Ravncat has put up two topics now talking about the importance of attack lines. Simply put, attack lines are the paths the ships in your squadron follow from their starting positions throughout the course of the game. They're the approach vectors you take to engage and disengage from the enemy.
Going beyond the definitions, Ravncat proposes that they are the most important part of the game. I'm not here to support or refute this argument. Instead, I've attempted to ask the question, "Starting from a game where you already know the results, what can you learn from the attack lines that were followed?"
YMMV. To many experienced players, I don't presume to say I'll be teaching you much. To many folks with good spatial imaginations, I don't suppose the following images will show you much you couldn't have thought through on your own.
But I do think that the following images have a lot of potential to be informative, and I do think that some of the conclusions drawn can be applicable in many cases.
What I have done to produce the images is take the Team Covenant Aces pheaver vs Sideslip match and tracked the positions of all the ships for the duration of their lifetime in the game. Then, I've 'connected the dots' from the centers of the bases of the ships at each point along the way to draw a coherent path, which corresponds to the attack line.
The lists flown were:
pheaver: 100 Points (Initiative)
Prototype Pilot (17)
Chardaan Refit (-2)
Autothrusters (2)
Blue Squadron Pilot (22)
Fire-Control System (2)
Gold Squadron Pilot (18)
Twin Laser Turret (6)
Miranda Doni (29)
Twin Laser Turret (6)
Sideslip: 100 Points
Maarek Stele (27)
Predator (3)
Advanced Targeting Computer (1)
TIE/x1 (0)
Juno Eclipse (28)
Veteran Instincts (1)
Cluster Missiles (4)
Accuracy Corrector (0)
Engine Upgrade (4)
TIE/x1 (0)
Omicron Group Pilot (21)
Enhanced Scopes (1)
Emperor Palpatine (8)
Anti-Pursuit Lasers (2)
Paul Heaver won this match in 11 rounds, the casualties were as follows:
Turn 3: B-Wing dead
Turn 6: Y-Wing dead
Turn 7: Maarek dead
Turn 9: Omicron dead
Turn 11: Juno dead
And now, the attack lines.
We begin with the start positions.

There's a few things that we can say from the get-go.
pheaver's setup takes one of the earliest articles I ever read about flying in formation and just does the opposite. It's hard to consider that he could use this initial setup to concentrate fire on a priority target (and that's actually true; in his own words post-game, "I spread the damage around like peanut butter"). It looks like Miranda's set to stick to the top edge and kite around the asteroids, while everyone else is looking to approach the enemy force through the thinnest region of the obstacles. That's partially true, but a big surprise for me was that the Y-Wing (furthest from Miranda!) decided to follow the K-Wing.
Sideslip's setup looks more standard, and-- with his mostly higher pilot skill plus post-maneuver abilities-- has several options for what it might do. He might run Juno fast up the bottom edge and close on the Y-Wing while baiting with Maarek and the Shuttle, or he might just as soon send Maarek up the right edge with a first round turn maneuver and let Juno and the Shuttle do some of the heavy lifting. It's also possible that the Shuttle will hang back and let both TIE/A's do the work (given its VIP crew), but in that case the APLs will not trigger as often, so he might also fly the Shuttle into the thick of it and try to park.
Well! Here's how things actually went:

And that is just a cluttered mess of lines, so I want to take it ship-by-ship, and for simplicity I'll go in order of death.

The B-Wing starts by banking towards the top edge, before doing a hard turn and heading straight for the three closest asteroids to the Imperial position. We'd have to ask pheaver whether this was a deliberate feint, or whether he was going to use the B to head off a possible right-side flanker and simply changed directions when it became clear that that wasn't a threat. But whatever the case, the B-Wing ultimately committed to the close-in engagement, approached the Imperials head-on, and got vaporized.

Next is the Y-Wing, who immediately turned towards Miranda and the top edge, deciding to skirt around the asteroids. This forces the TIE Advanceds to consider as many obstacles as possible if they want to close to its Range 1 blind spot. It played close to these obstacles, and, at time of death, had effectively forced the Imperials to choose between shots at itself or Miranda-- and the Imperials chose the Y.

Maarek fell next. He started the game with a 2 Forward, which didn't preclude the possibility of him turning towards the top edge; but on the next turn, he banked through the asteroids for a shot at the B-Wing. For the killing shot on the B-Wing, Sideslip used the OGP to block Maarek, securing a Range 1 attack. The rest of Maarek's life was an effort to get back into battle.

The Shuttle receives notoriety for being the least-maneuverable of all the ships in this game. A turn 1 move of 1 Forward still gives it options of avoiding the asteroids, either to the right or below, but by the second turn it has committed to its attack line by banking towards the nearest gap in the asteroids to start tracking the B-Wing. Once this target is out of the way, we see the lumbering beast make the tightest circle it can-- not even worrying about the obstacles in the way-- but to little avail: it does get into a pursuit vector on Miranda, but dies the death of a thousand paper cuts.

Juno is the last of the Imperial squad to bite the dust. She took the faster route, aiming for the second gap in the asteroids along the bottom edge. She turns in, and after the B-Wing has succumbed, flies along a route that lets her take out the Y-Wing, and then back along a route that's in pursuit of Miranda. Her barrel-roll in front of the largest asteroid was part of an arc-dodge here that forced her into a sub-optimal move. She makes a valiant effort, and puts in a 4 K-turn at the end, only to be dealt a killing blow.

Miranda flew the long way around the asteroid cluster. Avoiding the direct engagement, she was still often able to take Range 3 TLT shots. And, even without the alluring Adv.SLAM + mine combo, the SLAM action saw use at several points in the game. Perhaps the most notable was two turns from the end, where she made a 2 Turn and then SLAM'ed for the 2 Bank for a solid block on Juno. Miranda's pilot ability did not see any use until the late-game, where the dying Shuttle and Juno's Accuracy Corrected 2 dice weren't able to stick any lasting damage.

The Prototype Pilot flew a very interesting route. Except for opportunistic shots, the A-Wing was never considered the biggest threat, so it did a lot of harassment; this is reflected in the seemingly abrupt changes in direction, as it tries to close on the different Imperial targets. This proved effective enough; for instance, it was to avoid a Range 1 shot from the A-Wing that prompted Juno's arc dodge, sending her through the large asteroid a turn later. As maneuverable as it is, the A-Wing's attack line was ultimately constrained by the asteroids. But, given how nicely it frames the right-most asteroid, it's readily apparent that the route could have gone pretty much any other way without feeling particularly hampered.

