Fair to say that I've come to like the Y-Wing and I just wanted to see how it measured up to it's 2 closest analogs in the Empire just to see where they're all sitting at in terms of what you get for the cost.
For this comparison, we're just using the basic I2 version with no Elite upgrades, which all 3 ships helpfully have (although we will look at the named piltos near the end in relation to how they're costed to the generic I2)
28pts- Scimitar Squadron Pilot
32pts- Gray Squadron Bomber
36pts- Cutlass Squadron Pilot
We also pretty conveniently have an even point difference, with 4 pts from the generic bomber to the Y-Wing and 4 more from the generic Y-Wing to the Punisher.
Ship Ability
Let's get the easy one out of the way first, TIE Bomber is the clear winner because it's the only one with a ship ability namely Nimble Bomber which lets it use bank templates for devices. You do have to equip a device for it to matter, but you go from 1 possible position to drop a device up to 3 and with bombardier, that goes all the way up to 6. With specific upgrades, it's fairly powerful, but not overwhelmingly so.
-Rank
#1: TIE Bomber
#2 and 3: Y-Wing and TIE Punisher
Maneuver Dial
So we have another fairly clear winner here with the TIE Bomber pretty easily beating both. Your straight 4 and 3 turns aren't red and you have multiple K-Turn options. You can certainly argue the value of blue 1 banks vs. 2 blue banks, but neither is clearly better, it's just a matter of the situation you find yourself in. The Y-Wing and Punisher are basically the same here. The Y-Wing has a red 4 straight and the Punisher doesn't even have a 4 straight, but the punisher also has a stop. I won't go too deep into figuring out which one is more valuable, (I think the 0 stop, but you could make an argument for the the 4 straight) so we'll just call it a wash.
-Rank
#1: TIE Bomber
#2 and 3: Y-Wing and TIE Punisher
Action Bar
For this one, the winner is the Punisher, but only by a narrow margin. It's the only of the 3 that has boost at all and the only one with a white reload and it still has a good linked action. The TIE Bomber does have a white roll that can link into a lock, but both it and the Punisher have a repo that links into a lock, so for me it's the extra repo option + white reload that really clenches it, but a white barrel roll and especially linking it into a lock for an ordinance carrier is still really good, so the Punisher isn't running away with this one, but I do think it wins. The Y-Wing isn't even really in contention. It's the only 1 of the 3 without a white repo action, still has a red reload and it's only white actions are focus and lock.
-Rank
#1: TIE Punisher
#2: TIE Bomber
#3: Y-Wing
Durability
Winner here is the Punisher and pretty easily. This can be objectively compared. It just has +1 shield over a Y-Wing and the extra 3 hp are just better than the +1 AGL on the bomber. The Y-Wing and TIE Bomber is considerably closer. 6hp at AGL 2 is mathematically slightly weaker than 8hp with AGL 1 against 2 dice attacks and the 8hp gets a more substantial, but still not crushing lead against 3-4+ dice attacks. There's also the fact that the Y-Wing has 2 shields. The impact of this is really hard to put into numbers because if the first 2 hits that go through are normal, then the shields didn't do anything. It is better, but there's a pretty good chance the first few hits aren't crits anyways, so it's not huge. The Y-Wing is far enough ahead for a clear win, but isn't completely blowing the bomber away.
-Rank
#1: TIE Punisher
#2: Y-Wing
#3: TIE Bomber
Attack
N/A, they're all attack 2 base, so the only real difference in damage will come down to secondaries, so we'll look at that with upgrade bars next.
Upgrade Bar
The biggest question here for who wins is "Is double missile superior to Astromech + Turret?". For me, at this point, that answer is yes. Barrage rockets are very well costed and being focus instead of lock required makes them easier to use especially with generics. Right now, the offerings for both astromechs and turrets are pretty mediocre with most of the astromechs being inexpensive, but also not hugely impactful and both of the turrets being capped at range 2 and somewhat anemic in terms of damage. There are some interesting combinations with gunners and turret slots, but then you're ship cost starts inflating a lot for both a turret and gunner and your damage output doesn't dramatically increase over just hitting the target with a missile or torpedo. The TIE Bomber does also have 2 bombs for what it's worth. In this regards, my assessment is that the TIE Bomber is currently and narrowly beating the Y-Wing, but repricing of upgrades or future releases could easily change this. The Punisher easily beats both of them though. System slots are really good (Fire Control System, Trajectory Simulator, Advanced Sensors, Collision Detector) at this point and the System + device combination (especially with a possible gunner slot for bombardier) adds the option of launching bombs which dictate the entire flow of the game and the initial engagement. Since the Punisher's bar is just the TIE Bomber's + a system, it just beats both the TIE Bomber and the Y-Wing.
#1: TIE Punisher
#2: TIE Bomber
#3: Y-Wing
So, with the spread of abilities and stats, my expectation if you just showed me this in terms of cost (without looking at the PDF or app) would be that the Y-wing and TIE Bomber should be pretty close to each other With the Punisher out ahead of both, but by a small amount. Looking at where they actually are, the TIE Bomber being 4pt less than the Y-Wing is very anomalous. There doesn't seem to be a valid reason as far as I can tell since the Y-wing has a durability edge, but is worse or substantially worse in every other category. The baseline generic Punisher is appropriately costed with the exception of the game impact you can get out of the Trajectory Simulator + Proton or Seismic. In my mind, this could easily be fixed with a small adjustment to the trajectory simulator cost (it's only ever used for 1 thing, so there's no risk of unintentionally nerfing another combo). If the Punisher is undercosted, it's at most by 1-2pts. The TIE Bomber is definitely undercosted by about 3-4pts if we assume the Y-Wing's costing is correct (otherwise the Y-Wing is overcosted by 3-4 pts).
The Unique pilots is actually where this gets even more bizarre. Captain Jonus is an I4 pilot with an ability that buffs all other nearby ships firing ordinance and is 8pts more than a generic. Dutch is an I4 pilot with an ability that can allow 1 friendly ship to more easily fire ordinance at his target for 10pts more than a generic. Norra is also a full 11pts more than a generic for an ability that's only situationally brilliant and at I5. I don't actually think Jonus is the biggest problem with these generics and if the TIE Bomber's costing was brought more in line, he'd make more sense, but I still think Dutch is overcosted. Redline is an entirely different story. He's 8pts more than a generic for an I5 pilot that has an ability that is never not useful unless you already have a target lock on the thing you want to shoot. It's not just action economy, it's action economy that's always relevant, requires no setup and plays to the strength of the platform. He one of the precious few pilots that can focus and target lock in a single turn on his own with no upgrades (the others being the Vader and Lando that are both far more expensive than Redline and neither of those can take Proton Torpedoes). I can't come up with a justification for why a pilot ability this good, that always applicable and even more relevant to the platform and on an I5 pilot is only 8pts more than a generic I2.
Closing Thoughts
I'm not sure if they'll touch the TIE Bomber or Y-Wing with the recosting, but I would like the see less of a cost gap between the 2 (regardless of whether is means adjusting the Bomber up, the Y-Wing down or just having them meet in the middle) and reeling back of some of the named Y-Wing pilots (or at least the more expensive ones like Dutch and Norra) would definitely help. Redline does need a cost jump. An action economy ability that's always relevant should be closer to the 10-12pt range ahead of a generic i.e. jumping redline up to at least 46-48, but even then, he presents such a massive advantage over any other Punisher that I'm not sure that's enough.
If you are about to post with something to the effect of "You can't compare across factions" then I would definitely appreciate a breakdown of what elements you believe the different factions have that would justify the current cost breakdown of these ships because all of the cards I've looked at have Rebels being marginally better at single target buffs where Empire has more global buffs, but this wouldn't justify making Empire platforms cheaper since they can be buffed by the same platforms that are incidentally buffing other things while the rebels have fewer buffs to go around making it easier to justify cheaper platforms because those are less likely to receive the buffs anyways.
Edited by MasterShake2