Now I've had some wave two games under my belt I've started think a bit more about my rebels fighter tactics.
Imps fighters were better anti squadron but needed to stay in groups, rebels had a better anti ship mix and needed to operate spread out if the imps took a heavy fighter load.
Wave one tactics (rebel) seemed to revolve around some basic rules.
1) pick your level, no,low or lots of fighters
2) pick you favourite flavour ( y,x,a or b)
3) ensure you have squadron activations to cover the number of squadrons taken
4) things like escort and a mixed fighter group was not something that made a difference to rebels (apart from a couple of aces)
Success tended to depend on what your opponent took ( bit of rock,paper....). I saw this a lot if my imperial oppo went heavy fighter,my fighter investment was wasted, if he went low I would tear up his ships.
Wave two is very different, all of a sudden the rebels can build fighter wings with specific tasks. If you have the right make up of squadrons in your wing you can drive your bombers strait through any fighter screen.
Examples of the fighter wing concept.
Long range strike wing (four activations assume support by boosted comms)
1)HWK (Jan if you have the points, as makes the group hard to kill)
2) Xwing (sits next to HWK)
3) two fast bombers (y wing etc)