RC, I have some questions with your version and see some problems.
What score do you need to hit Eldar with?
I get an 18% increase in effectiveness for a wave of 4 bombers vs T2. Can you confirm its only 6%? What's the math?
You give a 4+ save for fighters vs turrets. How does this function if a successful save is made? What is the point of giving fighters saves vs turrets?
Do fightabombers get a 4+ save as they act as fighters?
How do we account for the nerf to torpedos because of the 3+ turret hits?
Without the turret reduction for the attack roll after turrets, doesn't this system make waves of 6 or 8 bombers rediculously powerful?
Would you consider my proposal? It only effects bombers vs battleships and leavs everything else identical. Fighters are the same as in your proposal, but without a save vs turrets. What was wrong with mine that you rejected it?
@Admiral
It depends on whether we have to declare how many squadrons of what type we have on board each ship before the game. If I have to say I have so many fighter squadrons and so many bombers, I'd say 3x the number of launch bays. Nimitz carriers fit 90 fixed wing aircraft below decks, so holding 3 squadrons or more per bay in a gargantuan starship should be easy. If you don't have to declare before the game 3x would not likely be any kind of limit, so 2x should be the rule.
Just a thought... By itself, how does this encourage players to take fighter escorts? Don't you still need a rule that lets fighters protect other attack craft? Otherwise you just save your AC for close range and use fighters to suicide and soak turret shots.