2 hours ago, shmitty said:Been planning on working in some additional Squadron usage analysis for the data.
Blail and Norse you both seem to be in the squadrons are too prevalent/strong camp. What would be your breakdown of how many points would be light/medium/heavy for squadron spending? Same for number of squadrons?
Well, I used to think that the game should be structured such that capital ships could take a minimal fighter screen (around 6 generic fighters or so) to tie up bomber lists for a couple of turns, barring some good rolls or positional play. In addition to that, capital ships should survive normal bombing runs. Large high-hull and high health ships go down in one turn either from an entire list focusing their attacks, or tanking 2-3 turns of attacks to ultimately go down.
Right now, Intel allows a bomber group to ignore all fighter screens. BCCs are not only easily stackable on the cheapest ship in the game, but those cheap ships also play into the activation war of launching your attack board at a time of your choosing. Norra makes every bomber more effective at killing capital ships. Rieekan allows those expensive aces not only to remain in play, but inhibit squadrons and ships in an unnatural way.
On top of all of this, one theme that I keep revisiting, is that capital ships have little in the way to respond to fighters. If say, an ISD, forgoes shooting at capital ships and fires it's two dice against Rebel squadrons, it will not harm many of them... certainly not kill many of the 5+ hull fighters that Drew likes running in his list. Of the upgrades that are most effective at harming these healthy fighters, only Cluster Bombs does the most good by cutting into a healthy squadron enough to make an AA shot threaten it. Everything else, even Quad Laser Turrets, is not effective enough of a deterrent. Toryn Farr can help the two blue dice shooters, but you realize this helps the Rebellion more than the Empire, and we're discussing this fighter ball that the Rebels will do the most effectively.
Right now, fighters have nothing to fear when winding up to attack capital ships. Especially the high hull rebel fighters, with Aces backed by Rieekan. This needs to change. The game needs more upgrades to threaten fighters and stop their impunity against large ships. It was needed perhaps in the days of wave 2 when Ackbar was running roughshod over every other kind of fleet. But Blail and I are afraid that Rebel fighters are the end-all of all lists. For myself, I'd rather it be Imperial heavy ships because they are the most expensive entities in the game (in addition to being much more thematic).
Currently the best response to fighters in my experience is... more fighters. It means the current strategy favors whomever rushes to the top in squadron domination. Do you have a great Rebel all-comers fighter ball that ignores capital ship attacks and punches them to death with 3-hit/crit bomber attacks, or must you cancel this fantastic battle ball with 134 points of fighter hatred with your own squadrons and kitted carriers to back them up?