Let me lead with a few caveats: I am trying to sort this out before I get to characters, and I am deliberately avoiding some of the discussion of how ship upgrades can impact strategy here until the end.
So looking at both the original wave 1 squadrons and the wave 2 squadrons, we get the following grid (where MASQ is mean attack result for squadrons and MASH is the mean attack result for ships, in terms of expected damage):
- Name, Cost, Speed, Hull, MASQ, MASH , Notes
- A-Wing, 11, 5, 4, 1.5 , 0.75 , Counter 2
- B-Wing, 14, 2, 5, 1.5 , 1.75 , Bomber
- X-Wing, 13, 3, 5, 2.0 , 0.75 Bomber, Escort
- Y-Wing, 10, 3, 6, 1.0 , 1.00 Bomber, Heavy
- YT-1300, 13, 2, 7, 1.5 , 0.50 , Counter 1, Escort
- YT-2400, 16, 4, 6, 2.0 , 0.75 , Rogue
- HWK-290, 12, 3, 4, 1.0 , 0.50 , Counter 2, Intel
- Scurrg H-6, 16, 3, 6, 1.0 , 1.75 , Bomber, Grit, Heavy
Anti-Squadron
- Ignoring counter, the X-wing and the YT-2400 are the undisputed champs of smashing squadrons in the face.
- When you include counter and make the assumption that, for every attack you make, you will get attacked back, the A-wing performs the best (expected 2.5 damage).
- Therefore, for anti-squadron, the A-Wing, X-Wing, and YT-2400 all have arguments as to why they are the best. Additionally, all are fast enough to function as space superiority fighters.
- The second tier would be the B-Wing, the YT-1300, and the HWK (with counter assumption).
Anti-Ship
- The B-Wing and the Scurrg stand head and shoulders above everything else in terms of ship damage. Nothing else is even close.
- Y-Wings, A-Wings, and YT-2400s form the next block of anti-ship attackers.
What this means is that several ships appear in the top 2 tiers for both categories, namely the A-Wing, the YT-2400, and the B-Wing.
Of course, one of those things is not like the others, by which I mean the B-Wing is outrageously slow. Speed 2 is obviously a huge handicap, and the relative strength of the B-wing for the points becomes much less impressive when you consider that it can make it a bit more than halfway across the board on its own in a six turn game.
So what conclusions drop out of this for the vanilla squadrons on a standalone basis?
- The A-Wing now has company in the best all-around rebel ship slot, as the YT-2400 has joined it in the bracket of being at least good at everything. Additionally, the YT-2400 has rogue, which is hard to put a price on; it frees up commands for your ships (though you are acting after any squadrons given ship commands). Suffice to say, we haven't fully seen how these interactions play out yet, but I think there is a real chance that the YT-2400 becomes the go-to throw in ship for the Rebels.
- There is a real chance that lists built carefully with an MC-80 packing the Independence title and B-Wings could be terrifying. There's a lot to think about in that kind of build, but the B-Wing is actually better than the A on a point for point basis versus ships by a good margin, it's just slow as hell. This is a way around that problem, but I'm not sure how integration into a full list will work. However, this makes the B, in essence, an even better all-arounder than the A if you can overcome the speed problem...
So what conclusions drop out of this in terms of synergy?
- A-Wing still work best alone. They are faster than everything else, they want to be attacked because of counter so including escorts harms them, and they need squadron activations to go first, so one will have to plan for that. The best pairing with them is probably the YT-2400 so that the A-Wings can dive in first, engage ships, and then the YT-2400 can show up later with rogue to bat cleanup.
- The B-Wing and a single YT-1300 seems like a match made in heaven. You have an exceptionally beefy escort with counter... that is really slow. Thankfully, their slow B-wing brethren will not outpace them, so having a lone YT-1300 with a B-Wing swarm could be a good form of really annoying ablative armor.
- However, in terms of min-maxing... the best anti-squadron fighter (X-wing) and the best standalone bomber (Scurrg) also seem like a match made in heaven. The Scurrg sucks against squadrons... but the X-wing is great. The X-wing is actually pretty sub-par against ships... but the Scurrg is great. The X-wing has escort to cover the Scurrg, but the Scurrg has grit to leave once the X-wings are engaged to hit a ship. They are both the same speed and can hang together easily. I haven't tested this combination yet (and, truth be told, didn't notice how much synergy there was until doing this table), but this is another one where if the interaction is not too fiddly, it could be surprisingly mean.
So on that note: what is everyone else seeing with the new rebel squadrons so far?
Also, I will eventually add some commentary on the named pilots, but wanted to start with the things that multiples of can exist...
Edit: exploded the table, then tried to fix it.
Edited by Reinholt