Ships Vrs Squadrons

By Artifixprime, in Star Wars: Armada

So, after watching the Worlds matches and seeing the lists there are quite a lot of squadrons flying about.

Which I like - big fan of squadrons :)

Does make me wonder though, how to kit out a fleet that didn't use squadrons, that doesn't reduce it's overall effectiveness *too* much?

i.e. if you face a squadron heavy fleet, that you have the ability to alter your deployment to use your anti-squadron fire to best effect.

My group have kicked about the idea if using Demolisher as a Flak Barge in the past - Glad(II) + Demolisher + Agent Kallus could get you 2 volleys of 3 blue dice against squadrons in one turn, or even 4 blue dice if you add in Ruthless Strategists and maybe a TIE bomber or two to sponge up hits.

Raiders do a nice job too.

Rebels can use an AF2(a) or a Neb-B (Escort) with maybe YT-1300s and Ruthless Strategists too for up to 3 blue dice. You could add Toryn Farr for a re-roll too.

Any other ideas?

I have thought about ignoring fighters, not bothering kitting out ships for Flak work and just running through the enemy formation with a fast attack slash.

Fleets such as 3 Motti ISDs or 4 Craken/Mothma MC30s could deploy in one corner going slow with banked Nav tokens and plotting Nav commands. As the enemy approach you speed up to max and have a turn of brutal violence hopefully getting a kill. Next turn you finish of any cripples and fly away with a 7-4 maybe. If fighters follow you Then you can have a go at them with flak and a repair command for turns 5-6 will help. Hopefully fighters will soon be out of squadron command range from enemy ships which are unable to turn fast enough in the remaining 2-3 turns to catch your slashing ships.

Yet to try it.

I do love squadrons.

I don't think Imps can run without squads until Wave 5 hits. Their ships are just too slow and can't maneuver enough like the Rebels can. Swarm MC30 and TRC90s can easily run without squads because with Mothma, you just don't care about bomber attacks. And they can fly at speed 4, with decent maneuvers that are amazing with a Nav Command.

I think the problem is people are trying to cram this "no squad" idea into the Imperials, when their current ships simply can't handle the consequences. Imperial and Rebel have very different and distinct play styles, which makes this game very fun. But these differences mean certain fleets cannot transfer over and still be viable.

I don't think Imps can run without squads until Wave 5 hits. Their ships are just too slow and can't maneuver enough like the Rebels can. Swarm MC30 and TRC90s can easily run without squads because with Mothma, you just don't care about bomber attacks. And they can fly at speed 4, with decent maneuvers that are amazing with a Nav Command.

I think the problem is people are trying to cram this "no squad" idea into the Imperials, when their current ships simply can't handle the consequences. Imperial and Rebel have very different and distinct play styles, which makes this game very fun. But these differences mean certain fleets cannot transfer over and still be viable.

Basically fleet was

x3 glad 2s (one being demo) all having engine tec, x2 Raiders (both titles), 2 ties who worked with instigator to tie up bombers.

Leader was ozzel to allow you to out manouver enemy capital ships and then perfectly place instigator to jam up Intel ship. Follow in with other ships ( two standard Glads hopfully getting 2 blue each as they go in), ties attack and Demo goes in putting down 4 blues, Next round demo does 4 blues, other ships follow with 4 blues + 4 blacks + one more shot of 2 black at one fighter. Instigator and ties sticks around until the fighter ball evaporates so may get dead... Other ship redeploy at speed four ready to pick a target ship or two.

I was a fun list that could take on any build ( DMSU second player was hardest match up) but you did need to practice and if you hashed up you paid......you just had to remember that your Demo was not the one shot killing machine of a clonisher list, instead you had to kill bigger ships with a volley of Glads....

Edited by Jondavies72

So, after watching the Worlds matches and seeing the lists there are quite a lot of squadrons flying about.

Which I like - big fan of squadrons :)

Does make me wonder though, how to kit out a fleet that didn't use squadrons, that doesn't reduce it's overall effectiveness *too* much?

i.e. if you face a squadron heavy fleet, that you have the ability to alter your deployment to use your anti-squadron fire to best effect.

My group have kicked about the idea if using Demolisher as a Flak Barge in the past - Glad(II) + Demolisher + Agent Kallus could get you 2 volleys of 3 blue dice against squadrons in one turn, or even 4 blue dice if you add in Ruthless Strategists and maybe a TIE bomber or two to sponge up hits.

Raiders do a nice job too.

Rebels can use an AF2(a) or a Neb-B (Escort) with maybe YT-1300s and Ruthless Strategists too for up to 3 blue dice. You could add Toryn Farr for a re-roll too.

Any other ideas?

I think you're looking at it from the wrong side. You're looking to attack squadron fleets where they are strong (the squadrons themselves) rather than where you are strong and they are weak (the ships).

In my opinion, pretty much, if you're taking a squadronless fleet right now, you're looking to ignore squadrons and charge in to kill the carriers. Particularly if Gallant Haven starts making a comeback after Worlds, which neuters ship-based AA dramatically, you're just wasting points trying to kit out ships to kill squadrons. Squadrons kill ships faster than ships kill squadrons, generally speaking.

So you want the ability to shut down carriers. Whether this comes in the form of Slicer Tools, fast short range brawlers, or devastating ranged fire, you need to focus on the carriers, not the fighters. Most ships (some more than others) can weather a single round of just squadron shots. You just need to figure out how to make the most of that single round that you do get.

Anyway, enough rambling. This is how I currently do it. I've taken on rogues (Firesprays and YT-2400's), Rhymerballs, Rieekan Aces, and B-wing spam, and beat them all handily with this list. Diving a Rieekan-less MC30 into a cloud of B-wings takes balls of steel, but you can generally weather it long enough to get the shot on the other side. You just have to keep reminding yourself that that's all that matters, and they can only kill so many of them.

MM Shrimps ++ (395/400)

======================

MC30c Frigate: MC30c Torpedo Frigate (63 + 26)

+ Skilled First Officer (1)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

+ H9 Turbolasers (8)

+ Admonition (8)

MC30c Frigate: MC30c Torpedo Frigate (63 + 13)

+ Lando Calrissian (4)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

MC30c Frigate: MC30c Torpedo Frigate (63 + 10)

+ Skilled First Officer (1)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

MC30c Frigate: MC30c Torpedo Frigate (63 + 10)

+ Skilled First Officer (1)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

Rebel Transports: GR-75 Medium Transports (18 + 30)

+ Mon Mothma (30)

Rebel Transports: GR-75 Medium Transports (18)

Rebel Transports: GR-75 Medium Transports (18)

Objectives Assault: Opening Salvo (0)

Objectives Defense: Hyperspace assault (0)

Objectives Navigation: Intel Sweep (0)

So, after watching the Worlds matches and seeing the lists there are quite a lot of squadrons flying about.

Which I like - big fan of squadrons :)

Does make me wonder though, how to kit out a fleet that didn't use squadrons, that doesn't reduce it's overall effectiveness *too* much?

i.e. if you face a squadron heavy fleet, that you have the ability to alter your deployment to use your anti-squadron fire to best effect.

My group have kicked about the idea if using Demolisher as a Flak Barge in the past - Glad(II) + Demolisher + Agent Kallus could get you 2 volleys of 3 blue dice against squadrons in one turn, or even 4 blue dice if you add in Ruthless Strategists and maybe a TIE bomber or two to sponge up hits.

Raiders do a nice job too.

Rebels can use an AF2(a) or a Neb-B (Escort) with maybe YT-1300s and Ruthless Strategists too for up to 3 blue dice. You could add Toryn Farr for a re-roll too.

Any other ideas?

I think you're looking at it from the wrong side. You're looking to attack squadron fleets where they are strong (the squadrons themselves) rather than where you are strong and they are weak (the ships).

In my opinion, pretty much, if you're taking a squadronless fleet right now, you're looking to ignore squadrons and charge in to kill the carriers. Particularly if Gallant Haven starts making a comeback after Worlds, which neuters ship-based AA dramatically, you're just wasting points trying to kit out ships to kill squadrons. Squadrons kill ships faster than ships kill squadrons, generally speaking.

So you want the ability to shut down carriers. Whether this comes in the form of Slicer Tools, fast short range brawlers, or devastating ranged fire, you need to focus on the carriers, not the fighters. Most ships (some more than others) can weather a single round of just squadron shots. You just need to figure out how to make the most of that single round that you do get.

Anyway, enough rambling. This is how I currently do it. I've taken on rogues (Firesprays and YT-2400's), Rhymerballs, Rieekan Aces, and B-wing spam, and beat them all handily with this list. Diving a Rieekan-less MC30 into a cloud of B-wings takes balls of steel, but you can generally weather it long enough to get the shot on the other side. You just have to keep reminding yourself that that's all that matters, and they can only kill so many of them.

MM Shrimps ++ (395/400)

======================

MC30c Frigate: MC30c Torpedo Frigate (63 + 26)

+ Skilled First Officer (1)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

+ H9 Turbolasers (8)

+ Admonition (8)

MC30c Frigate: MC30c Torpedo Frigate (63 + 13)

+ Lando Calrissian (4)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

MC30c Frigate: MC30c Torpedo Frigate (63 + 10)

+ Skilled First Officer (1)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

MC30c Frigate: MC30c Torpedo Frigate (63 + 10)

+ Skilled First Officer (1)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

Rebel Transports: GR-75 Medium Transports (18 + 30)

+ Mon Mothma (30)

Rebel Transports: GR-75 Medium Transports (18)

Rebel Transports: GR-75 Medium Transports (18)

Objectives Assault: Opening Salvo (0)

Objectives Defense: Hyperspace assault (0)

Objectives Navigation: Intel Sweep (0)

I am hoping you run into someone at regionals with 3 ISD's and XI-7's so I don't have to face you!

I f'n hate Mon Mothma!!

An Imperial MSU of Raiders one with Kallus can be very effective against fighters-heavy lists. Not only they have good AA armament but they are also fast and can swarm the flotillas that move the squadrons around. Once the first flotilla is down you can focus on anything else because the enemy fighter wings won't be that effective any more.

Edited by Norell

So, after watching the Worlds matches and seeing the lists there are quite a lot of squadrons flying about.

Which I like - big fan of squadrons :)

Does make me wonder though, how to kit out a fleet that didn't use squadrons, that doesn't reduce it's overall effectiveness *too* much?

i.e. if you face a squadron heavy fleet, that you have the ability to alter your deployment to use your anti-squadron fire to best effect.

My group have kicked about the idea if using Demolisher as a Flak Barge in the past - Glad(II) + Demolisher + Agent Kallus could get you 2 volleys of 3 blue dice against squadrons in one turn, or even 4 blue dice if you add in Ruthless Strategists and maybe a TIE bomber or two to sponge up hits.

Raiders do a nice job too.

Rebels can use an AF2(a) or a Neb-B (Escort) with maybe YT-1300s and Ruthless Strategists too for up to 3 blue dice. You could add Toryn Farr for a re-roll too.

Any other ideas?

I think you're looking at it from the wrong side. You're looking to attack squadron fleets where they are strong (the squadrons themselves) rather than where you are strong and they are weak (the ships).

In my opinion, pretty much, if you're taking a squadronless fleet right now, you're looking to ignore squadrons and charge in to kill the carriers. Particularly if Gallant Haven starts making a comeback after Worlds, which neuters ship-based AA dramatically, you're just wasting points trying to kit out ships to kill squadrons. Squadrons kill ships faster than ships kill squadrons, generally speaking.

So you want the ability to shut down carriers. Whether this comes in the form of Slicer Tools, fast short range brawlers, or devastating ranged fire, you need to focus on the carriers, not the fighters. Most ships (some more than others) can weather a single round of just squadron shots. You just need to figure out how to make the most of that single round that you do get.

Anyway, enough rambling. This is how I currently do it. I've taken on rogues (Firesprays and YT-2400's), Rhymerballs, Rieekan Aces, and B-wing spam, and beat them all handily with this list. Diving a Rieekan-less MC30 into a cloud of B-wings takes balls of steel, but you can generally weather it long enough to get the shot on the other side. You just have to keep reminding yourself that that's all that matters, and they can only kill so many of them.

MM Shrimps ++ (395/400)

======================

MC30c Frigate: MC30c Torpedo Frigate (63 + 26)

+ Skilled First Officer (1)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

+ H9 Turbolasers (8)

+ Admonition (8)

MC30c Frigate: MC30c Torpedo Frigate (63 + 13)

+ Lando Calrissian (4)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

MC30c Frigate: MC30c Torpedo Frigate (63 + 10)

+ Skilled First Officer (1)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

MC30c Frigate: MC30c Torpedo Frigate (63 + 10)

+ Skilled First Officer (1)

+ Ordnance Experts (4)

+ Assault Proton Torpedoes (5)

Rebel Transports: GR-75 Medium Transports (18 + 30)

+ Mon Mothma (30)

Rebel Transports: GR-75 Medium Transports (18)

Rebel Transports: GR-75 Medium Transports (18)

Objectives Assault: Opening Salvo (0)

Objectives Defense: Hyperspace assault (0)

Objectives Navigation: Intel Sweep (0)

I am hoping you run into someone at regionals with 3 ISD's and XI-7's so I don't have to face you!

I f'n hate Mon Mothma!!

What is so bad about Mon Mothma? No one in my local group ever uses her, so I have never faced her.

What is so bad about Mon Mothma? No one in my local group ever uses her, so I have never faced her.

I scoffed at her for a long time too, but she's seen a resurgence in our area since the advent of these BCC-powered turbo bomber wings of doom, because she directly counters the BCC rerolls. Especially with MC30's and non-TRC CR90's: in the critical turn where your ships are trying to jump past the bomber deluge to get to the carriers, you can burn off tokens to reroll four hit/crits on each ship. That dramatically increases survivability against bombers, particularly those with significant investment in getting individual dice to hit hard, like Keyan, Luke, Nym, and BCC.

I've heard a lot about the squadron game and the ship game in Armada. But there is one observation I can honestly make, winning the squadron game (destroying all opposing squadrons) doesn't mean you win the ship game (destroying all opposing ships). Now it is clear that in worlds squadrons played an important role in winning the ship game or should I say it more accurately winning the game. They are such a factor that you have to plan on encountering squadrons and prepare with either squadrons of your own or a focus on anti-squadron firepower.

But again, winning the squadron game does not win the game.

Edited by Marinealver

I've heard a lot about the squadron game and the ship game in Armada. But there is one observation I can honestly make, winning the squadron game (destroying all opposing squadrons) doesn't mean you win the ship game (destroying all opposing ships). Now it is clear that in worlds squadrons played an important role in winning the ship game or should I say it more accurately winning the game. They are such a factor that you have to plan on encountering squadrons and prepare with either squadrons of your own or a focus on anti-squadron firepower.

But again, winning the squadron game does not win the game.

Agreed. Bombers and their enablers are points invested into winning the game (as they attack ships). Fighters are points invested into not losing the game, either because they stop enemy bombers or they help clear away impediments to your own bombers (if you have them), which really need to get to ships for a few turns in a row to be effective.

It's one of those reasons I just kind of laugh when I see 80+ points invested in only fighters (frequently some expensive combo-tastic Imperial aces group). Sure, you're almost assured to win the squadron mini-game, but how can that be leveraged into winning the actual game?

I've heard a lot about the squadron game and the ship game in Armada. But there is one observation I can honestly make, winning the squadron game (destroying all opposing squadrons) doesn't mean you win the ship game (destroying all opposing ships). Now it is clear that in worlds squadrons played an important role in winning the ship game or should I say it more accurately winning the game. They are such a factor that you have to plan on encountering squadrons and prepare with either squadrons of your own or a focus on anti-squadron firepower.

But again, winning the squadron game does not win the game.

Agreed. Bombers and their enablers are points invested into winning the game (as they attack ships). Fighters are points invested into not losing the game, either because they stop enemy bombers or they help clear away impediments to your own bombers (if you have them), which really need to get to ships for a few turns in a row to be effective.

It's one of those reasons I just kind of laugh when I see 80+ points invested in only fighters (frequently some expensive combo-tastic Imperial aces group). Sure, you're almost assured to win the squadron mini-game, but how can that be leveraged into winning the actual game?

If you can take out 100+ points of bomber/ fighter wing without giving up pionts your a long way into a good win. especially since you've probably left your opponents key offence dead along with their primary plan. If you designed your anti fighter list right and are say running a Duel purpose anti fighter/anti ship DEMSU list you can now clean up those bomber support ships/carriers as you opponents list will likely be optimised to support a none existent bomber list not to go ship to ship with demo and crew.

Previously, I used Devastator to turn squadrons into an engine for fueling my extra attacks. I'm finding that Demolisher+GSD2+Ruthless Strategists and some tough squadrons can also be a very powerful threat to squadrons as it can easily double arc, effectively throwing three dice at every squadron on arc.

Don't forget that Kallus only works on Aces. He won't do anything to a bunch of generic Firesprays or YT-2400s, but he might be instrumental to killing a big block of Riekaan immortal Aces.

The anti-squadron fire from the combat Interdictor I finally tried playing with last night was pretty impressive, and they have quite a bit of anti-ship tricks that don't just rely on firing their guns. I think they're a decent dual-threat that way; they're slow enough you're sure not outrunning fighters any time soon, they've got a high enough Engineering to take work to kill, and you're not losing that much if you dedicate them to anti-squadron fire.

The anti-squadron fire from the combat Interdictor I finally tried playing with last night was pretty impressive, and they have quite a bit of anti-ship tricks that don't just rely on firing their guns. I think they're a decent dual-threat that way; they're slow enough you're sure not outrunning fighters any time soon, they've got a high enough Engineering to take work to kill, and you're not losing that much if you dedicate them to anti-squadron fire.

Quads would work well on this guy, it would take so many shoots to take him down the single blue counter would start adding real pain.

I've heard a lot about the squadron game and the ship game in Armada. But there is one observation I can honestly make, winning the squadron game (destroying all opposing squadrons) doesn't mean you win the ship game (destroying all opposing ships). Now it is clear that in worlds squadrons played an important role in winning the ship game or should I say it more accurately winning the game. They are such a factor that you have to plan on encountering squadrons and prepare with either squadrons of your own or a focus on anti-squadron firepower.

But again, winning the squadron game does not win the game.

Agreed. Bombers and their enablers are points invested into winning the game (as they attack ships). Fighters are points invested into not losing the game, either because they stop enemy bombers or they help clear away impediments to your own bombers (if you have them), which really need to get to ships for a few turns in a row to be effective.

It's one of those reasons I just kind of laugh when I see 80+ points invested in only fighters (frequently some expensive combo-tastic Imperial aces group). Sure, you're almost assured to win the squadron mini-game, but how can that be leveraged into winning the actual game?

If you can take out 100+ points of bomber/ fighter wing without giving up pionts your a long way into a good win. especially since you've probably left your opponents key offence dead along with their primary plan. If you designed your anti fighter list right and are say running a Duel purpose anti fighter/anti ship DEMSU list you can now clean up those bomber support ships/carriers as you opponents list will likely be optimised to support a none existent bomber list not to go ship to ship with demo and crew.

In that particular circumstance, maybe. But if the other guy showed up with 6 TIE Fighters or a modest Jan+X-Wings group or some such, you've drastically overpaying. Plus those 80+ points you spent on the flying ace circus cuts into the points you can spend on your DeMSU (or whatever) fleet, making it worse at its primary job than it could be. I've seen it tried, I've never been impressed.

Now something that's, say, 80+ points spend on X-Wings with Bomber Command or YT-2400s is a different story because those can also be decent ship harassment too. It's the Imperials specifically that can into problems with over-investing in anti-squadron when that's all their anti-squadron squadrons really DO.

Hi Guys I'm new to this Forum but not to the game and so far i didn't have a problem whit most of the rules but after last game i need some clarification.

I want to ask you about that moment in the game when you want to defend you're ship against fighters squadrons.

When you fire against few squadrons of fighters in one of you're arc and there is also one of you're friendly is it true you fire on all of them no mater who is a good guys who is a bad ? Im asking because rules not say anything about this and for me this is not logical.

Hey Admiralisimus,

You only fire on all enemy squadrons, so no need to worry about murdering your own guys.

Also, if you have any other questions about rules, look at the top of the home screen and there is whole subforum dedicated to rules questions and a lot of awesome folk who do their best to provide quick answers. Posting here might have been missed, but it wont be there.

I've heard a lot about the squadron game and the ship game in Armada. But there is one observation I can honestly make, winning the squadron game (destroying all opposing squadrons) doesn't mean you win the ship game (destroying all opposing ships). Now it is clear that in worlds squadrons played an important role in winning the ship game or should I say it more accurately winning the game. They are such a factor that you have to plan on encountering squadrons and prepare with either squadrons of your own or a focus on anti-squadron firepower.

But again, winning the squadron game does not win the game.

Agreed. Bombers and their enablers are points invested into winning the game (as they attack ships). Fighters are points invested into not losing the game, either because they stop enemy bombers or they help clear away impediments to your own bombers (if you have them), which really need to get to ships for a few turns in a row to be effective.

It's one of those reasons I just kind of laugh when I see 80+ points invested in only fighters (frequently some expensive combo-tastic Imperial aces group). Sure, you're almost assured to win the squadron mini-game, but how can that be leveraged into winning the actual game?

If you can take out 100+ points of bomber/ fighter wing without giving up pionts your a long way into a good win. especially since you've probably left your opponents key offence dead along with their primary plan. If you designed your anti fighter list right and are say running a Duel purpose anti fighter/anti ship DEMSU list you can now clean up those bomber support ships/carriers as you opponents list will likely be optimised to support a none existent bomber list not to go ship to ship with demo and crew.

In that particular circumstance, maybe. But if the other guy showed up with 6 TIE Fighters or a modest Jan+X-Wings group or some such, you've drastically overpaying. Plus those 80+ points you spent on the flying ace circus cuts into the points you can spend on your DeMSU (or whatever) fleet, making it worse at its primary job than it could be. I've seen it tried, I've never been impressed.

Now something that's, say, 80+ points spend on X-Wings with Bomber Command or YT-2400s is a different story because those can also be decent ship harassment too. It's the Imperials specifically that can into problems with over-investing in anti-squadron when that's all their anti-squadron squadrons really DO.

I generally agree with you as I don't tend to spend more than 32-44 points on fighters, with my demsu generally running with 2 ties. But I do think bomber command has caused an upsurge in bomber lists so it may be worth considering investing in killing these. Although 80 points is way over egging if for pure anti fighter. Vader, dengar and advanced escorts all have anti ship utility so some of those imp ace list can dual purpose ( just not as well as Rebs).

I've heard a lot about the squadron game and the ship game in Armada. But there is one observation I can honestly make, winning the squadron game (destroying all opposing squadrons) doesn't mean you win the ship game (destroying all opposing ships). Now it is clear that in worlds squadrons played an important role in winning the ship game or should I say it more accurately winning the game. They are such a factor that you have to plan on encountering squadrons and prepare with either squadrons of your own or a focus on anti-squadron firepower.

But again, winning the squadron game does not win the game.

Agreed. Bombers and their enablers are points invested into winning the game (as they attack ships). Fighters are points invested into not losing the game, either because they stop enemy bombers or they help clear away impediments to your own bombers (if you have them), which really need to get to ships for a few turns in a row to be effective.

It's one of those reasons I just kind of laugh when I see 80+ points invested in only fighters (frequently some expensive combo-tastic Imperial aces group). Sure, you're almost assured to win the squadron mini-game, but how can that be leveraged into winning the actual game?

If you can take out 100+ points of bomber/ fighter wing without giving up pionts your a long way into a good win. especially since you've probably left your opponents key offence dead along with their primary plan. If you designed your anti fighter list right and are say running a Duel purpose anti fighter/anti ship DEMSU list you can now clean up those bomber support ships/carriers as you opponents list will likely be optimised to support a none existent bomber list not to go ship to ship with demo and crew.

In that particular circumstance, maybe. But if the other guy showed up with 6 TIE Fighters or a modest Jan+X-Wings group or some such, you've drastically overpaying. Plus those 80+ points you spent on the flying ace circus cuts into the points you can spend on your DeMSU (or whatever) fleet, making it worse at its primary job than it could be. I've seen it tried, I've never been impressed.

Now something that's, say, 80+ points spend on X-Wings with Bomber Command or YT-2400s is a different story because those can also be decent ship harassment too. It's the Imperials specifically that can into problems with over-investing in anti-squadron when that's all their anti-squadron squadrons really DO.

YES!!! I for one am glad that BCCs now exist as it really brings out the feel of Rebs sending in fighter/bombers to attack Imperial capital ships while Imperials either have to go anti-fighter or a Bomber attack. Rebs are not "better" at either one, but the dual purpose nature of many of their squadrons is becoming useful "if" you spend ship resources supporting them; however, it does make your ships weaker against anti-ship and Imp ships are great at ship killing. It's more like the stories now & that makes me happy.