Okay a few things folks keep saying wrong...
Drazi star snakes are FOUR flights per wing.
Drazi star snakes are +0 dogfight rating, that is not a 'decent dogfighter'.
Guardhawks are hull 4, damage 14 ships...the very ship type that fighters destroy before it can fire. A patrol choice that buys a turn, and due to drazi fire arcs does not even buy be a shot back by other ships in the fleet.
Narn fights at low skirmish pls should not have to buy the G'Karith every single fight just in case there are fighters. The Ka'toc carries a flight (I used Goriths thinking that would help) and, much like in tournament, did not know who my opponent race would be. I went with two Ka'toc, a Sho'kar and two patrol torpedo cutters, he went with a Nova, two hermes and two purchased wings. End result was three flights to twelve heavy flights and it was a big deal as I had several smaller ships that could be overwhelmed easily. I had plenty of all round firepower and several interceptors (at +1 dogfight even) and I stayed together, but I could not kill the flights fast enough and was quickly wittled down, I did kill the Nova though.
How exactly was that a that a case of not taking any fighter defense? For most races at that level having only a few flights is the norm and you depend on all round dice to defeat them. Claiming I should have taken a G'karith which would have died quickly to enemy beams (yes even 2 AD beams) would have been just as foolish if my opponents had not show up with the stack of fighters.
The problem with the current system is the rock paper scissors approach it helps create. Fighters require specialists to counter in many situations, that is not bad except in situations where you face a large amount of them. When you reach the threhold where fighter stacks can simply kill ships without retaliation you have reached the problem threshold. Look at the emine thread where Triggy was suggestion double damage for emines. You have exactly the same issue. A weapon that springs from 8 to 22 inches away and can destroy small ships without real risk of retaliation that bypasses the built in defense (against fighters for most ships thats dice).
A T-Bolt firing on a hull 4 ships does 2.75ish damage a flight before crits, six flights kills a skirmish Vree without the ability to fire back. If I bunch up, your ships blow me up on myself from range and your fighters wait until there is a big enough hole to exploit. The Vree fleet above that is give as a five raid fleet lacks the firepower or the staying power to fight many tourney lists, but I would like to see it tried. Perfectly willing to be proven wrong but not armchaired wrong.
To paraphrase Locutus above I am SICK of folks coming on the boards and saying something is a tactical problem, when folks have a real valid arguement about the weakness of certain ships, fleets or mechanics.
Anyhow...we've all been down this road before...some folks think its great, others think anyone who cannot deal is a dolt who cannot think his way out of a paper bag. I'm out of this one, hopefully I can get Prelude to do our EA Posiedon vs Vree fight sometime.
Ripple