So if you have more fighters than he has average hit potential... your whole fleet can hide behind a few measly fighters to all roll 9+'s to repair disabled batteries. That is not useless.
Jeffr0,
Yes, that isn't useless. It's also little more than a game artifact.
You can't come up with any plausible explanation for odder aspects of
HG2's Line-Reserve mechanism. The idea that one measly fighter somehow shielding an entire fleet from an enemy's fire is both mind-boggling and unexplainable.
It's similar to what happens to trucks, scout cars, and light tanks in Avalon Hill's
Panzerblitz. The rules don't really allow for those units to be used in the manner they were actually used, so players use them as sacrificial roadblocks instead.
Keeping this in mind, I don't think we can use the Line-Reserve mechanism to deduce much about the role of fighter's in
Traveller space combat.
Something I do find interesting, however, is that little gem you found in
HG2's boarding rules. I've been putzing around with Our Olde Game for over thirty years now and I'm still surprised by all the little rules and concepts tucked away in various parts of
CT's text. A few years back, S4 found a space combat mini-game tucked away in some skill descriptions and now you've brought our attention to a "loophole" in
HG2's movement mechanism that has been "hidden" in the boarding rules.
I've always put up with the many oddities created by
HG2's "range band" movement system, especially with the nonsensical "movement" of vessels with little or no capacity to move. A ship could lose all fuel, its entire power plant, or its entire maneuver drive and yet it could still be "moved" into either the Line and Reserve and "keep up" with the battle.
You could (barely) explain moving a crippled ship from the Line to Reserve; the fleet's remaining ships move into position to shield the crippled one, but there was no way to explain a crippled ship moving from the Reserve to the Line or the fact that a crippled ship could somehow keep up with the fleet. Like scout cars being used as roadblocks, you just accepted it as an artifact of the game's rules.
Now, however, tucked into the boarding rules is a rule concerning "disabled" ships. If a ship is disabled and the force she belongs to opens range, she's left behind. Of course, this hidden rule isn't perfect and doesn't solve all the problems inherent with the "range band" movement system. "Disabled" also requires that a ship has no offensive weapons and the owning player must be the one who opens the range, but the rule opens up all sorts of tactical issues I'd never been aware of before.
Thanks for bringing it to my attention!
Regards,
Bill