Here are some thought about squadron management in a fighter heavy environment.
Some basic tips are to always try to match the right tool for the job and don't always try to kill as many of the enemy as you can just because you can. It is often MORE important to keep the enemy in place and occupy him. As long as you bring the right squadron to the right place you will become victorious. Make sure to leverage your ships anti squadron firepower whenever you can it will give you that extra edge that you need. Don't rely solely on the power of your bombers to deliver the victory. If your ships are not threatening enough you can find your fighters becoming the prime target and your weak ships easily destroyed.
If your enemy has "Intel" squadrons in play you need to make sure you disperse your fighter screen so they can't leverage their Intel and attack you with impunity. This is when tying up the enemy might be more important then killing them outright. If you keep the distance between two squadrons at 3 then an enemy squadron can't engage them both using distance one. Also be very aware of the range of those Intel ships, the Rebels have range 3 and the Imperial ones range 4... this is very important for the positioning of your squadrons in general.
When you fear that the enemy are about to launch an attack which you feel you can't stop directly make sure to position squadrons in the way to mitigate the impact. Better if the shoot at your squadrons than your ships. You can react later and use the anti-squadron guns on the ships to retaliate. In this case it is important to study the range of enemy bombers and any bonuses they might get. Place your defensive squadrons in a way they don't easily fit to do lots of damage, don't get over zealous though... no problem if one or two bombers can shoot. You need some reserves to counterattack or to attack their ships in return with your bombers.
Down below is a mixed Rebel fighter wing positioned for delivering a devastating blow under the protection of two Escort Frigates (in a perfect world that is
).

The idea here is to get maximum defense from the ship on the approach and forcing any attack to either spread out or risk a devastating counter attack. It will be very hard for any Imperial fighter attack to attack this line without any serious casualties. The two X-Wing squadrons on the corners are placed with a distance of 3 from each other, that makes it impossible to engage them both with the same squadron and also more or less impossible to anything inside the fighter formation without first destroying any of those corners.
Jane Ors are also sitting good int the middle ready to "brace" for impact!! ![]()
On the far flanks slightly behind are your A-wings, they make the best flank protection and have the speed to get anywhere if an attack do come. In the middle is one Y-Wing squadron in front of another X-Wing squadron and will entice the enemy to attack it but will only be able to do so with limited numbers due to the Escort tucked in behind and the other Escorts on the flanks. Remember that Y-Wings are cheap and the best to actually soak damage for the points spent. You rather want the enemy shooting at them rather than anything else. Pretty much anything in the Rebel side can bomb with reasonable efficiency anyway.
Having at least one E-Wing can always be a plus if you find the points, they are great against Imperial Interceptors. Fly up an X-Wing and attack one and tie up another and then snipe with the E-wing from behind. If this formation is attacked you can either go after their fighters aggressively or just try an tie them up and send out your bomber against unprotected ships. The key there would be to engage as many opponents one on one and mitigate any Swarm effect as much as possible. Try to destroy Tie-fighters in away to mitigate the Swarm effect, don't let the Empire dictate the positioning game.
A good carrier commander never bunch their fighter up in one big ball... it is too easy to simply lock it down even with Intel ships on their side...

Here the Imperial Carrier commander sent his Bombers (should not happen but it is just for show) in a bunch together with an Intel ship and the leading escort is engaged with an X-Wing while the four bombers are engaged with the A-wings. They are all set up so the "Intel" ship only can make ONE of those Rebel squadrons heavy. They all are about three distance apart and one distance from their enemies. Always send Counter fighters against bombers, these A-Wings could hold them up for at least two turns, three most likely if nothing else change, that is 35 Rebel points versus 48 Imperial points.

Here is a more compact form of an aggressive formation ready to launch at the enemy. It does try to leverage their "Intel" ship and keeping it safe while still sort of spread out to prevent any one just boxing you in. As I said before... don't be so stuck on the fact you need all your Y-Wing to attack. A-Wings and X-Wing attack just fine. Your "Intel" ship should be able to nudge enough squadrons away from any enemies to get a sizable part forward to attack the enemy. Notice how the Escorts are spread out, you want to be able to move at least some of them after being attacked to start dictating which ships are attacked and by whom. In this instance the A-Wing are there to entice the enemy to attack them and make it a bit harder to get to the meat of the formation without you in turn being able to start laying down the hurt when you start activating fighters.
If you also can keep some Escorts close to the formation it should be safe.

Here is some simple pointer of why you want to separate your squadrons. In order to capitalize on the Swarm effect and engage all your squadrons they need to use four Tie-fighters. Problem here is that if that X-Wing kill just one Tie-Fighter they loose the Swarm on it and on one of the Y-Wing and those Tie-Fighters will not chew through those Y-Wings anytime soon after that.
Perhaps they instead do this...

Which might lead to this when you activate...

If you are lucky you will even get to save that lone Y-Wing but otherwise it is a sacrifice well worth it. Obviously the rest of the Imperial squadrons are tied up elsewhere... ![]()
Below are some Imperial bombers that slipped past your defenses and took a bombing run of your cruiser. Just send in a lone A-Wing squadron to keep them busy. In this instance there are no "Intel" ship in range to help them. Make sure to position the A-Wing so any "Intel" ships can't reach them. Remember that your first focus must be to neutralize your opponents offensive anti-squadron capacity, bombers only needs to be occupied until you can deal with them properly.

So... depending on your fighter strength and the opponent your goal should be the following.... neutralize the enemy anti-squadron capability if they have Bombers that are a threat, otherwise the priority is to get your bombers to their targets safely.
Never rush your squadrons out ahead unless there really is a huge reason to... make sure your ships are protecting them as good as possible until you are ready to strike. If you play it right you can mitigate the speed of the Imperial forces by simply make it unappealing to attack you.
Also remember that if your capital ships are weak and the enemies ships firepower is greater you MUST attack them and that can be difficult if you face something like this...
I have experimented allot and fighters/bombers don't work efficiently if they don't have any powerful ships to back them up... weak ships forces that side to attack instead of having the enemy charge at you to avoid getting shot up. The Rebel force at the start of this post is also pretty strong but in my experience this Victory task-force are quite brutal. Both of these forces are about 400-425p or so. I have found that to many flimsy ships just make it hard to dominate the field properly which also make your squadrons weak. This is not an ultimate army of any kind, just an interesting one to play with some tactical challenges. In general it does not care about number of activation, it is all about pointing those noses and shoot while the Tie put out the smack if they get too close or they try to flank you.
I have found that about two Aces work the best in a full carrier fleet and I always take a mix of cheap and expansive squadrons, some Rouge is always good.. For the Empire I like about 12-13 Squadrons and about 9-10 for the Rebels at roughly 400p... just scale it up from there. This is when you have about 1/3 fighters. I actually find that fleets just work less good if they have less than about 15% fighters and the Empire are the best at fewer point in fighters since they get cheap access to Good cheap superiority Tie-fighters/interceptors. I would most likely never go below 4 Tie-fighters and 2 -interceptors in any Imperial fleet at 400p.
If i go for a carrier heavy fleet I usually get 5-10% in a Commander (400p game), 30% squadrons, 45-50% Ships and 10% in ship upgrades. If I get 15% squadrons I will put around 5% more point into ship upgrades. I also find that piling on several ship worth of upgrades just lead to a weaker fleet. Make sure every upgrade are either cheap and neutral or really meaningful. Don't throw on upgrades just because you can. Only very select few ships should ever get all upgrades and Carrier fleets are not the place for it.
In general I like 600p games on regular sized tables a bit more interesting, if give a bit more versatility and utility tools to the fleets which open up the tactical possibilities and more upgrades for the ships in general can be afforded.
Edited by jorgen_cab

