So, if I really need 2pts for a Rebel list, is dropping a Y-wing to a Rebel Op HWK a bad move? I can make the other 2pts go far and really want it.
Im just going off Xwing Dice Probability site.
1 Agility + Focus vs 3 attack dice + focus = 1.63 expected damage
2 Agility + Focus vs 3 attack dice + focus = 1.07 expected damage
Ywing with 8HP = can survive 4.91 attacks vs 3 attack dice + focus
HWK with 5HP = can survive 4.68 attacks vs 3 attack dice + focus
So, Versus a 3 attack + focus, the survival of both ships is really really close, so we need to look at other aspects that make them different.
The Others:
Y-wing has the white 3-banks that gives the distance needed for TLTs, while the HWK has red 3-banks. This is probably the biggest differentiator to take the Y over the HWK.
Y-wing also has a 4 k-turn. This can be useful versus anyone chasing you trying to get in range 1, it gives you a primary shot.
Y-wing has +1 attack with primary which occasionally is useful.
HWK, the rebel op is 2pts cheaper, this allows an upgrade either on this ship, or another ship. Hard to "math" this
HWK has green 1 banks. Like Ywing primary, occasionally useful.
Hope:
The rebel op always has the possibility to block two attacks with its 2 agility. No, you shouldn't count on this at all, but it is still there. I know the expected damage is the law of averages and has calculated in rolling 2 evades and zero evades, but if your Y-wing has 1 HP left and the opponent rolls 2 hits, you are dead. The HWK has the possibility to stay alive for 1 more round, and that can change the entire game. Sometimes, this type of luck, is what is needed to win that close game in a tournament. Either your opponent blanking out on green dice, or your dice getting those two evades to stay alive. So although, you don't expect this ever and don't plan for it, the possibility is still there. A 50ft shot in a basketball game at the buzzer can win a team a championship. The team doesn't waste time practicing it, but the coach has a play for it in his playbook.