You are suggesting carriers as potential winners. Interesting, as those fighters are probably going to be worthless :S. This is actually a 90% given (danger this number is assumed and i like to use it as a cutoff meaning as good as you can get when dice are involved) with 40 Emine templates.
Now lets check the Brakiri Cidikar:
Falkiosi die in 35 out of 36 cases and Pikatos die in 8 out of 9 cases, i guess we can rule them out as a huge factor. Especially when abcked up by 60 fighters against the mere 20 a Cidikar has. Even when regarding the dogfight of +2 on Falkiosi.
Now onto the ship itself. It has 105 damage and hull 5. That gives me about 33 damage per turn with Emines plus any potential missiles, which might not erxist of the Cidikar keeps fighter flights as defense (a near given). Speed 6 is not much of a threat for a Gaim and a 20" laser cannon with 4 AD is not even going to harm a single queen ship per turn. The 12" gravitic pulsars are good but as a gaim id start to use the mouse and catr game for this. Especially as turreted photon bombs will help me out. Breaching pods would make a Gaim autowin this game, if he could attach them to the ship, but the Cidikar will prevent that using the same methods used against missiles.
Now for the White Star Carrier option, and ISA steps into the fray to protect the weak (or ins this case maybe only just normal ones too) against the almighty Gaim fleet. (sry for this announcement oculdnt withstand some boxing ring feeling)
Now WSfighters actually survive in 1 out of 4 cases, a second emine drops this to 1 out of 16 cases and your good to go, and its only 8 of them around unlike the Cidikar which had 20 at its disposal. But they are seriously fast and weaponheavy and dogfight on a +4. The Gaim are going to use a (to be continued.......gotta go :S)
(posting contnues after 3 answers)
all of their 60 fighters to clear them out, afterwards the crewed missiles are ready to fly. Breaching pods are going to play a major factor in this Gaim, with the Queens desperately wanting to attach them top the WSC such a precious piece of technolgy to be dissected by their dronds for future use! If those breaching pods wouldnt be speed 8 and the WSC speed 12 this would be so easy (and lets not forget that accurate mole pulsar, but alas no. But 1 meagre troop means if a single breaching pod makes contact the WSC is lost. On to our great tactic of phtonbomibng everything to dust. Hull5 means there are going to be about 16 damage per turn, giving a WSC a life expectancy of 2-3 turns due to self repair, even with a a few quick kills of queenships, i wont rate a WSC longer than 4 turns because two turns of 80AD is enough to kill it if it had not self repair, even with self rep, it might just get 4 turns, but then those crewed missiles will get more and mroe board control, and those might just kill it even faster, and BPs are more than enough for it. Lets not forget that a WSC can be bolstered by extra Blue Stars or Nolo Tars. but i dissmiss them as not being survivable enough to make a difference. The Blu has a woefull hull of 4 so a few crewed missiles are going to make short work of it, and a Nolo Tar does not have AA so the same goes for that ship, ok anti fighter 4 is going to help, but there are only 2 of them and about 60 potential crewed missiles on the board.
The only danger i see is a massed use of molepulsars used on fighters instead of queenships, but that is just going to delay the inevitable, more photon bombs and and less dead queenships.....