mike wightman
SOC-14 10K
I very much doubt if the game designers ever considered the physics behind their rules 

Beam laser: delivers about 250 million (mega) joules as a beam of light or x-ray to a small spot of hull, basically burning a hole to get at the soft innards. (...)
Just one comment on all you calculations: you transfer the Mw to MJ as direct conversión, but as the turn is 1000 seconds, the energy really delivered would be 1000 times higher. As I understand not all the 1000 seconds the fire is hiting the target, I understand the conversión should not be as easy, but if we assume they hit 1% of the time to be seen as a hit, the energy delivered would be (in Joules) 10 times the power (in wats) of the weapon.
Worth arguing. I find it very difficult to accept that a laser has to fire repeatedly over a 20 minute period to have a 50-50 shot at hitting a target once in that time. MegaTrav suggests lasers can fire once every 2 seconds. Striker suggests lasers can fire at least once every 15 seconds. Having a laser that hits once in 80 to 600 shots at ranges of under a lightsecond is just absurd to me. If others prefer that paradigm, I'm not about to tell them they can't, but I can't buy into it myself.
(...)
Should we set a numbers rule? If the number of attacking ships exceeds the number of defending ships, the number of attackers in excess of the defenders may outflank the defending line and conduct attacks on the reserve as if they had achieved a breakthrough. The defender selects which of the attackers ships are tied up by his line; remaining attackers may bypass the line and attack ships in reserve as in a breakthrough.
Should we set a numbers rule? If the number of attacking ships exceeds the number of defending ships, the number of attackers in excess of the defenders may outflank the defending line and conduct attacks on the reserve as if they had achieved a breakthrough. The defender selects which of the attackers ships are tied up by his line; remaining attackers may bypass the line and attack ships in reserve as in a breakthrough.
Line of battle, reserve, flanking and breaking the line.
As I've mentioned upthread I use squadron cards and escorts are present along with the ship they are screening.
I modify the initiative rule to give the +1 to the fleet that commits the most capital ships to the line - I count a capital ship as one that can mount a bay weapon so 1kt is the minimum.
I still use the HG1 rule that if you set the range to short for 4 consecutive turns you can break the line, and thus get a free shot at the reserve.
Flanking attacks are made by splitting your line of battle and allocating some ships to flanking - this lowers the number of ships for initiative purposes. The opposing fleet can also declare a flanking attack and you end up with 2 lines of battle - best way I can think of describing it.
If a flanking squadron breaks the line it may attack the reserve, or if it manages to set the range to short for two turns it uses the breakthrough rule.
An unopposed flanking attack attacks the reserve but the reserve is allowed to return fire.
...Just considering numbers would mean a Dreadnough will only stop one fighter, so, if you have 20 battleriders in your battleline and 4 tenders in reserve, and the enemy comes to you with 200 fighters/SDB, they could just allocate one fighter/SDB to each your BRs and use the 180 spare crafts to attack your BT, probably stranding most your BRs even when losing the battle...
Either tonnage or batteries must be entered into the equation to make it believable, as always IMHO.