I have not yet seen this squad in the wild, for some reason, but I've done a few test games where I play both sides of the matchup. I've drawn a few conclusions which I thought it might be useful to share, but I also wanted go get opinions from others, whether they've had real-life experience with or against the list or not. I've got nothing really profound, here, this is largely an assortment of things to think about so you're not going into the matchup completely cold.
Asteroid placement: I've found that the middle-of-board-triangle is a good place to start. If you move to put your ships on the far side of the rocks from the incoming Cruise Missile carriers, the number of fast moves available is usually limited, and may take an extra turn to set up a lane that allows a 3 or 4 speed maneuver to be used for a quality launch. Banks or turns will usually need to be used to move around or through the field, and can give your ships opportunities to have an opening engagement without the huge disadvantage of a coordinated cruise missile strike against you.
Initial approach:
Beware that the PS11s carrying these cruise missiles are very strong at close range, so you always need to be mindful of moves that are safe from a cruise missile run but leave you vulnerable to close range attack. The ideal move will limit vulnerability to both, but we all know that's not always possible. Unless you have a very powerful tank that can absorb 1-2 Cruise Missile attacks, I think that the short range exchange is still preferrable to the a mid or long range exchange because at least you're on equal terms. This is squad specific, of course.
Strategy for subsequent turns:
Your mid and late game strategy will depend on how much damage you've received and how much the opposing squad has sold out to get a powerful alpha. If they have a a 3rd ship as Cruise Missile carrier, with stripped down Vader and Quickdraw, your ideal opening scenario might be to simply lose one ship and no more, then rely on your long-term build to overpower compromised alpha builds over time. If you're playing against fuller Quickdraw and Vader builds with a lightweight 3rd ship like Pure Sabacc or Omega Leader, the extra damage you take during the initial engagement is harder to come back from, because the opposing squads long game will be stronger. This may require more conservative initial play to weather or avoid the alpha strike and then start playing the game on your terms.
Specific Considerations:
Vader is special, in that with Engine Upgrade he can change directions and still get a lock to fire the Cruise Missile. He has more options for moving through or around the asteroids because of this, but his missile will not be Focus modified and it will leave him wothlut modifications for defense. Depending on your squad composition, you can try to take advantage of this by trying to meet Vader head on. The quality of this strategy depends on how well your squad matches up against the the other elements in the opposing squad.
Quickdraw also has special considerations. Her single action and lack of white 3-speed turns make an opening Cruise Missile shot a bit less fearsome than Vader's (mitigated if Guidance Chips is chosen instead of Lightweight Frame), but she's better on the follow-up. A 3-sloop combined with a Focus action thanks to Pattern Analyzer gives her a strong 4-dice attack on a turnaround move. It might not instill the same fear that a double-modified 5-dice attack does, but it's still quite strong.
Any thoughts here? Am I way off base? Am I missing something?