Wanted to give the Independence Bwings a try. Imps brought a boring list. Imps chose Contested Outpost (over Precision Strike/Superior Positions)
[ REBEL FLEET (397 points)
1 • MC80 Command Cruiser - General Dodonna - Boosted Comms - Electronic Countermeasures - Independence (145)
2 • Jan Ors Moldy Crow (19)
3 • X-wing Squadron (13)
4 • X-wing Squadron (13)
5 • B-wing Squadron (14)
6 • B-wing Squadron (14)
7 • B-wing Squadron (14)
8 • B-wing Squadron (14)
9 • B-wing Squadron (14)
10 • Assault Frigate Mark II B - Gunnery Team - Electronic Countermeasures (86)
11 • CR90 Corellian Corvette A - Turbolaser Reroute Circuits (51)
http://armada.fabpsb.net/permalink.php?sq=r19c2g3d1f19r24r6r6r11r11r11r11r11r8w1d1r1t7 ]
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[ EMPIRE FLEET (398 points)
1 • Imperial I-class Star Destroyer - Admiral Motti - Wing Commander - Gunnery Team - Boosted Comms - Expanded Hangar Bay (156)
2 • Major Rhymer TIE Bomber Squadron (16)
3 • TIE Bomber Squadron (9)
4 • Dengar Punishing One (20)
5 • TIE Advanced Squadron (12)
6 • TIE Advanced Squadron (12)
7 • Victory II-class Star Destroyer - Gunnery Team - H9 Turbolasers - Warlord (108)
8 • Gladiator I-class Star Destroyer - Ordnance Experts - Assault Proton Torpedoes (65)
http://armada.fabpsb.net/permalink.php?sq=e15c3o13w1g3g1e8e9e22e12e12e2w1t2f4e5w5n4 ]
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(NB: with sold-out fighterpacks, I only have 2 Bwings. I divided the models between 5 empty 5-hull stands. Hard to see in the pictures.)
Deployment:
AF went down first, the Victory positioned across from it. Then, both sides deployed fighters. The Rebels had a good idea what the board would look like before the Independence ever hit the table. What you can't see is that the rebel fighter swarm is in an asteroid field, which the Independence is sure to hit on turn 1.

Indy and the AF both had squadron commands. 4 Bwings went zooming out to the station, with the X-wings and Jan following behind. The Imperials took advantage and got a few shots off against unguarded Bwings. Independence takes a faceup and can't resolve crits anymore. The Glad hopes to block the AF's path. Rebels control the outpost.
End of Turn 1:

The AF gets there first, and the small conga line isn't stuck. Independence drops Jan and her Xwings in to free up the Bwings for their attack run. The AF takes a beating from the Glad, while the VSD is starting to get swarmed. Anti-squadron fire from Warlord softens up the targets and the TIEs take down the first Xwing. Navigation commands bring everyone into position, and the Rebels still control the outpost.
End of Turn 2:

The Glad gets a hefty shot from the AF, but throws a handful of hits at Independence before flying off to lick its wounds. The Bwings peck away the VSD's shields, but overlapping breaks the escorts away from their bombers. Jan goes down from a combined effort, thanks to Dengar's intel. The ISD takes evasive maneuvers to avoid plowing into the back of the crippled VSD, but manages to slip out of the TRCR's range. The Empire gains control of the outpost!
End of Turn 3:

A lot happened this round, and I can't remember it all. The AF activated first—its repair command was lost due to comm noise. Instead, it took evasive maneuvers, swinging out away from the thick of the fight—and those Rhymer bombers. The VSD went down as expected (maybe to the AF's fire?) The TIEs, heartened by their defeat of Jan, took down the last Xwing and started in on the Bwings with Dengar's help. But Bwings can fight back. They dished out a pile of damage (adding to what Jan's counter 2 had dished out before she died) and anti-squadron fire from the Independence finished off both TIE Advanced. Empire maintains command of the Outpost.
End of Turn 4:

In order to free up the Bwings for attacks, Independence activated first. They took down Dengar in short order, thanks to accuracies in their rolls. All four got into position to hit the ISD next turn, but only two would its Point Defense fire. Independence smashed into the AF, and they both took damage. Foolishly, Independence left herself undefended against Rhymer, who stripped down her last shield points. The TRCR was down to 2 hull after a few rounds of fire from the ISD's rear arc, and by the end of the turn, she was staring a Gladiator in the face... Empire has the base.
End of Turn 5:

Activating first again, Independence ordered her bombers to drop their last torpedoes and return home to defend her. They stripped the last of the ISD's shields and tied up Rhymer's defenseless duo. Independence just barely skirted out of firing range, and just in time, with about 6 hull damage. Amazingly, the CR90 managed to survive a broadside from the Glad, whose rolls and re-rolls came up short. The Glad was in rough shape also, but stayed alive thanks to Motti.
End of Turn 6:

With the destruction of Warlord and most of the Imperial fighter force, yet with heavy squadron losses themselves, the Rebels withdraw to hyperspace, and the Imperials launch trooper transports to retake the Station. The battle is over, for now...
Wrap-Up:
I realize now that I made a mistake and activated those Bwings twice on turn 6. (you can see they're set to blue...) They managed to kill the vanilla bomber with that activation, so the game was even closer than I originally thought: Rebels 201>Imperials 167, a 25 point Margin of Victory, 5-5 in Tournament points.
Independence certainly works. It's just not all that impressive to spend 8 fleet points for one use. Once they're in the middle of the action, you never use it again. Still, assuming deployment goes well, the ability to leap in 4-6 Bwings and free them up with Jan is formidable—especially if the target is a slow-moving VSD. Better placement or even another Xwing might have helped Jan last another turn. She is the real star. Dengar with 2 Advanced is a strong answer, though. It's hard not to see a situation where everyone gets split up by ship overlaps, at least in Red vs. Blue. The Imperials will always be coming at you, driving into your swarm. The Imperials were effective in making sure that the Xwing couldn't get near Jan once he got separated.
ISD I... it's a good carrier, but you lose its effectiveness. Need those red and blue dice. Need room for ECMs or AP. Two ISDs might feel better, but if there's just one, it has to be ISD II, I think.
I'll echo the IFF sentiment: Wave 2 feels right. Lots of options. Great game.