Regarding the comment earlier, I was seeing flights as being more an optional rule, for those who don't want to play with mass fighters at an individual level. Just as the playtest carrier rules had fighters using drone counters following drone rules, with the DFD option, so could you have fighters using normal fighter counters and rules, with a flight option if you are happy with the compromises for less counter clutter and game slowdown.
Regarding MWests comment above, yes flights are at least partly an accounting exercise. In the same way DFD was. MWest also raises some possible rules issues, though I consider these all largely surmountable. Sure it means losing some of the minutae that is in the game now, but not so much as to make flights a non starter when you are getting towards larger numbers of fighters.
As it currently stands, FedCom allows you to play squadron and above games in a good time scale. For the most part even large fleet level games can be played in a day (or less). Unless, that is, you are playing Hydran or Kzinti (or Fed/Klik/Orion who really go drone heavy), then you have a game where the time to play each turn just escalates horrendously. It's only an anecdote but it took about the same amount of time to play our 12 andros vs 11 gorns in asteroids campaign game as it did a game with 4 drone armed orions vs 3 gorns in a tourney game I played a couple of tourneys ago.
To answer some of MWests points, from my point of view any way.
- Fighters with flights and shuttles become totally divorced from each other. May not be a big deal, but that link is lost.
I see them as divorced anyway. This isn't SFB where mass shuttles were the norm because they had Ph3s and were sometimes used like mini fighters. Shuttles in FC are just a seeking weapon.
- Fighters with flights no longer match the shuttle boxes on a ship card. Or the ship cards have to change to match the flights, rather than the underlying fighters.
The two things are independent. The shuttle boxes on the ship represent the space on the ship for the fighters. There is no reason to change just because the fighter operate differently once launched. Why would the fact that the fighters group up into X size for game purposes after they are launched require that the shuttle boxes on the ship need changing?
- Flights will break (4A3a).
- In fact, (4A3a) effectively limits flights to a maximum size of three fighters per flight.
Some thing needs to give there certainly. The stacking limit already works very poorly with fighters anyway, it slows the game down even more. Playing with 3-6 ships means the stacking limit is not a great hit on the game in terms of play speed. Once you have 18+ units though (because you have 12-18 fighters), it does start to bog the game down as you are having to constantly work out how to stack your units and manouver them all in the best way to hit the same shield or get the right ranges etc. This gets very noticeable once some get crippled and the flow of the game starts getting interupted by someone sorting through his stacks, looking for the cripples and working out how to move them to get maximum fire effect through the stacking limit by bringing up non cripples etc.
Also, drone armed fighters are largely immune to this rule, stacking only affect direct fire, there is nothing stopping 48 fighters from 4 carriers all sitting in the same hex and launching drones.
I'd therefore count each flight as a unit for stacking purposes. If a hand wavium reason is needed, then fighters being smaller get in the way of other things to a far lesser extent, those big warp engines on ships create a lot of distortion to other units trying to shoot in the same direction that fighters simply don't do.
- Flights will break the landing portion of (5Q1b).
This is one of those SFBisms that sort of bugs me, do i want to get into the minutae of different ways of landing. Though, to be honest, landing is not really that big an issue. Fighters usually die or win the game before it is important, seldom getting to land (and rearm) in such a way that changing these rules would create some major imbalance. So you just land a flight per impulse. If its 3 fighters or 1 fighter then so be it. Someone said that in SFB you can land 1 fighter per impulse, so landing by flight would actually be closer to SFB than we are now, as there are 4 times more impulses in SFB.
Same with launching. Not really an issue for hydrans who can launch everything at once. Others I would just change the launch rate to accomdate the flight size. So a carrier that launches 4 +1 (as I remember in the play test rules) per impulse would just change to launch 2 flights at once assuming 3 per flight (or 1 flight if you prefer a slower rate).
- Flights complicate the tractor rules. Either the fighters become much more vulnerable (death-drag three-for-one!) or less vulnerable (need three tractors for a single flight) or the rules get complicated.
The death drag bit, is again though one of those SFBism fiddly parts in my mind. Dragging around a single fighter! I'd rather have just treat a hostile tractor as instant death regardless of speed (tractor to the 11 setting to rip it apart). If a ship gets to range 1 of fighters, stingers in particular, with tractors left and power to use them then it deserves the kill, and without the fiddlyness of maybe having to move around and track the individual fighter.
Whether it causes an issue for flights depends on what the flights are. I was looking to have each flight still be X seperate fighters, with restrictions. So the tractor would just kill one of those, reducing the flight by 1 fighter.
- Whatever size you want to make between fighters and flights isn't going to fit somewhere.
Certainly. But that is a 'so what' issue to me. As you note, at least in part this is just a way to streamline the game when large numbers of fighters are involved. I was thinking flights of 3 on launch, with any spare forming a smaller 'flight'.
Broadly speaking here is what I was thinking as my home brew version.
A flight is X separate fighters. They are still use the fighter SSDs. Ships must launch in flights. Where possible you must use 3 (or whatever X is) fighters per flight, any left over can be launched as a seperate flight (maybe of just 1). As flights lose fighters they may end being 1 or 2 fighters as well.
The flight is 1 unit for stacking purposes. See above.
The flight can only shoot at 1 thing per impulse. You can choose which weapons you want to fire, but flights can't split fire in a single impulse.
Flights are 1 unit for volley purposes (all 3 fighters count as 1 volley when they fire).
You can't disengage cripples. Tough!.
The flight is a single unit for targetting purposes. Enemies cannot target individual fighters. When shot at, the fighter owner allocates each hit to a fighter starting with highest damage and working down. He allocates 1 hit to 1 fighter and the next to another, when he has done all fighters once he starts back at the first with the next hit.
E.g. A Fed cruiser hits a flight of 3 stingers with 2 photons (8 each), and 4 phasers for 4,4,3,1.
Fighter 1 takes 8
Fighter 2 takes 8
Fighter 3 takes 4
Fighter 1 takes 4 (dead)
Fighter 2 takes 3 (dead)
Fighter 3 takes 1.
So overall. There are less counters to move around and make movement decisions for each subpulse. There are less gymnastics of fighters working around the stacking limit. There is less shooting decisions from the fighters (phaser here, fusion there etc). There are less volleys. There is less shooting decisions from the enemy trying to work out the best division of weapons to kill each fighter.
The shooting rules may look like you lose some flexibility (you do), but it cuts both ways. Each side loses some thing in terms of shooting at each other, and also to a large extent these things average out in the end by the time you have any noticebale number of fighters. I personaly consider these a reasonable compromise compared to gaining less counter clutter and game slowing decisions to make.
I was trying to keep the idea of individual fighters in there, rather than make a flight just 1 generic 'lump'.
As an additional thought, just as I had proposed moving drones in a separate phase of the turn, and not by subpulse, I had also wondered about the same thing for fighters.