NOTE to readers: the following may read a little disjointed because I went back and corrected for an erroneous method I've been using for a long time... see posts below.So I'm taking a look at your ship designs and calculating the BASV. For the purposes of this analysis I'm not going to look at the relative MCr valuations, I'll take them at face value for the moment.

BASV

per weapon is:

Fb = 5 short, 4 medium, 3 long

Ptb = 4 short, 5 medium, 4 long

Db = 4 short, 3 medium, and 3 long

So the total BASV for your designs, assuming NO (XO) are used for anti-squadron duties:

DD = 20 short, 16 medium, 12 long

CA-1 = 48 short, 44 medium, 40 long

CA-2 = 38 short, 37 medium, 31 long

BB = 61 short, 66 medium, 45 long

Looking at Table G7.02, this turns into damage modifiers of:

DD = -2 short, -3 medium, -4 long

CA-1 = +4 short, +3 medium, +2 long

CA-2 = +2 short, +2 medium, +0 long

BB = +6 short, +7 medium, +3 long

The average damage when rolling on Table G7.03 is 5.5 damage points. With modifiers and FRD, this means that the damage range (and average damage) is going to be:

DD = 0-8 (3) dmg short, 0-7 (2) dmg medium, 0-6 (1) dmg long

CA-1 = 4-14 (9) dmg short, 3-13 (8) dmg medium, 2-12 (7) dmg long

CA-2 = 2-12 (7) dmg short, 2-12 (7) dmg medium, 0-10 (5) dmg long

BB = 6-16 (11) dmg short, 7-17 (12) dmg medium, 3-13 (8) dmg long

So let's take your test #1. If you have 2 x CA-1 and 1 x BB and they are stacked in the same hex, and the GBa (30 DP) move to range 9 (maximum firing range), then you can target three of the GBa (1 per ship). Using the average values (in the parenthesis above), you will do 7 damage to two GBa, and 8 damage to one. This results in the following DP values for your 6 x GBa:

GBa #1 = 23 DP

GBa #2 = 23 DP

GBa #3 = 22 DP

GBa #4 = 30 DP

GBa #5 = 30 DP

GBa #6 = 30 DP

So what damage do they do in return? First LRW, in this case R. At long-range (9 tH) they have +0 for range, -0.5 per DP lost, and +5 for GB. Second, SRW, in this case F. At long-range (9 tH) they have -3 for range, -0.5 per DP lost under 50% of total DP.

So they have the following modifiers:

GBa #1 = R +1 F -3

GBa #2 = R +1 F -3

GBa #3 = R +1 F -3

GBa #4 = R +5 F -3

GBa #5 = R +5 F -3

GBa #6 = R +5 F -3

Now roll 1d10 for each attack and you get the following damage range (and average damage, based on 5 as the average roll value, remember that squadron SRW damage is divided by 2 FRU):

GBa #1 = R 1-11 (6), F -2 - 3 (2)

GBa #2 = R 1-11 (6), F -2 - 3 (2)

GBa #3 = R 1-11 (6), F -2 - 3 (2)

GBa #4 = R 6-15 (10), F -2 - 3 (2)

GBa #5 = R 6-15 (10), F -2 - 3 (2)

GBa #6 = R 6-15 (10), F -2 - 3 (2)

So let's say all six fire at one CA, that will average 48 R hits and 12 F hits. Now we have point defense. There is no modifier for dual-mode point defense to intercept squadron LRW after firing offensively.

Each of the CA-1 have 8 Db. Each Db has 3 shots at 4 to-hit. Let's not worry about doubling and tripling right now (especially with a salvo this high!), and there are 24 shots at 4 to-hit. On average 40% will intercept, FRD, so 9 are intercepted. The total damage inflicted on the first CA-1 is 37 points. This destroys the CA-1.

Now let's see what happens if they split fire, #1-3 on CA-1 #1 and #4-6 on CA-1 #2.

CA-1 #1 will take an average of 18 R hits and 6 F hits. Point defense can double-up on half of those hits for 6 @ 5 and the other 12 @ 4. That intercepts 3 and 5 on average, for a total of 8 R hits mitigated. So a total of 16 damage will take CA-1 #1 destroy down to the Qb right before the first engine room.

CA-1 #2 will take an average of 30 R hits and 6 F hits. Point defense cannot double-up so 24 @ 4 averages 9 interceptions. So a total of 27 damage will take CA-1 #2 down to the Db before engine room 3, destroying 6xDb and 1xPtb.

While my results are still different from yours, it now appears to be more of a losing battle for the large units. With one entire CA-1 out of the picture, or one CA-1 with more than half of it's BASV reduced, the quantity of

Whitecold wrote:The GBs would gut the cruisers with external salvo and beams on the first round in range.

So let's look at your test #2. There you had 1 x CA-1 vs 2 x GBa.

We already know that the CA-1 will have the following damage track:

CA-1 = 4-14 (9) dmg short, 3-13 (8) dmg medium, 2-12 (7) dmg long

Thus, on the very first round of combat the squadrons will look like this:

GBa #1 = 23 DP

GBa #2 = 30 DP

Based on the same values above, here are the final modifiers:

GBa #1 = R +1 F -3

GBa #2 = R +5 F -3

Gives the GBs a damage track of (remember SRW damage is divided by 2!):

GBa #1 = R 1-11 (6), F -2 - 3 (2)

GBa #2 = R 6-15 (10), F -2 - 3 (2)

So at the end of the first round of combat, the GB's will average 16 hits by R and 4 hits by F. Now the point defense is much different. There are 24 shots so we can double-up on 8 R. That means 8 @ 5 for 4 interceptions plus 8 @ 4 for 3 more interceptions.

The final damage by the GB squadrons is 9 R and 4 F. That damages the first Qa inside the armor.

So now your GB squadrons have a choice: they can go back to the carrier and rearm and try again. Or they can close and try to destroy the CA-1 with F. If they do this, the CA-1 will do another 7 DP to one of the squadrons (either crippling one so the CA-1 can run it down, or damaging the other to reduce how much damage it can do with R). If they go back and repair, and the carrier has (SQnM) then Procyon's complaint will take effect: given enough time the gunboats could reduce the CA-1 a little bit at a time and the CA-1 has to find a repair dock to get fixes. So they'll eventually win the battle of attrition unless the CA-1 can escape.

Either way, this battle is much closer than in test #1. I'm not sure the GB would actually win by closing to F range, and if the CA-1 crippled a GB and destroyed it trying to run away then it could win. But if the GB's had time to repair back to 23 DP, they could keep it up indefinitely until the CA-1 is destroyed.

I'd also like to point out that I did not use Escorting [E7.07], EM [C8], or Detuning [C9]. All of which would change the results better or worse for either side depending upon how they are used.

P.S. You're complaint that BASV takes some time to calculate is valid. It certainly does take more time than using standard to-hit and damage charts. This is one area where I think that balance is more important than ease of play, and you can write the BASV values on your ship data sheets to make it a quick look-up to determine BASV values. But I can't fault you for disliking the mechanic. In the end it matters only if you want the more balanced approach. You can (as you've suggested here) always home rule it out.

EDIT: Whitecold pointed out that I forgot the -0.5 per DP on beam weapons does not count until under 50% of DP. I fixed that and it added a couple extra points of damage in each scenario (4 points in test #1, and 1 point in test #2)