And yet I guess that fighters must be quite coordinated for their attack to have any effect, and that would be (IMHO) from Fleet Tactics skill too...
Historically, and there is only about a century of that, fighters play "follow the leader" on strike/bombing missions. Command and control isn't a huge issue there. Once, and if, it degenerates to a "dog fight" all bets are off. There is no more C&C, just instinct, training and ingrained tactics.
What he said!
Once again claiming my real world inexperience (I guess that is allowed
), I thought this has (at least to a point) ended with the incorporation of the radar guided air controlers (and more so with the AWACs) to air combat, air combat becoming something more coordinated.
Even at its early stages (think on the Battle of Britain in 1940), the fighter units were guided to the combat to take an advantageous position for the initial engaging, and trying to keep this advantage the whole combat. That would be what this use of Fleet Tactics represent in game for fighters.
My point is I don't like the 2n. I do like the 2n+1, although I'd have to take a close look at how high Fleet Tactics can get. It could get weird above level 3.
As said before, Fleet Tactics is quite a rare skill to obtain. In CT:HG advanced Chargen, you can only adquire it in the Command or Staff Colleges (50% each, and both being rare occurances) or by rolling in the Staff Officer table (1 in 6 for O4-O6, 2 in 6 for O7+).
For the schools, you must roll Special Duty (3 in 36, so 1 in 12) to have 50% (assuming the +1 modifier for college or SOC 11+) to attain either of them. That gives you about 1 in 24 chances to attain one of such schools, so about 1/48 possibility to so earn the skill per year.
For the Staff Officer table, while easier, remember than the higher Rank you reach, the easier to have command (so not being able to roll in the table). As contradictory it may be, an officer from Techincal Services or Medical Branches will have easier access to the skill in this way than one from Line or Flight branches :CoW:.
I don't expect many officers with Fleet Tactics 3+. In fact, I expect very few with 4 and only an ocasional 5 (and that would be "Nelson in space", IMHO).
The picture you paint is not the one painted by a blanket +1 or more bonus to the enemy's to-hit rolls. And, given the vast distances, high technology and long turn length involved, I really don't see ships interfering with each other in any significant way, even in a full on free-for-all. Frankly, even being able to interfere willfully, as with establishing a protected reserve that the enemy can't target, is a major stretch and likely requires some very careful and deliberate positioning.
I agree with you here. Maybe that's why I initially missread a -1 on friendly to hit rolls, instead of a +1 to enemy's (representing mostly uncoordinated salvoes).
There are a couple of ideas for emulating poor control of a squadron (or of subordinate admirals, if playing with multiple squadrons). For example:
1. There is a chance for any starship/spaceship in reserve (including the flagship, if it is in reserve) to be inadvertently exposed due to miscommunication or flawed movement orders. Roll for each ship in reserve; on a failed roll, that ship finds itself on the line and may be targeted - it may not fire back, but it may fire defensively. Roll doesn't need to be difficult: the more ships in reserve, the greater the likelihood of even the lowest probability roll occurring. Say a fixed 3+ for every ship in reserve to remain in reserve.
Nice, but (as Mike above) I'm concerned about the high number of extra rolls that this can represent. And this time, just using statistical results might not work, as ther may be quite different ships in reserve and which one is afected may be important (just some of your BRs appearing unintentionally in the first line will not be the same as some tenders, tankers or troop transports being the affected ships).
2. There is a chance for any starship/spaceship/junior admiral's force on the line (except the flagship itself) to become separated from the fleet and find itself cut off. Roll for each ship on the line, or each junior admiral if your admiral's leading junior admirals; on a failed roll, that ship/force becomes separated from the fleet during maneuver: thereafter, it rolls initiative separately, determines range separately, and it can not go into the main fleet's reserve for the remainder of the battle. And, of course, that ship no longer counts against the admiral's span of control (and no longer counts towards that fleet's initiative).
While also nice, that might end in several different battles being fought simultaniously. While this might even be quite realist, I'm concerned about the added complexity.