Also given this thread is mostly about Imperial squadrons/fighters, it might be best to take any actual fleet composition advice to the thread devoted to it.
I have created a thread in the fleet builds section that specifically discusses my list, if anyone wants to give advice about the ships themselves. The reason I included my list in the OP was for background information so readers would know why I was asking the question I was asking, which is still "What is(are) the best way(s) to build an Imperial fighter screen that keeps your ships alive, without totally warping your list into a fighter list?"
So far, the answer seems to be one of the following:
1. Howlrunner + Dengar heavy counter
2. "Aces" with Dengar, Vader, Mauler, and Soontir
3. Instigator and a light spattering of TIE Fighters/Interceptors // yes, this isn't strictly squadrons, but it's still relevant
The reason I still keep asking questions about these on this thread is that I am curious which of these is actually the best (if any), or at least what their strengths and weaknesses (regardless of the ship composition of the rest of the fleet) are.
The important thing to realize about the squadron minigame is you can "lose" the squadron minigame provided you still win the main game. If you face a list with 5 X-Wings + Jan + 2 Scurrgs (Rocmistro is correct that Dash brings it over the limit, which is illegal, so let's leave Dash off for now), that player has almost completely maxed out their squadron points when he could have invested them in, say, an MC80, or two smaller ships (Nebulons/CR90s). If you can spend less points than the squadron blob but limit the effectiveness of the cloud of squadrons, then you came out net ahead. That doesn't mean you need to destroy all of them, just inconvenience them enough to the point where they don't make a meaningful difference in your game relative to their cost.
Or to put it another way, a general rule of fleet-building I subscribe to is:
If you spend more than half of your possible squadron points (so more than 1/6 of the points cost of the game) on squadrons, then you need a plan for how squadrons are going to help you win the real game rather than just the squadron minigame. If you've spent that many points only one keeping your ships safe from enemy bombers, then you overspent your points because once the skies are clear your TIEs are pretty lackluster anti-ship assets.
If you spend less than half of your possible squadron points then your goal should be primarily keeping yourself safe from enemy squadrons. This doesn't require you to wipe them all out, just to keep them honest.
So with that said if you're trying to come up with a squadron build that is good against the blob of doom you encountered earlier but keeps your points spent effectively, you need to recognize the limitations of what you encountered:
- Jan Ors can only spend 2 of her Braces per turn before she starts to lose them for good.
- X-Wings are great for keeping Jan Ors safe but will only do 2 damage on average per attack so will need to gang up on TIE Fighters if they choose to attack them back. They're not very cost-effective bombers.
- Scurrgs are counting on Intel + Grit to sneak through your defenses.
- The entire blob is speed 3.
Therefore you'll want an approach that seeks to counter these benefits by:
- The more 2+ damage attacks you can get in per individual turn, the better. You especially want to be generating 3+ of these kinds of attacks per turn. Jan will want to spend Braces to bring 2+ damage down by at least 1. Throwing in TIEs piecemeal helps her here. You want your squadrons to pour on the attacks once they decide to commit. Meaningful flak from Raiders (which can hit numerous X-Wings at once) or other instant-damage effects like Soontir Fel or Mauler Mithel are also helpful.
- Place your squadrons in such a way that they gang up on X-Wings with minimal other X-Wings engaging them back. A TIE at 1 HP is still alive, as is an Aggressor at 3 (and then 1). Your opponent will need to issue squadron commands to move reserve X-Wings up and attack TIEs rather than going right on by towards your ships.
- Simply having a lot of squadrons can help you gang up on Scurrgs who land outside the Intel bubble. This will require Jan Ors to come help, which means she isn't helping the blob push forward into your ships. Scurggs should be your priority target if you can get a bead on them - they're the cost-effective bombers that the X-Wing+Jan cloud is trying to push towards your ships.
- You want speed 4+ squadrons so you can get the alpha strike on a speed 3 squadron cloud.
So with all that said, I'd recommend something like the following:
Fleet points:
Raider-I
+Ordnance Experts (you can reroll the black flak dice, which nearly always results in 2 damage per squadron you're attacking)
+Instigator
The important thing to note about Raiders is they're flexible ships. In games where squadrons aren't a big deal they're happy to hunt enemy ships once you get the hang of piloting them. Therefore the points spent on Raiders aren't strictly anti-squadron points.
Squadron points (keeping to 67 or less per my advice above):
Howlrunner (16)
4 TIE Fighters (32)
Mauler Mithel (15)
For a total of 63 - you can also get a very workable mob of 8 TIE Fighters for 64 points, but that tends to work better with 2 ISDs (to command them all in one turn).
Usage: Try to determine where the enemy squadron blob is going to go. You can do this by deploying one of your other ships first and then waiting it out until your enemy starts deploying squadrons. Try to deploy your squadrons and Raider opposite. Be cagey with your TIEs and don't commit them until the Rebel squadron blob is within striking distance, preferably close enough for Instigator to flak within the next turn. Command your TIEs to engage the weakest elements available to you. Gang up on stragglers at the edges of the blob. Keep commanding your TIEs for as long as you expect them to live. Flak with the Raider if possible.
I don't guarantee that you'll win the squadron minigame but with good use you should give your opponent's squadron cloud a pretty bloody lip and keep them from meaningfully endangering the rest of your fleet. The important thing to remember with TIEs is you need to do everything in your power to ensure they get the alpha strike, gang up on enemy squadrons, and minimize enemies who can attack them back. This means you should be pretty cagey with them and keep them near/behind your ships until it's go time. Simply flying them straight at the enemy is going to result in disappointment.
This was a big help just from a learning perspective. Thank you.