While that could happen, Firespray spam could then come right back to wreck face. In fact, there is nothing keeping 6 Firesprays with a Jumpmaster from staying in the meta throughout those stages for someone who doesn't want to use squadron commands. The firespray and its 6 hull points and 3 anti-squadron are nothing to sneeze at.Well, this is pretty much how the theorycrafting on the forums has gone so far, so I think you're spot-on. "Cool, we get Rogues with bombers!" "Hmmm, better get some anti-squadron rogues to tie up those rogue bombers." "Yipes... all those rogues sure are expensive. If I just throw in a couple squadron commands..." "So if I run an intel ship with Corruptor and boosted comms, that's 5 speed twice for my generic bombers..."
Unfortunately, I fear the mysterious "stage six" is the min/max efficiency question: "Well, now I have a bunch of generic bombers, because that gets me the most dice/range/damage/flexibility/etc. Am I sure they're doing more damage than the same number of points in ships? Do I want 134 points in squadrons, or another ISD, two Glads/Whales/shrimps, three Raiders, four Corvettes, etc? And do I really need lots of squadrons if I run into a bomber swarm, or can I avoid them/outrun them/table the carriers/etc?"
In Wave I, many players came to the conclusion that they could make do without significant squadrons, based on their breakdown of the "point cost vs. opportunity cost vs. expected damage vs. degree of difficulty vs. risk of being tabled vs. objective disadvantage vs. local metas vs. tournament MOV vs. `[whatever else]" calculus. It remains to be seen whether what we got in Wave I will change that. I'm hopeful it will, but we'll see.
There are also more tools to help keep squadrons in the fight this wave. Boosted Comms and Independence B-Wings are going to change things almost as radically as Intel. Going without squadrons will be a huge risk this wave.
I don't disagree, which is why I'm more optimistic about how the calculus will turn out in Wave I. Putting aside the cost of acquiring six firespray models, the fact that they're self-sufficient fliers, coupled with their anti-squadron/anti-ship batteries and significant health (36 health to chew through all six), makes them more attractive for more things than anything the imperials could field in Wave I. Plus the total point limit will be higher, and the Empire has a cheap ship, so taking 100+ points worth of squadrons no longer means just taking two ships when you could be facing as many as four or five.
That said, Tranenturm's comment below touches on how we're still working through the calculus. "Yes, I could take six Firesprays, but if my opponent takes six A-wings (at almost half the cost), can he shut down my significantly greater investment?" I can counter with Intel ("whoooooo! no holding us back now!") and with Boosted Comms, but now that's 124 points. For six more points, I could have two Glad Is with Ordnance Experts and APTs. Are those better than the six firesprays and jumpmaster and Boosted Comms? Depends on a lot of things: opponent's fighter screen, how long the intel ship lasts, whether I have Screed or not, if there's a raider screen defending the ship I want my firesprays to shoot at. How about one Glad I with Ordnance Experts and ACMs, plus three Firesprays and the Jumpmaster (133 points)? Or the Glad I, two firesprays, two Bombers, and the Jumpmaster (also 133)? Or three naked Raider Is (132)? Or an ISD II with Gunnery Teams (127)? Or any other number of combinations...
How to negate 6x Firespray
Buy 6x Awings
For the cost of two squadron commands and 66 points, you get to eliminate 104 points.
You'll have a few losses, but the awing alpha strike should down 1 Firespray and put the next halfway (with average rolls). It's close enough there may be a few battles that go the Firesprays direction, but the alpha strike really skews things.
Even if the Firespray player scatters the squadrons, each individual A-wing is roughly 50:50 with the Firespray. Having invested far less into the fight and knowing it will take at least two turns, if not three for the Firesprays to free themselves they should arrive to a much different fight than the imperial hoped, heavily damaged and closer to the point where ship AS fire can take them out.
In order to tie down the firesprays (in Truthiness's six-firespray example), the A's would also need to take down the Intel-bearing Jumpmaster, so that probably affects the damage some. That said, average rolls ought to be able to take out the jumpmaster and one firespray most of the time (10 total health, 6 A-wings do 9 damage on average rolls), and then engage whoever's left. At that point, it's a war of attrition between the firesprays' improved health and the A-wings' counter. However that war turns out (and I could honestly see it going either way), your point is spot-on. If you can force 120 points of squadrons into an attrition war with 66 points of squadrons, for a round or two, that's probably a strategic advantage (assuming the rest of your fleet is in a position to exploit it).
Edited by Rythbryt