I tried an idea over the last several days..... I designed 2 ships that were of equal size, and nearly equal cost. One carried 3 wings of fighters, and the other didn't, but had AFB... the ship without fighters lost every battle out of 3.... and on one of those battles never even got to engage the enemy ship, as the fighters killed it in one round, at the loss of only 1 fighter to the AFB.
I then tried the short range 3/1/1 anti fighter guns, and while they worked.... they weren't as effective as they might have been. The fighters would get in and damage a lot of them before they got to fire....even with AFB mounted again. The ability to halve the shield means that you will get about 3 dice of damage for every flight of fighters on the board, unless they are killed before they get to a target. I think the last thing we want is to have our games devolve down into he who kills the fighters first wins.....
However, on the last battle, I tried something different... during the fighter phase, I allowed the defending ship to roll 1 dice for every hull point, and on a 6 the AFB got 1 fighter... It didn't add that many die rolls, and it made sense that an anti-fighter battery would work against the fighters in their own phase of the turn....
As a balance, any dice that rolled a one, negated a one rolled by the fighter wing....
Yes, the fighters paid a slightly higher cost coming in, and I am thinking of another battle without the one rolls negating each other... but the AFB actually did apply something to that battle, and yet, unlike the carronade.. it wasn't massively deadly.
The only other really effective means of giving ships without fighter cover a counter to waves of fighters was 3/1/1 weapons with at least a range of 12, and preferrably, a range of 18. That way, you have a chance of thinning out the ranks of the fighters coming, BEFORE, they get the chance to halve your shields and hurt you really bad. This is going to be even more true as more and more players start using fighters as heavy drones and having them ram capital ships. Especially now that the newer Star Wars movies kind of pushed the idea of droid fighters.... you are going to see more fighters used in kamikaze attacks.
I think that in some ways, this is why we are seeing the hull factors of the ships constantly increasing. Players are constantly looking at ways to have ships survive longer, and making them massive not only gives them a longer survival rating, and the ability to load more defenses.... but also minimizes hits by changing the ratios of hull points to other item hits.
Case in point. I designed a hull 1 ship with engines 8, and almost nowhere on the damage track did I see less than 3E... and yet when I did the Hull 8 ship with engines 8... there was no location greater than E.
These are the damage tracks from the construction assisstant with only the hull and engines entered in... although hyperdrive is defaulted
Hull 1 H3E 3EQ H2EQ 3E H2E 3E
Hull 8 H E H E H Q
The reason I bring this up is that if a wing of fighters got in on these two ships, they would halve the shields, and fire first... and assuming that all damage die rolled a 2, 4, or 6... you can see where the smaller ships are rapidly crippled by them. Having an active way to at least shoot back, or maybe deter a few of these hits would go a long way towards increasing the survival of your ships.
Dan, if you feel that I am giving the AFB too much for the game, then I have no problem as it stands... but if it isn't too much to give them a die roll and a chance to actively take out some fighters during the fighter phase, it would give fighters a more tactical edge, and the need for your players to consider not only how to use them, but what defenses you should include on your ships
John