrate fire command you're looking at max damage of 14 Damage, they spend a brace, it's now 7 and an Mark II AF can redirect that onto it's side and front shields to eat it all up, and spread it even better if it has advanced projectors on it. With the squadron command you're looking at a max damage of 12 from your front arc (only 2 less) and adding a possible 2,2,1,1 = 6 damage which is harder to stop. Already a much better deal in terms of damage and their ability to negate that damage
That concentrate fire command could essential be eaten up by a defense token, whereas the squadron command cannot and if even one of the attacks is blocked using the token, it just means your fist full of dice from your Capital Ship(s) won't have to worry about it. Win/Win.
With boosted coms it's even easier to control squadrons now. Armada is not necessarily an easy game if you're playing really good people. It's hard and you HAVE to be able to think much further a head and see the big picture.
Synergy. Don't look at each step as a stand alone section that has no impact on the rest of your turn and future turns.
