20 hours ago, MasterShake2 said:So, as a firm squadron enthusiast (I remember back in the wave 1 300pt days I was running 3 Nebulon-Bs coordinating 3 X-Wings and 4 B-Wings), I've noticed 4 basic types of squadron bids.
Casual Bid- The casual bid is something you'll see a lot from newer players. It usually has a mix of fighters and bombers, but rarely has a clear focus or the resources to make the most of its squadrons.
Zero Bid- Essentially this is the player saying "screw it" and going all in on being able to break enemy carriers before their presence can be felt. It's more viable than its given credit for even in the current meta, but requires a number of concessions and a firm knowledge going in of its limitations.
Speedbump Bid- The bid for players who don't want to play squadrons, but don't want to die to squadrons either. The speedbump is the zero bid's little brother, but in order to use a Speedbump Bid properly you have to break yourself of one illusion, that being that these squadrons are not there to do damage, so their placement shouldn't be focused on enabling their attack, but simply making hostile attack more difficult.
Carrier Bid- Once you've spent well over a quarter of your points in fighters, you're conceding, at least on a tacit level, that those squadrons need to do work and make their presence felt. By extension, this usually means space is made on your ships for making these more effective (Various titles, Flight Controllers, FCTs, Bomber Commands), so you're usually spending way more than 134 points on squadrons, but only 134 is on the squadron themselves.
The Casual Bid is the weakest of the batch. A full Carrier Bid will roll over it and still deliver ordinance on target and it rarely has the dedicated resources to power through a Speedbump Bid before the ships they're acting as a speedbump for have already made their money. the Zero Bid typically doesn't fare that bad into a causal bid as, even with how efficient bombers can be, as there typically aren't the numbers or support to make up for the squadrons that far less effective against ships.
The Zero Bid fares well into a Speedbump Bid because typically both of these fleets are trying to do the same thing, but the Zero Bid didn't blow points on squadrons that may contribute minor damage if you're even feeling like coordinating them. Basically, the Speedbump Bid is playing down in points into the match-up which is not impossible to overcome as it's rarely above 50-60pts (maybe an extra ship), but it's not terribly favorable. The Zero Bid is very much an all or nothing into Carrier Bids. You're either going to get completely wrecked, or you're going to be able to take out the carriers and leave before the squadrons can make the difference. This approach really doesn't work with unmaneuverable fleets where you basically have no option, but to fly into the meatgrinder and the Carrier Bid can easily guess where to drop their squadrons for the ambush.
The Speedbump Bid is fairly common, but rarely has the desired effect. As discussed, it can work into Casual Bids, but it's been very rare when playing a Carrier Bid that the squadrons a Speedbump Bid throws out have been anything but an ancillary source of getting VPs for me. I've heard the quote "they only need to buy a turn or two", but in a dedicated Carrier Bid, it rarely even does that much and even when it manages to buy a turn, the squadrons from a Carrier Bid typically has the buffs to make their presence felt incredibly fast, so even it manages that it may not be enough.
The Carrier Bid, based on pure math is the strongest, but has a number of weaknesses based on external factors. The formation of a Carrier Bid will make or break it pretty quickly and if the enemy threatens envelopment, you have to make some hard and fast choices about where to allocate resources. Against someone who knows how to run a Carrier Bid, it can certainly seem like everything is always where it needs to be, but observe less experienced players flying it and the cracks in the armor become apparent very fast. Relay can allow for a little more freedom, but presents it's own problem i.e. if the relay dies, squadrons that were relying on it can get stranded and be rendered far less effective for the rest of the game. Basically, you're not just throwing 134pts in squadrons and calling it a day, you're building a dedicated fleet to make those squadrons do all of your work, so it requires the most considerations from a listbuilding standpoint of any of the bids.
This is a killer assessment, good read.
Zero Bid all day long!