The odd thing is that in the history of warfare no general or admiral has agreed with his/her opponent to turn up with evenly matched forces (not strictly true but you get my point).
If you are attacking you need a significant numerical advantage, both sides use every dirty trick in the book to gain some edge over the opponent etc.
HG isn't the issue - well ok there are significant issues with it - the issue is the idea of balancing forces as per TCS.
Sure, and this apply too to TL. War don't use to be as TCS matches.
As a game of strategic warfare, it's an afterthought. Better to just use Fifth Frontier War's combat system. (i.e. come up with some mechanism to covert ships in to attack and defense factors, and just roll against a chart.)
This is also problematic, as it does not reflect the true effect TL differences may have. Let's imagine the SW front in FFW:
In FFW game, the Imperium has to devote some forces to it, as the SW forces can do some damage too.
If you played it with HG (
á la TCS camapign), imagine the whole Joyeuse fleet finds two 400 dton TL 15 SDBs, each with 15 armor, compueter 9 and 4 triple turret, 2 lasers and 2 missiles (each rated at factor3).
The Joyeuse fleet, being TL 11, will have at best armor 11, computer 5 and factor 8 100 dton missile bays and K rated PA spinals.
When the SDBs fire their nuclear missiles, they need a 6+. with a -6 for agility and +4 for computer difference (so 8+, with the size DM), and will overcome the beams and sandcasters (assuming rated 8, their best at TL 11) on a 6+ (10+ per table, with +4 for computer difference). Only the repulsors are true defenses (being rated at 4), as they are only overcome on a 12...
If they overcome all of this, they will do some damage on the surface explosión table with a DM of +11 (so, on a 10-), and on he radiation table with a +17, so on a 4-.
As for the lasers (assumed beam), they hit on a 9+ (size DM added), and overcome the sandcasters (at most rated 7) on a 6+. If they hit they achieve damage on the surface explosion table on a 4-.
If lasers are pulse, they hit on a 9+ too, they overcome 7 rated sandcasters on a 7+, but they damage on a 6-.
In the meanwhile, the 100 dton SW bays would hit the SDBs on a 2+ according the table, but DMs are -6 (agility) -4 (computer difference) ,and -1 (size), so the are useless. Even if the PA spinals are fired, being (at most) K rated, they hit on a 2+ too, with the same DMs...
So, in the end, the whole Joyeuse fleet would be defeated by those TL 15 2 SDB if palyed with HG rules...
As you see, the results of this front by using HG or FFW system are quite different....
The major gripe I have with HG is the need for statistical resolution - the weapon factors should represent the number of weapons and their relative strength IMHO - HG'79 got close to this but was also flawed. I don't mind combat charts and matrices for a wargame, but I want to resolve an attack in the minimum number of dice rolls, with the dice actually playing a part rather than the statistical resolution reducing the dice rolling to absurdity.
Sure, but as a GAME, it's not very fun.
As a game of combat between two large ships with the players racing to roll a 12 before the other, not really interesting.
I agree with those comments. Stastical results may be even realistic, and be how a real aldmiral would count it amnog large formations, but are boring for a game...
That's why I love the MgT1 barrages system, where a single roll resolves whe whole firing, regardless the number of turrets. And that does not mean I see no flaws on it, as I've said in several threads...