I have just read the rules, not tried to play them or calculate results, so my critique may be completely off...
It’s untried, so don’t be afraid to be off due to that. Your critiques are not only welcome, but also thanked (as will anyone’s).
There is no movement system. The HG movement system is very abstract, but serves to give an advantage to the fleet with higher agility, which is reasonable since that fleet can control the range to its advantage.
Ships can't be screened? Very important for auxiliaries.
You're right. As I said in the opening post, this is exclusively the combat system, leaving movement and some other consideration for latter if I see enough interest (and after, I hope, hearing some ideas and suggerences).
Screening ships is quite related to it, I think, so also left for latter.
There is no specified order of actions. Which ship fires first? When is damage inflicted?
You're right order of actions should be explicited. Note taken.
Damage is applied (I guess that's what you ask) at the end of the turn (as specified in page 3, just above the ship format example).
Nukes should be able to incinerate ships with low armour. Maybe expand the damage table to higher modified rolls?
Another thing to think about... Note taken.
See that in any case, against unarmored ship a heavy barrage may easily inflict several stun results, that are likely (unless the ship is quite large) to increase to light or higher damages.
Enough nukes should be able to mission-kill capital ships, simply by scraping weapons off the hull (until the magic limit of Armour 20). Doesn't seem possible here?
The point here is how many are "enough".
How many batteries do you need to make enough damage to really affect a capital ship with armor 15, NucDamper 9 and defensive batteries?
In the game, this ship would have a -15 against secondary weapons, so you'd need to have a +9 DM to have any chance to damage it. This means 90 missile bays, with a +1 per 10 additional ones and the TH DM to aid.
If so, you can damage it (albeit temporary light damage, that is what stun means, but if enough of them are inflicted, incuiding the next turn, they may well be augmented).
Agility should probably be the HG Agility of the ship, not the M-drive rating.
Agility is defined as ship's agility (and modified by computer and size). The MD is the acceleration (to be used in movement, no emaning for now).
Damage augmentation is not explained?
It is, in the paragraph above the Damage Table (but I see I called it Damage increasing instead of Damage Augmentation. Sorry for that. Point taken).
This system is supposed to be streamlined? Multiple damage rolls per attack seems to be over-complicated?
Quite less than CT:HG system were a single spinal hit may mean many damage rolls plus several critical ones...
I suspect size of escorts is severely underestimated, making it much better to have several small squadrons, rather than one large squadron. This counteracts the streamlined nature of the system.
Several small squadrons are ineffective in combat.
if you have 10 escorts each with 5 missile bays (rated 9), you can organize them in 5 squadrons with an A1 Secondary Weaponry or as one squadron with A5 Secondary weaponry. What will be more efficient?
Why can PA spinals kill armoured capital ships?
This is probably one of the parts that diverges the most from CT:HG. But even there, a true large spinal (let’s say a T rated one) means 19-armor rolls in each, Surface explosion and radiation, tables, so 8 damage rolls against an armor 15 ship. How many missile batteries do you need for that? And, as you say, enough missile batteries may mission kill a capital ship…
In game terms, this T rated spinal would have factor 15 + computer effect. Against a 15 armor ship, it’s quite deadly. Maybe too much…
Maybe it should be rounded down and computer not added for PA (as, unlike mesons they don’t need to overcome defenses) . More to think…
But then see that the fact PA spinals are nearly ineffective against heavy armored ships in HG is one of its main criticisms...
PD exponent is vastly improved for an entire squadron by a single bay or battery?
Squadrons are thought (though you’re right, I didn’t specify) to be made of same class ships. If so, having such batteries will be for all ships.
Why can't spinals attack escorts? In HG spinals is the most effective way to kill small fast escorts.
In HG spinals are effective against a single escort, but not so against squadrons of them. As said above, I expect squadrons to represent quite large number of ships (as otherwise they re ineffective against armored ships), and spinals can only attack individual ships.