With Imperial Aces just around the corner, I've dug out my squints and have been playing with a few configurations to get a feel for the tricky little buggers. And while I make no claims on good maneuvering, I noticed a few trends that really make squints shine. Please note that most of my experience is against rebel scum but the following could hold true against both factions:
1) Moving later than your opponent makes it significantly easier to boost/barrel roll your glass cannon out of harm's way. Which makes the PS bid MUCH more significant than it might be with a mess 'o eyeballs
2) Range 3 is your friend....but only if you back it up with evade/focus. I can't speak on whether Focus or Evade is better overall, but we'll all heard stories of that shiny Saber that got wasted at Range 3 by a lucky rookie or bomber. I'm not saying the HLC can't ruin your day anyways, but defensive squints tend to last longer than an overly aggressive alpha.
3) Blocking with a squint is like pounding a nail with a handle of a screwdriver. If you're good enough you can get the job done, but that's really not what it's made for. Squints are precision tools that require you to play to their strengths. If you play it safe and take extra actions to get out of the way, you'll last longer than trying to outguess your opponent and end up at range 1 of an autoblaster-toting B-wing or howlrunner-backed mauler mithel
4) Turrets suck....but the ships that can take them share certain drawbacks your fragile squints are really good at exploiting. For y-wings, your chief advantage is their abysmal dial and low agility. In general, it's not too tough to predict where those suckers will land and you can use your superior dial to make sure they're in your sights often. There's nothing better than having a y-wing finally land an ioned hit on your squint, only to realize a boost or barrel roll will keep you gunning for them next turn anyways.
The YT is a bit different since it's got the hull and the firepower to really ruin your day, but remember, your greatest asset is your ability to control the range of engagement. Get way out at Range 3 and laugh as those shots scatter in your wake. Split your ships on either side of the board and force it to come after you through asteroids and other ships. The YT is easier to hit than a y-wing because of that huge base - make 'em pay for it.
I'll admit it makes for a long game, but you've both got 3 attack and that 1 agility is little more than a speed bump even with a boost at range 3. In theory, you could try to keep them within that range 2 band, but then you run the risk of facing your ships the wrong direction with a turret at your back. It's safer to just keep out of range, at least for a poor pilot like me who'd likely end up flying side-by-side with one.
To that end, I've had some success with a high PS lists focused on out-maneuvering your opponent and shooting first:
Fel's Fury (because alliteration is fun)
Soontir Fel (27) - 33
Stealth Device (3)
Turr Phennir (25) - 26
Veteran Instincts (1)
Fel's Wrath (23) - 23
Mauler Mithel (17) - 18
Veteran Instincts (1)
You can bounce the stealth device around to whoever you feel needs it the most and Mauler Mithel is admittedly not a squint, but at 18 points, he's got the same firepower at range 1 and more importantly, he gets to shoot first And as a bonus, it's got a bit more flexibility/survivability then some of the elite 3 ship builds that have been floating around.
It's not to say they can't be successful it's just that 3 ships with 9 hull between them always seems so inconsistent....
Let me know if you've had success with something similar, or if there's something big I'm missing that just completely blows everything I've written out of the water. I love these pointy little buggers and of course I'm psyched for Aces, but i want to hear other success stories too!
And any critiques of the above list wouldn't hurt either Like I've mentioned, I'm not very good, but I do have fun with these guys!