You don't give any reason why bombers should be so weak while people have to pay a premium for them.
I'll try this one last time. BFG was originally meant as a gunnery simulation rather than a midway simulation. Because emphasis should be on gunnery, people should pay a premium to field AC. Second, bombers won't be "so weak" as you put it. They will be incredibly useful against low turret ships and crippled high turret ships. You will just have to use more varied tactics to make them pay off which rewards those who are able to use them effectively.
You also espouse the use of different AC, citing torpedoes and a-boats. Firstly, torpedoes are not AC. AC = Attack Craft. Torpedoes + AC = ordnance. Carriers cannot launch torpedoes from their launch bays. People can take torpedoes without taking carriers.
I'm sorry if I haven't made the distinction clear. I assumed you would be able to figure out that they are separate things when I was referring to alternative means of dealing with high defense targets and didn't see the need to split them. I did rewrite several paragrahs here and there to include torpedoes so there may be instances where AC is used grouping all ordnance.
You say that when you have a large wave of AC (such as 16) going against high turret targets, people should be encouraged to use a-boats rather than "just spam bombers". Well the fact is that no one, and I mean no one, goes through all the downsides necessary to launch such a large wave to just launch a-boats. Secondly, not all races have such easy access to a-boats. IN can only do it with a BB squadron (not a cruiser carrier squadron) and Tau can't do it at all.
Yes, I realize that. This is why I mentioned multiple other methods of approaching the problem including gunnery and torpedoes. Tau has excellent access to guided torpedoes and chaos has excellent gunnery capabilities. Do I really need to break down every single possibility by fleet?
The TTS rules simply make it possible, by going to an awful lot of trouble, for bombers to hurt high turret targets. There is no justifiable reason why a large enough wave of bombers shouldn't be able to hurt such targets.
It's the 41st century, turret defenses could just be that good or that closely packed. It's not like an emperor only has 5 turrets defending it. Even today we have advanced tracking systems capable of engaging multiple targets simultaneously. It would seem to me, though, that in gameplay terms, the maximum attack runs a bomber can make and the max turrets on a single ship being the same aren't a coincidence. That would seem to me that in some situations, bombers just can't hack it for whatever reason and are neutralized by the ships defenses. Even today we don't send bombers up against certain targets because the defense grid is just too capable to give a reasonable success compared to the risks.
Now, I am receptive to counter-arguments, it's just you haven't made any. Nothing you have said has not been overwhelmingly disproved. Hell, you've even backflipped once in your arguments.
No, actually you aren't by your own statement here. Anything counter to your arguments you have decided are immediately invalid. You have yet to disprove that large waves aren't helped by this or prove that bombers even NEED the boost you want to give them. You keep citing making them equal to gunnery, but you haven't said WHY they even should be in light of the developers comments about the place of AC in the game.
I apologize, but I don't recall backflipping on any arguments. I believe examples have changed but I don't believe my arguments have reversed on the issue.
Now, finally, I'm going to leave you with this:
How are you creating a richer tactical experience by making bombers more powerful? Everything you have mentioned as promoting a richer tactical experience already exists and is already used defensively and everything you mentioned as rewarding the skilled use of AC already exists. You aren't adding anything new or deeper tactically; you are simply rewarding a player for building a list with more AC! You are in fact simplifying the tactical experience by increasing the capabilities of a single type of AC so as to be effective against any target. This removes the need for tactical complexity and variety in dealing with certain targets. Why shoot at it when you could send AC? Why send AB when you can send bombers? Why use torpedoes for anything other than clearing CAP?
If the HA doesn't want this ... ... then I advocate the FAQ2010 to be rewritten that only surviving fighters can add an additional attack. While it is not like some here think suppression works it does make for balance.
While not what I believe to be ideal, I could accept that. It at least gives you some benefit to shooting down stuff with the turrets.