Just an IMTU side note...
The one thing I have "issues with", and I emphasize MY issues is the "fairness" requirement. IMTU, when I have battles large enough to invoke HG rules I offer several damage application methods.
1) When the players behind both fleets have expressed no opinion on a ship, it's damage is randomized...not selected by "the firing player". I choose this because a Ship Captain will used various ship attitudes to allow the captain to use their vessel to best possible effect. Add to that the lack of control on the vectors of responding enemy vessels and you get clumps of hits, not universally equal "carpeting" of all vulnerable areas.
2) Where a specific target is specified, I increase the likelihood of hitting that target or systems around it BUT, I also make the attack more difficult and defensive attacks(IE. attacks made by the "targeted" craft vs one of the targeting" craft) somewhat easier because those targeting craft are angling for a specific fire vector and making themselves easier to predict.
3)This one is the hardest to deal with as it is very subjective but..
When a vessel is hit, I like to try to align hits according to the proper silhouette for that ship. So if a vessel receives 2 Weapon-2 hits and has three batteries, I look at the silhouette of the ship and only allow those visible batteries to be hit(and randomly hit unless the incoming damage is specifically targeted)
I find that this allows for significantly more role playing decisions, though Bill is right. HG make a great war game
Marc