52 minutes ago, catachanninja said:Regarding the idea of how ships move together, I'd argue that it's relevant but not all consuming. When the rebel tie came out it was pretty obvious where it wanted to be, but it did make life harder when it wanted to fly entirley with ships that want to do 1 straights every turn. There have been a few second edition lists i let up on, like a jabba falcon with Fenn and another friend because all the debris I was dropping was getting in fenns way. But in x wing there's only what 11 different shapes for the templates, unless two ships both have insane dials compared to the paradigm we're used to, I don't think it'll ever be too much of an issue.
I think about this as less of a dial/base combo thing (which as you point out generally will have enough overlap across ships to be manageable) and more of a *how* does this ship want to move in order to perform well individually and does that style of movement gel with the rest of the squad?
For example: QD + 3 Harpoon Nus always felt a bit off to me since Nus are high mobility "skirmishers" while QD just wants to get where she's going and and then maximize damage. For me, this ended up creating conflict within the squad as the Nus wanted to race ahead/run away and then that left QD either out of the fight, or stuck in without adequate support.
I would contrast this with Woodchipper (2 HLC Nus, TLT Aggressor, Vader TIE Shuttle) which starts with an initial alpha strike, attempts to draw aggro on the TIE Shuttle and then is left with 3 skirmisher type ships for the mid/endgame to toy with target priority. The ship combo feels more in "harmony"?
But that harmony also comes from my own playstyle choices of how I use the components vs. their on-paper characteristics so it's not clear how "objective" those sort of assessments can be?