Team Covenant-Blogger Jafar_Ironclad hat einen durchaus lesenswerten Artikel zum Squadbuilding geschrieben, den man sich durchaus mal geben sollte:
Hello there! Thanks for stopping by! If you’re interested, I’m going to nerd out productively about X-Wing squad-building theory for about 10-15 minutes. Readers and players of all skill levels welcome.
Let’s lead with my thesis for today’s pondering: squads in the game can be classified into three categories, based on what phase of the turn the squad wants to dominate:
Activation Phase squads are built with the intent of outplaying an opponent as dials are being revealed. These squads often rely on high action economy or power, repositioning, high pilot skill, awareness of firing arcs and areas, and upgrade synergies in order to assert a commanding position regardless of how the opponent acts. These are the traditional “go-to” lists in the meta, featuring ships such as Soontir Fel, Darth Vader, Dengar, Han Solo, and Corran Horn; as a result, they are often the first frustrating adversaries new players come up against in tournament settings. New content on the horizon, such as the TIE/SF Pilot “Quickdraw”, adds more potential tools to an Activation Phase squad’s game.
Planning Phase squads are built with the intent of outplaying an opponent before dials are revealed each round. These squads rely on combat efficiency, deduction of the opponent’s likely maneuvers, constraint of the opponent’s “safe” responses and actions, and highly favorable combat dice thanks to focus/target lock devoted actions and successful blocks. These squads are mechanically straightforward, but a player experienced at winning the Planning Phase can do exceptionally well with lists such as the dreaded TIE Fighter swarm (now with the crack shot variant for midskill power), TIE Defenders, Triple Jumpmasters, Y-wings with twin laser turret, and even the humble X-Wing (both generations). Count on upcoming cards like Cassian Andor’s crew card to change up how one plays their planning phase game.
Squads can also be equipped to perform well in both phases, and players with a mastery of both planning and activation phases find most matchups to be beatable when flying such squads. Some ships in the game can be tuned to fight in either phase just by their upgrade cards; Poe Dameron’s T-70 X-Wing flies very differently with Push the Limit + BB-8 than he does with the more traditional Veteran Instincts + R2-D2 layout. By my assessment, all three of Paul Heaver’s Worlds-winning squads fall in this category; I’ll elaborate as to why later in the article.