Since many people are reading this thread (and few are reading the one that I started
) I thought that I should post this here...
A friend and I tried out the Hunting pack rule. We played only the start of several games, just up to the point that the packs were breaking up to deal with my opponents maneuvering (usually no later than turn three).
The results were interesting...
The vastly increased range was very powerful, allowing me to start beating on my opponent at least a turn earlier than in a normal game.
The six ship squadron felt very strong at first, but two normal sized squadrons were almost as effective since my opponent's one extra shot wasn't enough to stop the second squadron from firing. It was the range that made the difference. (I didn't have enough time to test this repeatedly, so I may be wrong here...)
The lack of initiative sinks does quickly become an issue, but the ability to break up the pack after your first big strike eliminates most of that problem.
Overall, the power to shoot with most of your ships earlier than normal seems to be the biggest problem with the hunting pack rule. So far, none of the suggested rule changes have really addressed this problem.
So... I propose this completely different "fix".
Instead of targeting a single enemy, each turn a single ship of the Pack is designated as the leader. For each weapon system that the leader fires, all other ships in the Pack may fire any identical weapon systems at the same target with its range increased by 50%.
(N.b. Light ballistic torpedoes are not identical to ballistic torpedoes.)
This seems to limit abuses nicely and keeps a good feel...
- ShopKeepJon