A point that will be worth redoing this with is masses of smaller spinal riders vs. the single big spinal of the battleships. A key issue here is the pack destruction of smaller riders vs. the big battleship. Where the battle ship is over killing the rider with its big spinal, while all the riders are doing damage that counts. If this tactical miss-match can be achieved it nudges the equation back towards the riders...AnotherDilbert said:Similar example builds. Drop the jump drive from the rider:
Rider: 42 kT, J-1, 10DD particle spinal, 170 laser turrets, hull 25200. GCr 34.5
Carrier: ~12 kT carrier, ~23.2 kT drop tank, J-3. GCr ~12
Battleship: 100 kT, 10DD particle spinal, 720 laser turrets, hull 73333. GCr 72
10 Battleship, 10 guns, kills 43200 missiles, 733 330 hull, GCr 720.
15 Riders, 15 guns, kills 15300 missiles, 378 000 hull, GCr 700.
Riders do 150% of the damage, but has 52% of the hull. Riders have more dodges.
To hit at Long Range: +6[gunner] +5[software] +1[aid gunner] -2[range] -3[evade] -3[dodge] = +4, hit 4+ (92%). No dodge means auto-hit.
The Riders achieve 14.33 hits; kills 38% of the Battleships every round.
The Battleships achieve 9.33 hits; kills 48% of the Riders every round.
Battleships win.
Actually looking at your % of hits and the numbers dying every round I think that's high for my taste for the amount of destruction of ship of the line stuff. There's certainly no pounding action of fleets there, it is just, as you said, exploding star ships.
The battle ship cost is critical here. I'm wondering how generic you think the builds you are using there are?