I have been running numbers looking at the whole fighter situation, largely as it applies to Starslayer's and mine game but with some interesting results. My experience with fighter combat is largely from playing ISW3 scenarios.
Looking at the 3rdR rules again a number of things show up:
1. That ISW3 in Stars at War is very much like fighting a HT4 race in 3rdR. The existance of Ai, and S0 change dramatically the HTK of ships. In SAW TL9 BBs have 62 HTK, TL9 CAs have 42 HTK and TL9 DDs have 22 HTK. Looking at the SCN ships for TL7 you have BBs: 86, CAs: 55, DDs: 28 and by HT9 you can easily expect that you have BBs: 96, CAs: 61, DDs: 30.
2. That the existance of Dz and Zi dramatically changes things for the fighters compared to SAW or Crusade. Dz does not have to be allocated pre-battle to defend but can be swapped around freely. It has a -2 to intercept if used to intercept shots into the blind spot of another ship. Zi makes it so that you have to essentially kill the ship before it is no longer protected by consort datalinked point defence.
3. That filling the magazine of a carrier costs as much as building the carrier. Largely due to the cost of fL and fRAM. This is a non-trivial consideration.
Looking at the weapons available at HT9 it is clear that for fighter survival it is best to attack into blindspots generally. If you can be assured to destroy the target then a range 0 fRAM attack pays off otherwise for the most part range 1 fR-x attacks and fL at range 1 enhances survivability greatly. It is also clear that fM fired into anything but the targets blindspot is a waste of time.
For the F1 (3 fXo), using a tohit number of fR-x R0:8, R1:4; fL R1:8, R4:2; fM 6
For fighter missile I assume that HT4 is in blindspot no intercepts from PD; for HT7 until Z assume 60% stopped for BB and CA, or 7 of 11 hit for DD, after that damage = 11; for HT9 assume for BB and CA 60% stopped, and 7 damage per SQN for DD.
For fL I reduce HTK by 10 for HT4BB, 20 for other BBs, 6 for HT4CA, 12 for others, 3 for HT4DD, 6 for others.
Weapon Damage/SQN SQNperHT4BB SQNperHT7BB SQNperHT9BB SQNperHT4CA SQNperHT7CA SQNperHT9CA SQNperHT4DD SQNperHT7DD SQNperHT9DD
fR R0-28 2.2 3.1 3.4 1.5 2 2.2 0.8 1 1.1
R1-14 4.4 6.1 6.9 3 3.9 4.4 1.6 2 2.1
fRAM R0-56 1.1 1.5 1.7 0.8 1 1.1 0.4 0.5 0.5
R1-28 2.2 3.1 3.4 1.5 2 2.2 0.8 1 1.1
fL R1-14 (laser) 3.7 4.7 5.4 2.6 3.1 3.5 1.4 1.6 1.7
R4-4 (laser) 13 16.5 19 9 11.8 12.2 4.8 5.5 6
fM base 11 hits 5.6 13.8 21.8 3.8 8.6 13.8 2 3.3 4.3
The fL lines can also be read as SQN-turns.
But this table shows the effect of technology (and rules changes). The addition of S0, Ai, Zi and Dz pretty much destroy the effectiveness of fM. Having to basically destroy a HT9 ship to knock its datalink out makes it a brutally hard fM target. To the point where the concept of using them not in a blind spot is pretty much pointless as changing the intercept from a 6 to an 8 would esentially double the number of squardrons required. The fL may actually be not so bad with the regular rules or possibly needs to get a number of shots, a single shot might be too strong a restriction on it. The effect of the rules/tech changes on it are almost a halfing of its effectiveness against a HT9 ship. fR/fRAM is essentially constant over all rules and tech changes.
fM is the least effective weapon but the one which risks the fighters the least.
Comments?