Author Topic: What is the issue with Aerospace? Why is it supposedly "unpopular" with players?  (Read 8228 times)

StCptMara

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In a number of threads over the years, I hear people describe the Aerospace side of BattleTech as things like "Deeply flawed" "Barely functional" and other, similar comments. I have played it in the Total Warfare form, and have had little issues with it, even when using the fighters interacting on a standard BattleTech map with ground units. It just adds a little extra book-keeping in those areas.

If I were to say that it had any real issues, it would be the Space Map using Vector Movement vs Atmospheric Map using maneuvres and such, with limits based on Structural Integrity, so that you are using two different sets of rules based on where you are fighting. However, again, that doesn't seem that big of a deal to me.

So...why does Aerospace seem to get as much hate directed at it as Dark Age?
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thedancingjoker

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I refer to it as "My happy Math place."  it is very complex when things get involved, significantly more so than Classic Battletech's ground game, which is already more crunch than some folks want.  I personally have enjoyed playing out scenerios, but they take forever, and are probably not worth it if you aren't as invested as folks like me.  It really seems like there is too much going on, too many rolls, too many rules that might or might not actually effect anything.  All those criticisms can also be leveled at Classic, but this is more so.

klarg1

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My suspicion is that aerospace suffers from being part of a niche category:

Hex-based space combat is already a very narrow market. There are other games out there (e.g. Full thrust, SFB) but none of them are huge sellers.

I’m not sure there is a large market for crunchy space combat simulators.

AlphaMirage

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Warship generation is very unbalanced, there's little reason to not take the largest ship and give it the best stuff (Leviathan) beside c-bill cost and arguably the c-bill cost is diminished on larger ships due to the fixed costs of a compact core making the dropships they carry more economical by comparison (Potemkin). Also dropship cost multipliers are nuts, it would be better to have a space-only dropship and a multirole dropship with different modifiers (Aerospace Fighter vs Conventional Fighter style, just inverse I suppose) to allow for more cost-effective assault ships meant for space fighting. Once all of that is taken into account the fuel loads normally carry mean they are incredibly short ranged when facing off against a dropship of comparable speed.

Vector movement on tabletop is also difficult to model due to the moving frame of reference and why I would have actually preferred something like a high-speed closing engagement pattern for it. I modeled how a typically vectored approach (in my Second Star League guide to Warships, link in sig below) would occur and its very similar. Its either a slow chase where the only weapon bays are aft vs prow at long ranges until someone turns around or gets closer or its a diagonal cut at relatively high closing speeds with maybe three turns worth of engagement potential before even capital weapons are outranged, and Aerospace fighters have expended their fuel. Doing it any other way basically punishes Warships and favors fighters by allowing them to linger a cut away at capital armor they should not be as capable of effectively damaging (that is also incredibly tinfoil based on surface area).

Nuclear weapons when they hit are potentially devastating and the Anti-Missile defenses of combatant craft are either impenetrable (due to easy mass for fire control penalty) or porous (when sticking within 20 weapons) leading to easy kills by missile ships despite nukes requiring specific rolls to acquire in tabletop. Whenever they are in a Warship fight each of those ships suddenly has a whole magazine of nukes.

Col Toda

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The biggest problem with areospace is the complete inability to shoot down an incomming bombing run with Anti Air Arrow IV at long range before  it reaches your mapboard. As it is you can only shoot down simultaneously when a bombing run happens after the Damage is done.

The only preventable measure is an Aerospace cap moving to intercept.   It doesn't really add anything to the ground game  save making the combat take more time than necessary
« Last Edit: 27 February 2024, 09:53:26 by Col Toda »

Weirdo

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Layout. The layout of the rules in Total War is 99% of the problem with aero. The rest is mostly stuff not conforming to people's prejudged expectations, and their refusal to adjust their tactics to the reality of the game.
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AlphaMirage

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I also agree with Weirdo, Aerospace rules need to be excised, reformatted, and probably should be put in a dedicated book (along with the build rules).

CJC070

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I also agree with Weirdo, Aerospace rules need to be excised, reformatted, and probably should be put in a dedicated book (along with the build rules).

One reason why we only have one (later on two) aerospace plastics available.  Even the writers and developers are reworking the rules.

Charistoph

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Layout. The layout of the rules in Total War is 99% of the problem with aero. The rest is mostly stuff not conforming to people's prejudged expectations, and their refusal to adjust their tactics to the reality of the game.

Sounds like a call for an Aerospace Manual to me.

Still, I haven't taken the time to really learn even the ground-combat rules from Total Warfare, and that's all we regularly use.  Even when someones bring ASF to the table, we use the simplified Radar Map from StratOps.  As it is, even with Aerospace is allowed in our weekly game, most of the time the BV is so low and/or have objectives in which Aerospace is useless for, and it's more rewarding to catch up on Artillery, Infantry, and Protomech rules to justify researching ASF rules.
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monbvol

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For me it is the simple fact that without using a lot of optional rules the rules in Total Warfare carried over the worst aspects of Battlespace making for a very unfun experience.

Take the wrong unit even if the BV says it should be a good matchup you're still going to be in a bad spot.  I know this exists in ground combat but it is dialed up way worse with aerospace.  So much so that because of how even canon units are designed, you make the wrong design decision it impacts game play way, way more than other aspects of the game.

Bad arc layouts.  I'm honestly not sure why I'd ever actually design an aerodyne for combat purposes.  It has huge blindspots that are very easily exploited.

Cannonshop

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In a number of threads over the years, I hear people describe the Aerospace side of BattleTech as things like "Deeply flawed" "Barely functional" and other, similar comments. I have played it in the Total Warfare form, and have had little issues with it, even when using the fighters interacting on a standard BattleTech map with ground units. It just adds a little extra book-keeping in those areas.

If I were to say that it had any real issues, it would be the Space Map using Vector Movement vs Atmospheric Map using maneuvres and such, with limits based on Structural Integrity, so that you are using two different sets of rules based on where you are fighting. However, again, that doesn't seem that big of a deal to me.

So...why does Aerospace seem to get as much hate directed at it as Dark Age?

Despite the concentrated effort of several generations of line developers (alright, lick-and-a-promise effort with a heavy dose of 'round toit)  They can't make Aerospace play like Battletech.

There are also severe scaling issues.

The largest problem is, with aerospace you're trying to play a three dimensional conflict on a 2 dimensional surface, which means using LOTS of math-which doesn't lend to a beer and pretzels environment.  That's a problem.

But the scaling makes it worse when you make the mistake of using the lore, and actual distances to set up a scenario.  Why?

Because it becomes obvious that, outside of very low orbit or inside an atmosphere over a planet, every fight has to be agreed on ahead of time for the two sides to even meet, and once they meet, they have to both concentrate on staying inside a very small engagement zone.

That is, they both have to make a specific EFFORT to remain inside that zone, at a frame of reference where they are stationary to one another.

Space, is very big, and even moving at interplanetary speeds, velocity is very high.

as
I refer to it as "My happy Math place."  it is very complex when things get involved, significantly more so than Classic Battletech's ground game, which is already more crunch than some folks want.  I personally have enjoyed playing out scenerios, but they take forever, and are probably not worth it if you aren't as invested as folks like me.  It really seems like there is too much going on, too many rolls, too many rules that might or might not actually effect anything.  All those criticisms can also be leveled at Classic, but this is more so.
said, you end up having to do a LOT of pen-and-paper math as a player every turn.

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I am Belch II

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The rules scare many people. The rules are very tough for those who don't understand and dont use them on a daily basis.
I wish things would change for the Aerospace rules, it was great buying all the miniatures for all of the units.
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Mostro Joe

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I also agree with Weirdo, Aerospace rules need to be excised, reformatted, and probably should be put in a dedicated book (along with the build rules).

Like it was once upon a time.

If a recent interview is saying the truth (and I think, why not?) the Aerotech game is being totally reworked now. Hope it will see the light in a dedicated (and deserved) book.

I, for me, ever liked a lot Aerotech. Played many many times even by the times of the first edition. yes, the one with odd gameboard full of grey and blue arrows.

Brym

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As someone who has been into Battletech for years and never played Aerospace outside of Alpha Strike, my issues with it are:

1) If integrating aero into a ground game, of all the unit types you can add onto your mech-based combat, it seems to add the most rules complexity.  A game of Battletech is already long and complex; adding units that greatly increase the complexity is a complete non-starter for anyone I've played with.

2) Playing Aero standalone doesn't have a lot of appeal as someone who got into Battletech through the Mechwarrior video games.  I don't have the same connection to the units.

3) It clogs up the Total Warfare rulebook with a big chunk of useless (to most people) pages dividing the main "movement" and "combat" chapters.

paladin2019

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Aerospace rules need to be excised....
Absolutely not. If you are going to make a book called "Total Warfare," support vehicles have no business there at the expense of artillery. Re-presenting how the AeroTech rules are presented is probably useful, but excising them further undermines the book's title.

On the other hand, if CGL is intent on abandoning the compendium publishing concept, then yes, ground combat (that includes vehicles, artillery, and infantry) and aerospace books, all with full construction rules up through about the FedCom civil war, are reasonable companions to BMM. Era supplementals could be additional tomes, perhaps incorporated into their associated TROs in the same way Helm Core stuff was introduced in TRO:2750 and Clan stuff in TRO:3050.
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Geg

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My $0.02x is that the scales are confusing.  Is it:
  • A side game adding strikes and strafes to Battletech
  • Atmospheric Dogfights ala Wings of Glory
  • Space Fighter Combat ala X-Wing
  • Capital Ship Combat ala Armada
?

It also doesn't help that the biggest advocates of Aerospace seam to focus on capital ship combat which doesn't exist in the day to day setting, and nearly impossible to integrate into a more run of the mill lance / company sized classic campaign.

I know it would be unpopular with the current fans, but I feel like a Aerospace game focused on getting drop ships to/from the planet, and gaining local air superiority, would be more interesting entirely because it could cleanly connect to the other stories we play and tell.

ActionButler

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My $0.02x is that the scales are confusing.  Is it:
  • A side game adding strikes and strafes to Battletech
  • Atmospheric Dogfights ala Wings of Glory
  • Space Fighter Combat ala X-Wing
  • Capital Ship Combat ala Armada
?


This is my hang-up. Within the context of the Battletech domain, Aerospace could be several different systems/games/things and none of them have very much overlap.

For my money, the Battlefield Support deck is the best way to integrated Aero into CBT and Alpha Strike. It’s clean, it’s very straightforward, and it doesn’t require a whole extra set of rules. I suspect that’s not what most Aero fans want, though.

If you want the same level of control over your space planes that CBT gives you over your space robots, that’s a whole different game that is much more complicated thanks to the movement alone. It can be done, of course, but what if you want to integrate that into your Battletech games? That’s going to necessitate the creating of a whole different set of rules to simulate ground combat.

Once you get out into deep space, you eliminate the need to worry about integrating ground units, but then you have fighters vs capital ships. Again, drastically different scales.

Can it be done? Yes, absolutely. We’ve seen plenty of dogfight games and fleet games come and go. Can it all be done in one box? No, I don’t think so. If you start splitting the boxes up, though, you start splitting the Aero fans up and then you have to worry about there being enough interest in order to merit the product.
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AlphaMirage

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Agreed, my ideal product line would look something like this as it makes a nice pyramid of options

Battlemech Manual
ALL Mech rules including the optional ones: plus basic terrain, weapons and ammo, Record Sheet unit interaction, and the concept of Battlefield Support Points (which covers artillery, air, and mines at its most basic form)

Battletech - Armored Combat
ALL ground vehicle and structure rules plus the optional ones: ALL Infantry (and Battle Armor) rules including the optional ones: Artillery and Mines

Battletech - Tactical Operations
ALL Aerospace and Conventional Fighters plus Wet Naval Vessels (including superheavy ones but not mobile structures) rules: Exotic Terrain such as Underwater, Toxic or Strange Worlds, and Vacuum: Advanced Sensors and Stealth: Dogfighting in Atmosphere and Orbit: Bomb Types (including Thermobaric): Scenario Planning: Unit Modification and Leveling between scenarios

Alpha Strike - A Game of Combined Arms
Conversion rules to Alpha Strike: Running larger ground scenarios with combined arms: Integrating all the previous books for a true combined arms experience.

Battletech - TechManual
Construction rules for everything but what would be found in the next entries (including structures and superheavy vehicles). Repair, Salvage, and Maintenance

Battletech - Campaign Ops
Fast rules for building out a unit and OPFOR: Staffing and Expanding One: Contract Rules: Accountant Tech Stuff: Linking Scenarios in Alpha Strike

Battlespace ver 3 - Death in the Void
ALL rules related to Warships, Jumpships, Dropships, Space Stations, Small Craft, and Satellites including construction and conversion rules: High Speed Closing Engagements: Capital and Sub-Capital Weapons: Nuclear Weapons and Ortillery

Battletech - Alternate Eras and Strange Science
Most of the stuff in the present Interstellar Ops, Blakey strange jumps, WMBs, Cyborgs, Robots, Tripods, etc...

Mostro Joe

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The largest problem is, with aerospace you're trying to play a three dimensional conflict on a 2 dimensional surface, which means using LOTS of math-which doesn't lend to a beer and pretzels environment.  That's a problem.

A lot og games do that, and brilliantly too.

We can talk about Aerotech, if it is a good system or not, but if you want to play a starfighter game you have to device a system that abstract a 3D environment on a two-dimensional map.


Mostro Joe

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Agreed, my ideal product line would look something like this as it makes a nice pyramid of options

Too many books. The developers, it seems, are working on a new iteration of the rules that will have less books than the actual "Total Warfare" version.

ColBosch

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My suspicion is that aerospace suffers from being part of a niche category:

Hex-based space combat is already a very narrow market. There are other games out there (e.g. Full thrust, SFB) but none of them are huge sellers.

I’m not sure there is a large market for crunchy space combat simulators.

This is my feel on the matter as well. Giant robots have a certain mass appeal that fighter jets (or spaceships) lack. The #1 physical game title on indie site itch.io is Lancer, a mecha RPG, and it's been there for literally years. It's the visceral power fantasy appeal: a 'Mech is you, but bigger and better. Even the alien-looking machines like the King Crab still have recognizably anthropomorphic characteristics. You can get up-close and really lay into your enemies, and if guns fail, there's always your big steel fists. But a fighter is a pointy tube with wings and WarShips are even more impersonal. You need to be into military hardware and tactics already.

I fully believe that AeroTech should see a new edition of some sort, with the next iteration of the core rulebooks moving fighters and spaceship combat into their own books. But I wouldn't hold my breath for them to be massive breakout hits.
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AlphaMirage

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Too many books. The developers, it seems, are working on a new iteration of the rules that will have less books than the actual "Total Warfare" version.

While it may be more books, each one could be individually smaller and focused on their role [no minis rules or painting guides (make both free downloads) no battleforce, no fiction, fewer tables (many of which are reprints anyway)] thus easier to produce. I'd even say Alternate Eras and Strange Science could be split into two books, pre and post-Jihad for greater focus.

You'd only have to bring what you'd need to the table. Which would typically be 2-3 books, BMM + supplemental, or just print out the tables.

ColBosch

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You'd only have to bring what you'd need to the table. Which would typically be 2-3 books, BMM + supplemental, or just print out the tables.

2-3 books at the table is already a bad idea. Printed-out tables yes, but if you need to paw through more than one book for whatever you need to look up, you're just slowing the game down more. One book for fighter-scale combat, one for WarShip-scale, and repeat whatever rules you need. Use the Battlefield Support concept to keep the primary units (fighters and 'Ships, respectively) centered. Basically, treat them as separate games again, because they are.
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AlphaMirage

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Most everything play relevant is already on the record sheet. It should remain that way. If you want to use optional rules bringing the book seems reasonable.

I agree though with the rest, that's why I separated them. Abstracted fighter squadron rules vs Warships. Scenario scale objectives for the other types. I kinda do like an Air-Sea Combat option though as a tutorial for Battlespace. Much slower, still 3d ish, and with less obscene firepower potential.

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As separate games it is quite workable. However I think that the only way to get an unified Aerospace would be as a PC game.
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shopsmart

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Just learning aerospace.  In space me and opponent had a blast.  When it comes to integration with ground, things get wonky because you need abstraction to make it work with two ground maps.

AlphaMirage

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Just learning aerospace.  In space me and opponent had a blast.  When it comes to integration with ground, things get wonky because you need abstraction to make it work with two ground maps.

Definitely agreed, Battlefield Support Points are the way to go for a format like that. One or two off aerospace runs are sufficient to seize an opportunity if it presents itself.

DevianID

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So aerospace, like some mentioned, is like 3 games at the same time.

The deep space version has velocity with 2 different methods to track things, and 1 minute turns.  Vector based movement 'seems' like it would be 'realistic', but its just an illusion.  Turning at the 1 minute scale is far too slow and hexes moved is about 2x more then acceleration should be.  But that incorrect math isnt just being technical for physics sake.  Playing the game, like cannonshop mentioned, requires both parties to slow down, and the players have to fight to keep their ships on the map--because they go too far (the acceleration math is part of this problem) and its too hard to turn to get an errant ship back on the map (turns in 1 minute should NEVER require 1 whole thrust point).  Alpha strike, which has 1 minute-ish turns, does not require you to pay to change facing, so for the 1 minute space game alpha strike in space, with its 'free' turns, is actually more realistic at the 1 minute scale, and its much easier to 'keep on the map' without needing both players to tacitly agree to cut thrust and just wail on each other to make the fight happen.

There are lots of optional rules for the 1 minute scale as well, and they all kinda massively influence balance.  Like, the basic act of movement alone has 2 different, completely incompatible, methods for moving.  It makes trying to play with someone new almost impossible, as while battletech has a slew of rules, battletech also has a default that is pretty well balanced.

Now in the atmosphere, we have another 2 different scales, with a low atmosphere map and a 'fighters on the ground map'.  Again, the 2 movement modes are mostly incompatible.  We also have the radar map, another atmosphere method, the space map for battleforce with decent rules but yet another incompatible movement method, ect.  So, we are at 6 different ways to play aerospace units so far, right?  Plus alpha strike.  Even if learning each of these systems wasnt hard, with so many different ways to play finding common ground with 2 players for even WHAT THE GAME IS takes an effort, doubly if 2 players like different gameplay modes.

On the ground map, ground units always move first and thus fighters can always hit their target.  Its like artillery that lets you pick your target hex after movement, not before.  Hence the infamous bomb truck which delivers up to 200 damage to a mech with no way for the mech to dodge it, as the fighter moves last and damage is simultaneous, and they move fast enough that the fighter moves from out of range of ground units to delivering bombs in the same movement phase.  Bombs being good isnt a problem, the problem is the gameplay interaction.  As in, bombers are not interactive at all.  A humble boeing jump bomber is 40 AE damage anywhere you want, so it greatly punishes fast units like dashers and infantry units like elementals.  Such hard counters have some negative gameplay experiences built in; while artillery is also potentially pretty negative, it requires some planning and guess work at least.  So if you land that artillery shell because you guessed where the dasher was gonna move before it moves, well that required quite a feat to pull off.  Bombs dont have that.  Even the BSPs introduce the concept of air cover, where you can stop a bombing attack that will one shot your unit, IF you decided to buy the counter.  Because a counter exists, unlike the total warfare rules, losing your elementals to a bombing attack is less of a negative experience--the other player decided not to buy air cover, and since the BSP list is pretty small its pretty small they know the risks and they decided to be weak to bombs.  Its less of a feels bad when you know there is something you can do to stop the bombs, unlike with the boeing jump bomber.

House Davie Merc

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I also agree with Weirdo, Aerospace rules need to be excised, reformatted, and probably should be put in a dedicated book (along with the build rules).
Just had a discussion about this very thing this weekend.
It's been close to 20 years now since TW came out.
IMHO-It's time for some reformatting and rules clarifications.
As that's done perhaps they should consider simplifying things as well
as scalability for new players.
Instead of the 1st Core rule book being TW  perhaps it should be re-titled
"Battletech Ground Warfare" or something similar.
The first book should cover ground warfare.
That's the step just past mechs only in the box set.
I would suggest removing Aero from that 1st book entirely.
I would include Artillery instead as it's also ground level but that's debatable.
Include EVERYTHING needed outside of optional rules so that you don't need multiple
books for just ground warfare.
No more of this trying to figure out what book the info you need is in - group
the info together where it's appropriate.
Make Aero an add on book so that your group can more easily bolt on that extra level of
complexity if/when they want to.
Same concept for campaigns,Dropships & Warships, optional rules, ETC.
You want that extra level of complexity ? Get the book for it.

As it is the "TW" book and current format presents more of a hurdle to new players then it needs to be.

This 1st major rule book needs to make the overall game more accessible to new players
in the long run. The rules need to be easier to find,have better explanations as well
as easy to understand drawings, and not have related rules scattered in different books.

We need to stop considering the game just from the standpoint of long term players and
consider what would encourage newer players to take that 1st step past the box set.
That step should be obvious and not to difficult.
Right now TW fails at that. HARD. I've seen it repeatedly.

IMHO-Aero shouldn't be jammed into that 1st step. 2nd or maybe 3rd maybe , but not 1st.

Retry

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This is my feel on the matter as well. Giant robots have a certain mass appeal that fighter jets (or spaceships) lack. The #1 physical game title on indie site itch.io is Lancer, a mecha RPG, and it's been there for literally years. It's the visceral power fantasy appeal: a 'Mech is you, but bigger and better. Even the alien-looking machines like the King Crab still have recognizably anthropomorphic characteristics. You can get up-close and really lay into your enemies, and if guns fail, there's always your big steel fists. But a fighter is a pointy tube with wings and WarShips are even more impersonal. You need to be into military hardware and tactics already.

I fully believe that AeroTech should see a new edition of some sort, with the next iteration of the core rulebooks moving fighters and spaceship combat into their own books. But I wouldn't hold my breath for them to be massive breakout hits.
I don't think that holds up if you look past just physical game titles.  While there's certainly a big market for 'Mech games like Battletech and Armored Core, there's huge markets for both terrestrial and space combat: Star Wars alone has a ton of titles that focus on dogfights or space combat in general, the Ace Combat franchise is huge, there's no shortage of strategy games where the Space War is the primary (or even only) theatre you play in.  I don't think most of these can be said to have niche appeals, at least not compared to 'Mech games, but of course they're not going to be sampled when only considering physical game titles.

Of course, limiting it just to physical hex-based games, you're absolutely right: In that particular area, fighter & fleet hex games are quite niche.

My guess as to why BT Aerospace is relatively unpopular is:

1. Battletech, the Board Game of Armored Combat is, first and foremost, a Battlemech centric setting.  Consequentially the 'Mech part of the rule set is very polished, and other areas tend to be less polished the further from 'Mechs you get.*  No one really gets attracted to the setting just for its space battles; if people get interested in that part it's usually because they were also interested in the 'Mechs which drew them in first.  So there's a minimum of two different areas you have to be interested in before you can even begin to consider playing a Battletech Aerospace game: Aerospace Fighters / Warships AND Battlemechs (arguably 3 things, if we include the Battletech setting itself).  That by itself is going to be a higher bar than settings or game that are fighter-centric or warship-centric, in which case there's only 1-2 bars of entry: Being interested in dogfights, and possibly the setting itself.

*ASF and Warships in general suffer from this to some extent.  A simple example is how BV doesn't reflect weapon utility in space nearly as well as it does on the ground, and the primary culprit is simplified range brackets.  For instance: Clan Heavy MGs have a BV of 6, while Clan AP Gauss Rifles have a BV of 21.  Both have 3 points of damage, and the HMG deals 3D6 vs infantry while the AP Gauss does only 2D6.  The BV difference is justified on the ground because the AP Gauss has nearly 5x the effective range of the HMG, but in space both occupy the Short range bracket and perform identically (except the HMG strafes slightly better).  That is, an ASF AP Gauss costs 3.5x more BV than a ASF HMG for identical performance.  This is a clear artifact of the Battlemech-First setting.

2. Battletech, the Setting, is, first and foremost, a Battlemech-centric setting.  Compared to the ubiquitous Battlemech ground battles, there's not a ton of in-universe places where Warships actually play a role beyond plot-necessary orbital bombardment, and even fewer places where the Warship engagements are meaningful.  In fact, in some eras they're all but written out: The IS Warships get obliterated during the Succession Wars and the Houses don't/can't rebuild them, so the Clan Invasion era starts with the Clan warship fleet having totally free reign besides the occasional IS pocket warship or planet-based fighters.  In the Dark Age they're basically gone again, with IS powers having low single-digits of warships at best and the Snow Ravens possessing the lion's share of humanity's warship power with maybe a dozen, mostly in mothball?

This is a major hurdle for me.  I really can't run a canonical Dark Aged aerospace game.  I can't run something like the Draconis Combine Invasion of the Federated Suns because DCS Draconis Wind is more than half of their entire Warship strength.  It'd be at best a Pocket Warship slugfest, and the players I have that are conceptually interested in fleet battles and enjoy them in other settings or mediums are not interested in such a campaign even if the Aerospace portion of the game was mechanically flawless because they're interested in ships, not boats.
 
3. The physical game style generally doesn't lend itself very well to simulating atmospheric or space fighter dogfights or fleet battles.  There are some, but they're not common and generally not as well known, or popular.  Hence, the group that are interested in such things go to the mediums that do have them and do them well, like the video game format.  This factor probably heavily influences physical, hex-based, fighter-based or fleet-based games being very niche.