10 minutes ago, cynanbloodbane said:That's why I want an AA Flotilla. Triple blue AA on a fragile platform. Strong against Squadrons, weak against ships. Oh, and a 0 or 1 Squadron value.
Area denial for squadrons, but with built-in weaknesses.
Strong against squads, weak against ships is good.
Just make sure that your hypothetical ship isn't cheap enough that it's more effective at AA than it's weight in TIE-INT or X-Wings + support ships. A 3 blue AA ship is effectively 3 x-wings or squints + an expanded-hangar flotilla (since you should be able to shoot 4 squads at a time). So, somewhere around 60 points, if the anti-ship values are around 3-5 dice in the primary arc. (adding some dice to compensate for the squads better ability to get through defense tokens.)
If we strip off anti-ship effectiveness to bring the thing down to a standard flotilla, it might be balanced around 45 points.
Better, in my mind, would be 3 dice, 1 blue/2 black. Somewhat more damage, but less area covered, so could probably be balanced in the 30 point range. (I'd need to sim it out to be sure) That would be a good close-in AAA escort for an ISD/MC80. The squad admiral has to face the tough choice of killing the ISD & getting savaged by the escort or escorts, or picking the escorts apart & hoping to get his carriers out of the way of the charging bull. The Gunship admiral has to choose his maneuvers carefully to get unobstructed shots without leaving himself unprotected by the escorts.