Understood.
I don't like ramming.... for that matter, I consider my ships to be actually crewed by beings who want to survive the engagement.... casualties are rarely happy, even when their side wins. And my ships tend to have as good a defense as I can put on them.....
However, kamikaze attacks are still a valid tactic, if only for the terror value. Look at World War 2....... Our navy personal were terrified of kamikaze attacks on their ships.
The in game consequence is more pronounced because of the fighter rules.
Fighters act within their own phase, before any weapon fire. Fighters can be considered a range 11 (10 movement plus the weapon range of 1) weapon that is 4+ 6/1/1 that gets the abilities; halves shields, and the special ability of first strike. When ramming, they are range 10 expendible weapons with 2+ 6/1/3 and halves shields and first strike. And you get this for the cost of 50 SU points.
When fighters are used as initially conceived, they are not only balanced but work well within the system. However, they are open to abuse, and when abused it is dramatic. I recently had a game with a friend where I built 3 carriers with 12 wings of fighters each. I didn't worry about launch bays, as we can start the game with all fighters on the board, and outside of the fighter bays, some defensive weaponry, shields, PDS, and armor.... they had no other added equipment. I had a couple of light support ships as well, and that was it.
My fleet had a total of just over 2400 points.
My opponent had a fleet that was about 3500 points, but only had about 6 wings of fighters.....
In the end, I won. I was able to mass attack his capital ships with swarm tactics, and basically do so much damage during the fighter phase that whatever ship I attacked was either dead, or so badly hurt as to be a non-entity. The first ship I hit was his command battleship that had an 18 hull.
I lost a grand total of 3 fighters out of one wing on the way in (one to a spinal mount hit from that ship), and I had attacked with 9 wings of fighters on that ship (the 3 fighters lost were from these wings, there were other losses against the other ships). Of the remaining 51 fighters, I hit with 38 of them. Two of the fighters rolled ones, and died via flying into each other's line of fire (AFB on the ship), thereby improving the gene pool of my species through elimination of the stupid. Of the 38 that hit, 25 managed to roll a 3 or better and avoid the shield (ship had a shield of 4, and for some reason, he didn't use a PDS which would have stopped a further 9 hits.)
The ship took 17 hull damage, lost all of the weapons in the A bank, and only had one weapon in B that survived. All of the engines, and special equipment that could be hit, was hit... leaving a ship with no movement, and only one weapon that had a range of 6 and was 2/1/1.
Meanwhile, his 6 wings were engaged in furious dogfights with 6 of my wings, and 2 of his other cruisers had gone up in blazes of glory to massed fighter attacks....... Unfortunately for my opponent, they never got the chance to fire back, and the AFB were slightly less than effective because it relied on my rolling ones.........
Finally, during the capital ship phase, he fired at the threat that he could reach, the fighters, and managed to take down 14 of them. My two escorts got within range of his battleship, and finished it off.
Stopping the battle, we re-assessed the situation.. I had lost a total of 27 fighters out of 180 (we are ignoring the dogfights at the moment)
He had lost his battleship that cost 1108, and two cruisers that were worth just over 400 each...... At the rate the battle was going, this would have been over in another 2 - 3 turns.
The dogfights were fairly even, and if left alone, would have ended in mutual destruction, or as close to that as didn't matter. However, I was getting ready to re-assign any wings that had lost fighters to the dogfights to support them.
When we ran a second battle, though, we tried something a bit different.
AFB, of course, got to fire, and we decided to use one of the statements from the Starlancer computer game, as well as from the Freespace games.
We decided that fighters could not do hull damage. They could shoot off weapons, damage engines or shield generators, but that they didn't hurt hulls. In addition, drones are explosive guided torpedoes designed to destroy a ships hull... a fighter has only mass and impact, so kamikaze fighters still rolled 3 dice, but only got 1 hull damage total for a ram. The dice were used to determine what mounted equipment that the fighter pilot aimed at and hit. So a kamikaze fighter might hit a shield, a weapon, and something special, but could not score more than 1 hull of damage per fighter.
This battle turned out a lot different.... At the end of 6 turns, 2 of the carriers were destroyed, and my fleet was starting to retreat. The armored gun batteries on my opponents escort ships was my worst nightmare.... During the first battle, I merely destroyed his hull, and could ignore the fact that he had armored gun batteries.. now, I actually had to destroy the equipment. One of my escorts was taken in one shot from the battleship's spinal mount, and the other was a hurting unit.
All in all, the second battle was very good in that my oponents fleet was half again as big as mine in point cost, and I learned exactly what that meant. However, I did leave him one major repair bill......LOL
I crippled his battleship, and pummeled the daylights out of everything else, but as I couldn't destroy his hull, it allowed his damage control teams a chance to repair enough to keep the battle going. His armored gun batteries meant that his Hull 7 escorts lived through the fighter waves, and were able to return damage and in general, keep me tied up with them.
One of his hull 9 cruisers got up on my escorts, and then got hammered severely....... during the fighter phase, 3 wings of fighters gave him a good work over, and damaged the shield generators down to 1.... and then my escorts were able to open on it.
All in all, I like the fact that although the fighters didn't do hull damage, they still had first strike, and could halve the shields of my opponents.
The only thing I hadn't tried yet was the use of bombers.... those I would leave with the ability to do hull damage.
We even got to use the roll maneuver for the first time in any game.... one of his escorts did it to bring some more weapons to bear and killed my carrier.....
Anyways... probably not the best place to make this post, but it was inter-related with this and several other threads.
John