OK, so I managed to move a few figures around last night (not full games, just enough to test things out...).
I have a few observations.
- 1. The increased range alpha strike ability of a hunting pack is very powerful.
2. There wasn't much practical difference between a pair of three ship packs and a single six ship pack.
3. It didn't really hurt the fleet much to lose initiative sinks for the first turn or two. The ability to break up the packs after their initial strike(s) mitigated most of that penalty.
Overall, I like the idea of the hunting packs. They have the right feel for Centauri. They just feel too good for game balance as presented (even with the new clarifications).
We tried something that seemed to keep the basic idea of the Hunting Pack intact, but limited its abuse.
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...
(I'd have loved to come up with a way to force them to stay together as a squadron for the whole game, but that becomes far too complicated once any of the squadron starts taking damage...)
Let me know what you think of this.
ShopKeepJon