In recent months we have seen a sharp rise in Imperial fighter wings built around scatter aces and the ubiquitous Steele and Vader, (Jendon optional but not a bad choice.) Before Sloane, these types of air superiority fighter wings would quickly win the squadron fight but struggle to make meaningful contributions to the capital ship fight afterward. Sloane effectively buffs these previously one dimensional squadrons into formidable multi-role threats.
What we now contend with is a deadly anti-fighter wing that can earn its keep against ships as well and can no longer be ignored as it might have been in the past. Any competitive and well rounded armada list needs to have a way to address this threat in the face of the new Quasar expansion and the rise of Sloane as popular new admiral.
Note: I am not suggesting Sloane is OP. I think it is a great add to the Imperial side,
So now, what we all came to hear about. How do we beat a lot of scatter aces?
I have heard this topic discussed many times and the answers given are usually, heavy flak, anti-fighter wings of your own, or ignore them and try and win by killing the carriers. Most people advocate 2 dice flak ships and squadrons with 4 dice anti squadron armaments. I am not convinced that this is optimal against the current scatter ace heavy meta. A single flak barrage will always get scattered, and unless multiple ships have large 2 dice flak potentials, the big "flak boat," will have minimal effect on the situation since its shot will get scattered and the weaker shots will be allowed to pass. At this point you might as well not have a dedicated "flak boat."
As the title suggests, what I am proposing as an anti-scatter tactic is the Method of One. Every time you attack an ace you are looking to do at least one damage, but there is very little point in trying to get more than that since it will be scattered or braced, and the aces we are concerned with only have 3 HP anyway. This Method of One should influence your list building choices, Torryn Far is an obvious add for the Rebels since she increases the odds of your normal since blue die flak shots finding their mark. To kill any 3 HP scatter ace you have to hit them with 5 packets of 1 damage within the span of a single turn to kill them. You may get lucky and kill them faster with accuracy results but that is just an added bonus. When considering this, you may be interested in things like Jamming Fields in your fleet since they mitigate a single die from each attack. This may allow your squadrons to live long enough to shoot, and yes you are sad that the enemy gets an obstruction too, but again, you are only looking for 1 damage every shot so it is ok, even a 3 dice shot, obstructed down to a 2 dice shot has a 75% chance of yielding the 1 damage we need, not counting Torryn Far if you have her.
With this in mind, A-Wings start to look better as anti-scatter options than x-wings since the counter shot is yet another opportunity to inflict that 1 damage hit. Gallent Haven, Jan Orrs, and the Jamming Field help to mitigate their weaker HP and Torryn Far makes them very reliable on the attack and with counter shots when trying to get the 1 damage across.
Ruthless Stratigist and Ten Numb are ways of generating un-blockable damage which factor heavily into burning down 3 HP aces . Use it if you can fit it in the list.
Treat the enemy fighter swarm like you would a ship and fly your ships in such a way that in order to get at your fighters or bomb your important ships they must enter overlapping fields of flak, don't leave your fighters to do all the work on their own, they need help and the big guys can go a long way toward stacking on those 1 damage hits to chip away at aces. Gunnery Teams keep you from having to choose between hitting ships and hitting squads with flak... One of the best uses of a Flotilla is as a flak ship, they are highly effective for the points cost. Would you buy a 18 point squadron that gets to shoot one black die at every ship around it? I would...
Finally, list building and navigation aside, lets talk activation tactics. When facing a scatter swarm like this, they will most likely get the jump on you, they are fast and you have no reason to extend your fighters outside of the nice flak death zone you have been setting up, so you will probably end up letting them alpha your squadrons or a ship. That is ok. They won't kill everything in one pass. Best to let them chew on a ship and hide your fighters in range to counter. When you counter remember the Method of One. Send in the lower dice attacks first, trying to apply that 1 hit without wasting your heavy hitters. For example, send in your A-wings to first chip away at your target, then hit them with that ship's flak, 3 a-wings and a flak should easily get you 3 hits for 1 damage each, you are daring the ace to burn up the scatter token. By holding your X-wings or YT-2400's or other 4 dice ships/ ships that will benefit from flight controllers back you put heat on the ace and make them want to allow the single hits through for fear of being one, shotted by a strong attack later in the round.
As aces start to use their scatters react accordingly and send in the big hitters now that you are through the scatter. The ideal situation is one where you get 1 damage through with the first attack and then follow up with a bigger attack which could kill the ace with an accuracy and 3 hits. Note likely but it can happen.
Last note, commit to the flak, don't flak with only one ship, you are not going to do much, flak with 2+ ships to really start to stack on the Method of One. Your squadrons should not fight without the support of their capital ships, you will lose, specially with generic squadrons...