HG said:
A squadron will also lose a random fighter every time it suffers a critical hit – there is no need to roll for the effects of the critical hit, simply remove a fighter.
This is a problem that might make it unviable to use squadrons.
Example: Take a simple battleship, 100 kT, M-9, GCr 100, armed with a spinal and 500 triple pulse laser turrets (long range) fighting a bunch of fighters, 35,5 dT, M-9, R-16, Hull 17, MCr 40, armed with a barbette.
The fight starts at Distant range. The Fighters tried to close in to dogfighting range, the battleship tries to keep the range open, both have M-9 but the fighters also have Reaction 16, so the range decreases by 16 every round. We enter VLong on round 4, Long on round 5, and Close and dogfight on round 6. The battleship has two rounds to shoot at the fighters before the dogfight.
Very Long:
Pulse Laser +5[gunner] +3[AdvFireCont] +2[laser] -4[range] -2[evade] = +4,
Damage: 2D+4 with attack +4 gives us an average damage of 0,93 and 13% chance of a crit.
Damage: 500 × 0,93 = 465 damage or 27 fighters killed.
Crit: 500 × 13% = 65 crits => 65 fighters killed.
Long:
Pulse Laser +5[gunner] +3[AdvFireCont] +2[laser] -2[range] -2[evade] = +6,
Damage: 2D+4 with attack +6 gives us an average damage of 1,93 and 35% chance of a crit.
Damage: 500 × 1,93 = 965 damage or 57 fighters killed.
Crit: 500 × 35% = 175 crits => 175 fighters killed.
Totally 27 + 57 = 116 fighters are killed by damage
and 65 + 175 = 240 fighters are killed by crits. Before the dogfight, so before the fighters can shoot back.
Far more fighters are killed by crits than by damage. If we do not organise the fighters into squadrons the crits will not kill a fighter each and the fighters would suffer far less casualties.
Problem.