In my testing in the Hunters campain, The Select Target step runs into a bit of tunnel vision.
The only way for a rebel AI to change targets is to have his current target in range, in arc, spend the TL to reroll a miss, and when his turn begins have a different player closer AND in arc.
This can result in situations where the Xwing is trying to chase an Intercepter that's across the board, while the intercepter's friends are attacking it. at short range.
hummm, I see why that can happen. Maybe change action to TL if you have ordance and spend unused at the end of turn? Free TL is still too much IMO on the X-wing. With the Y-wing and A-wing only being primary 2, it's not as bad.
The idea behind TL before movement on the original Tie bomber AI was that munitions out of nowhere could be lethal to rebels- the TL before movement gave rebel plaers more chances to arcdodge.
I think the best option to to change the Attack selection to only fire Torpedos or Missiles at Strike AI targets, (aswell as movig TL to action step) so Rebels blend smoothly from Strike to Furball to flee AI as they take damage.
Something like:
-Select Maneuver Target-
1) If at full shields, use Strike Target as Maneuver target
2) Nearest Enemy in arc
3) Nearest Enemy
-Roll for maneuver-
-Action Selection-
1) Remove stress or resolve crit
2) if Strike Target is in arc, TL Strike Target
3) If no enemy has a shot on this ship, TL maneuver target
4) Focus
-Attack Target-
*) If shields are down and hull =< (x), roll for hyperspace
1) Enemy you have TL on. Use Torpedos/missiles if possible
2) Nearest Enemy
Modded the existing AI with the new procedure:

Will need to work a bit longer to get Awing and Bwing working with their extra actions.



