Lots of valid points on both sides here. I wish I had played in Classic to really get a feel for comparing ASF to Alpha, but right now, my only experience is with the (decisive) victories I made a year ago against my peers (whom have since banned ASF from our tables/events). I'm hoping a shakedown/change will help lift the ban, but, in the meantime, here's where I would make compromises to some of the theories/house-rules I've read so far:
Pinning
Can't damage at a certain Range = cannot chose to engage at that range = No pinning
Currently, this falls into the "don't be a dick" chapter of Houserules; it only ever happened with our group once before we put a stop to it. I'd be glad if it were made legit.
ASF with TMM
I've always thought that ASF deserved TMM - not because I want Interceptors to be that much harder to hit, but because a flat "+2" during Air-To-Ground attacks gets nullified if opponents carry FLK weaponry.
However, instead of a flat TMM based on thrust, I had considered
using thrust to gain a bonus to defense. Having already adopted the 1/3 ratio, consider that, for every 3 thrust spent by an ASF, it may gain +1 bonus to attacks made against it (either a "feint" or "evade" for naming conventions).
Whatever it comes to be called, this bonus should act very much like a Ground Unit using Jumping movement - a penalty to hit for gaining the bonus to defense. Right now, 1:1 seems fine (+1 TMM : -1 attack) and I haven't figured out the details of modifying the engagement rules, so please consider this suggestion as a rough draft
While I think this will help with the Air-to-Air battles, I'm not sure it should be permitted to be used during Air-To-Ground attacks (as a Ground-to-Air defensive bonus)... but I'll elaborate on that in a minute or few.
Wingman (Air to Air only)
Wholeheartedly agree that my bombers need someone defending them. The way it's been described, I cannot help but think of the "Shielding Movement" optional Advanced rule in the ASC (p.14). And while Shielding Movement only applies to Ground-to-Ground attacks (with Air-To-Ground Attacks being resolved differently, ignoring the bonus), I felt that, with so many other units in the air at the same time, why can't there be some defensive positioning too?
Units dedicating themselves to being "wingmen" must pick a friendly unit to defend (two units cannot declare defending each other to receive reciprocal bonuses). Ideally, Dogfighters defending bombers so that bombers can strike their intended targets without suffering the harassment from enemy dogfighters and interceptors... and other suitable examples are known.
"Wingmen" forfeit their turn in the Attack Declaration phase with either a "Delay" or "Hold" Attack action
[pending an appropriate naming convention] for any unit that attempts to attack the unit they declare covering/shielding.
If any opponents declare an attack on their charge, they may make an immediate control roll to counter-attack (counter-engage?); otherwise, if no attempts are made, their turn goes by without making an attack.
The two methods of resolving Attack Phase are as follows:
1 ) All Forces at once.
. . Upside: you get to interrupt attacks whether you win or lose initiative.
. . Downside: you lose a potential attacker
2 ) Alternate between Forces
. . Upside: Initiative Winners may declare Wingmen in response to opposing attacks; no wasted attackers
. . Downside: Initiative Losers lose potential attackers.
Positioning a WingmanActivated "Wingman" are tricky since its understood that - in the abstractness of Abstract Combat, - there's never going to be an "actual" position. For the sake of the argument, it's assumed that a Wingman is deliberately attempting to come between an Attacker and his charge. (this replaces the "base to base contact" reference for Shielding Movement).
I understand a Control Roll needs to be made - by both attacker and defender - so lets assume the Wingman also makes a control roll, except to engage the Attacker. (conditions pending)
Since the "Wingman" should be intervening/interposing between an attacker and it's charge, I feel that a Wingman has the ability to interfere with an Opponent - whether they force them into aborting their attacking (targeting the Wingman instead) or causing the Attacker to make an attack 1 range further away (push/press them out of optimal firing range/position).
Control Roll winners and losers detail should be handled by someone other than myself, (as I have little experience with Air-To-Air engagements). I do feel that Wingmen should "never tail" a unit while it's defending another unless during a failed control roll... in which case, the "attacker" simply is put out of optimal position to conduct their attack run (pressed into a range they cannot engage in).
I do apologize that this thought isn't as complete as my others. I just wanted to add my vote/nod towards having Wingmen as being part of an Advanced Rules set in the ASC.
Range Modifiers in Atmo (Air-to-Ground, Ground-to-Air targeting)
Currently, any ground unit within 30" of *any* point of the Flight path can target and shoot at the ASF (a derived value after Medium Range being declared "within 12" ") At nearly half the board length, I've found this value to be unacceptable for units that may be merely attempting to "pass through" especially engagements in the air above the Ground Map; the +2 for ASF isn't enough to protect a fighter/bomber from being shot down from multiple attackers.
I wouldn't mind ASF getting to
choose a range above the board instead of flying NoE. While I certainly don't want to have the extra bookkeeping of "inches above", perhaps a default value for Medium and Long might help?
Maybe Medium Range (Flight Path), up to 15" off the line being Long Range...
A Flight Path from Long Range then becomes the only range to attack the passing ASF
As with normal combat, Range penalties are reciprocal; the ASF deliberately puts itself at the range to strike, and must suffer the same bonuses to its defense in its attack. The Thrust TMM (as I stated above) may also be factored into the Attack Rolls.
While I believe Strafes and Strikes should be penalized by Range, I don't feel bombs/ordinance should be (I kinda want to resolve them like Standard Artillery - with a Standard Penalty that equals Long Range). Perhaps an additional "Drift" penalty based on each range increment (+1~+4) for bombing runs made at ranges other than Short.
I'm really not sure how to address this without dissolving/omitting the Attack Type Table, but I personally don't see the point of Bombers having to "Bomb" at Short Range, or 180 meters (presuming 1" elevation = 30 meters). They should be able to drop ordinance from a safe height and make Strike runs on their next pass (or more bombing runs if they didn't loose their entire payload on the first strike).
Apologies
Sorry for the long post. You guys hit on all the things I'd love to see happen; its nice seeing my thoughts out loud from other posters/players.