KellyJ wrote:However, you then have to tie your ship to medium range of the fighters so you can activate them.
So either your big guns start babysitting squadrons or your more vulnerable frigates are going to run in close enough to start taking hits (and we've seen how long the Neb and CR90 last when a VSD starts pounding them...should we expect anything less when the Medium Guppy starts shooting Gladiators and eventually Raiders).
Ultimately, what ends up happening is a few TIEs/XWings start to hang out with the High Value Unit to keep Bombers from leapfrogging out of Engagement to shoot big ships.
Kind of like reality....the CAP stays behind to defend the Carrier while the strike group goes off to attack the enemy
CV.
IMHO, to make Cheerios work you have to go Bomber heavy, which brings you back to having your ships limit their mobility (something VSDs and ISDs are already short of) just in case your bombers need to be activated out of trouble.
It reads like one of the Offensive Refit cards that comes with the ISD and Home One will allow activation out to Distance 5, which should keep your bombers within range.
Anyway, I don't think you should interpret it as babysitting, rather the squadrons are an extension of the VSD's firepower. The purpose of bombers is to plink away at ships with damage that isn't quite significant enough to spend a defense token on but adds up in the long run. Rhymer alpha will hit a ship with a solid bit of damage early on, before fleets are normally within range of each other, and will easily survive a round while the Corrupter catches up to withdraw them. Generally speaking, between early hits and being able to disengage from attackers to regroup, they'll probably roll 12 to 16 black dice a game.