Am I the only one scratching their head over the Falcon's stats?
Really everything about it seemed totally fine to me until two things were brought up, firstly it's maneuver dial. I know it has to be viable on a small board, but as it is, the Falcon turns more sharply than an X-Wing and actually has more utility up close and in the K-turns. While it doesn't have the TIE's straight-up speed, it more than matches it in maneuverability, even exceeding it in some ways with a 1-distance straight maneuver which is extremely useful.
I'm not saying this is broken or OP or anything else, I'm just saying it doesn't make any sense. The Falcon was barely able to outrun a Star Destroyer in the movies and suddenly it's as fast as a starfighter? For me, I was worried from the start about seeing the Falcon and Slave I because I thought they might have 'imaginative' stats, which it seems like they certainly do. Making at least one of those two ships behave in the game differently than it should just because a main character is behind the wheel really kind of ruins the tactical feel of the game.
Secondly, and being an Imperial player you knew it would come up… Assault Missiles. First off, I don't think Imperial Swarm is broken. I've seen it played, I've seen it win and I've seen it beaten, and let's not forget Rebels won the biggest tournament thus far. For a silver-bullet counter, Assault Missiles have much further reaching consequences to the competitive metagame than just discouraging Imperial Swarm which some players felt was causing negative-play-experiences. Pilots with ANY abilities that have range on them will be less popular choices than they are now. Look at Howlrunner. She will be completely unplayable. She's only worth her points now in a swarm because after the first couple turns her ability will become situational at best. So why take her in a metagame where a few A-Wings with missiles will mean those first few turns are infinitely more hazardous for you if you fly a formation in order to actually take full advantage of Howlrunner's ability? Same goes for Garven or Dutch. Are the missiles only situational? God no. Even if you're not facing a swarmy or aura-based list, your opponent will still need to choose between taking excess damage on the approach or deploying spread out and making it easier for you to destroy their squadron in detail, while limiting their fire-arc overlap. My prediction is that every force will start running at least one missile-capable unit in order to control their opponent's deployment after all, if you don't you'll be disadvantaged since maximizing the overlap in your firing arcs is always the best deployment.
I hate to scream about the sky falling, but those missiles really shake up the metagame in a negative way.
If you hate to scream about the falling sky, then just don't do it.
You are making assumptions about a meta-game involving models that don't yet exist. It's just to much thoery with no testing behind it. FFG isn't perfect for sure, but they've done testing, at this point haven't. Until you or I actually do some testing talking about the extreme impact something may have is really premature.
Yes the Assault Missiles will make flying in formation less advantageous. Right now there is no reason not to. Assault Missiles are at least something to think about. Are even better missile packages going to make missile capable ships more attractive, yes of course they do. But to say they are doing so in a negative way, with no way to really back that and an incomplete look at whats coming out, is really just not a workable conversation.