I disagree with your interpretation of the rules. The HQ vessel/carrier leading the Group controls and all ships computers are linked to the Main Air Group on the Carrier dealing with Air operations.
As for meson gun hits.. they must target individual ships as does the fighter units must as well. The individual fighters squadron will collectively target... where as a Meson gun cannot divide its targeting.
If you mean the leader skills (or even more, the squadron commodore's staff ones, even staying far behind, with even some time lag in sensors and communications) affect the whole squeadorn, they you're right, we disagree in our interpretation of the rules.
That does not mean their skills (the ones of the Flight control or aldmiral) do not have effedct, but, again, the skill they use is Fleet tactics, not Ship tactics, and Fleet tactics only affects in initiative.
HG, page 13:
Ship Tactics: <snip> is the skill used by individuals in command of individual ships in combat < snip>
HG page 10:
Fleet tactics: <snip> is the skill used by individuals in command of groups of two or more space or star ships in combat < snip>
HG page 44, under Indivisuals, skills:
Fleet Tactics: <snip> of the Fleet commander1 is a modifier to initiative die roll<snip>
Ship Tactics: <snip> of a ship's (or small craft's) capitain1 <snip> the resulting number is a + modifier to the ship's effective computer level <snip>
Pilot: <snip> of a ship's command pilot <snip> the resulting number is a + modifier to the ship's effective agility<snip>
The only rules I recall for those fighter squadrons acting as a single battery are in Challenge 27 (page 23) in the explanation about the Rampant fighters. There it talks about 4 fighters (not 10) flights and says the DMs are averaged when attacking as a single battery (so, you'd need all your pilots to have Ship Tactics 3 for it to have any effect in game, and all the fighters need a computer 9 for the computer DM be 9). See that if they have to be attacked individually, each fighter will use it's pilot
ship's boat skill to modify its agility, not averaging them
See that those same fighters are only equiped eith computer R (so 1 fib, in the case of Rampant IV) and S (so 2 fib, in the case of Rampant V), making those fighters quite ineffective in fleet actions according HG, And waponry is 2 fusion guns (used as 2 factor 5 batteries
1, in Rampant IV) and one triple missile turret (used as a single gactor 3 battery in the Rampant V
2).
By using the flight (4 fighters) as a whole, Rampant IV has 8 fusion guns (making it a factor 6 battery, though the article talks about a factor 7 one
); and Rampant V will have a factor 5 missile battery.
See that in any case, with computer 1 (2 in the case of Rampant V) they are fully ineffective. They won't hit any ship with a decent computer, they will not penetrate any decent damper and (in the case of the Rampant IV) they won't damage any decently armored ship.
Notes and asides:
- When it talks about commander I asume commanding staff. If the ship's (fleet's) XO is the one who has the skill, I'd also allow it to be used (after all, mostly in the case of Fleet Tactics, it's a Staff, not command, skill)
- The use of the two fusion gun, being a single turret (as a 20 dton fighter may only have one hardpoint), as two batteries is ilegal according the rules (HG, page 29: A battery may be as few as a turret or as many as ten). Only mixted weaponry turrets may be divided among several batteries (for obvious reasons).
- The Rampant V is said to have 12 missiles, so 4 rounds of combat before runing out of ammunition, something (IMHO unfortunately) not featured in HG
- EDIT: why to spend money in fib computers on fighters, when any hit is likelty to left it inoperative due to criticals? END EDIT