Chas said:
Hmmm... need to check what happens when you have two fleet wings of space superiority fighters slugging it out against each other using barrage rules :lol:
I dont think we have the barrage values for Plasma but they would probably be identical to Particle.
Particle Turrets are 3+crew hit.
Particle Barbettes are 4+crew hit.
So we can assume Plasma is the same for barrage purposes.
Lets pick a 10 Billion credit squardon (Actually called squadron) pitting Legendary pilots in both squadrons. The mass-production (85.5 mcr) version, you'll get 116 of them. The super expensive ones (169 mcr), you'll get 59 of them. I assumed legendary pilots (+4 crew skill total) because that is the only proper thing to do for such a legendary battle!
Unleash hell! (Plasma)
Now to figure out the negative modifiers:
Individual weapon damage is 4 - 15 for armor, resulting in a -9 DM.
Target is a fighter squadron, -4 DM.
Target is dodging, -2 DM.
Evade software, -1 DM.
Total negative DM:
-16 This applies to both craft - they have the same defensive modifiers.
Positive modifiers:
Crew: +4 DM
Fire Control: +3 or +5 (Mass production vs Expensive Version)
Total Positive DM:
+7 vs +9advantage for the Expensive version obviously.
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Total barrage to-hit modifiers:
Mass production version: -9 DM to hit
Expensive version: -7 DM to hit
To do ANY damage with a barrage, the roll needs to exceed a value of 3. Which means, the mass production fighter requires a roll of 12. Mean while the expensive version requires a roll of 10.
Ok before I go any further, it seems obvious now that even with LEGENDARY pilots, the expensive one wins out. But I need someone to ensure my barrage modifiers are correct. I have based them directly on the example in Trillion Credit Squadron book which shows armor value being subtracted first from the Individual Weapon Damage. The example given also shows the Individual Weapon Damage of a Torpedo is 4.
If the above holds as true, we've learned that you dont barrage high armor fighters except with high-damage bays. Your best is heavy particle and meson bays - because they will never let you come to short to be chewed up by Rail Gun Bays. Although, should fightes get into close-range and excute fast-strafing run; arrivederci! You're looking at another -3 to -5 to the barrage roll.
EDIT: I just noticed technicall crew skill is mentioned as possibly reaching a +5 bonus, but even then you'd still be looking at rolling a 9+ vs 11+ to hit.
Conclusion: Fighters shouldn't barrage each-other, they should just pewpew-normally

Granted that is a bit crazy given the time required - but it is .. pretty accurate? That advanced fighters would tie eachother up for a pretty damn long time.