junior wrote:Keep in mind that freighters don't have enough power to move at full speed. Also keep in mind that it'll take the freighter a turn and a half to get all of those fighters out, and that it'll take even longer to get the last ones into a state in which they can fight (i.e. the "not quite two impulses" delay). If you're playing a fairly standard "all ships start 25 hexes away from space object" scenario, then the warships can be on top of the freighter in that period of time.
Well I'm not sure what the standard scenario is. When my friend and I play we just throw ships down in opposite corners, which given the basic map is about 48 hexes distant. A freighter could potentially just go speed 0 and not worry about getting into combat at that distance (besides some long range shots).
Realistically, an Auxilliary anything probably shouldnt be able to stand up to a proper, similarly-sized warship. That's why it's an auxilliary. And if the enemy is in the rear lines, hitting your supply lines, the bigger question is why didn't your forces stop him at the front lines.
And in terms of fighter launching. Well, depending upon detecting capabilities in TOS/SFU the auxilliary should either already have many of its birds in the air by the time combat is engaged, OR, given standard fighter readiness the average carrier should get 2-4 fighters in the air and then have to wait 2-3 turns before it can launch anymore. I don't think most carriers typically have their full complement of pilots on continual standby. Some would be ready for immediate launch, some ready for launch in 5 minutes or so, and the others ready for launch some time later. Though I noticed while my rulebook defines the size of a hex it does not seem to define the length of a turn or an impulse.