So I've been spending some time today looking at the capital ship combat options in the AoR Core and at the mass combat rules in Onslaught at Arda I. I've played around with a few die rolls just to see how combat might look under each system.
I feel like the whole point of Age of Rebellion is for the PCs to take part in epic battles and to play a role in influencing the outcome. Presumably, a party of PCs can eventually develop a high enough contribution rank to qualify for at least a small capital ship. And there is even an entire career specialization expressly devoted to capital ship combat. So the game ought to be able to accommodate those scenarios.
And it seems to me that both the capital ship rules and the mass combat rules are designed to help with that, but I also feel like they are not sufficiently fleshed out. Also, I don't see a lot of chatter - in forums or on the Google - about the mechanics of how these encounters are worked out.
So here are some of the things that seem to be missing to me:
(1) In capital ship combat, rolling for multiple batteries of weapons on capital ships and multiple squadrons of fighters seems really tedious, since most of them are going to be NPCs. Sure, you can get the players to roll for their allies, but that is still a lot of rolls to be making during the course of a single turn. Don't get me wrong, FFG has given us the tools to make sense of all those rolls, and to make them interesting from a narrative standpoint, but there is an awful lot of dice rolling going on if you actually play out - say - an encounter between an ISD, a full complement of fighters from the ISD, and similar forces from a Liberty Cruiser.
(2) On the other hand, I feel like the mass combat rules - while they work much more quickly - need a little more detail to be fully implemented. I get the idea of how you go about building a pool for the acting force, but it seems to me like relative size is not the only factor to consider when setting the base difficulty. Shouldn't the strength of the forces play some role as well? Six squadrons of TIE fighters might "helplessly outnumber" a Liberty Cruiser, but I don't think it justifies five difficulty dice for the Cruiser's check.
Possible solutions are...
(1) Just handle the battles narratively, and only concern yourself with dice rolls where the PCs are involved (this seems to be the most popular approach)
(2) Only implement aspects of capital ship combat where it directly concerns the PCs - for example, if the PC ship passes across an ISD's port, then the battery on that side will take a shot at it, but then the ISD is ignored on turns where it can't or chooses not to interact with the PC ship. (Presumably, the PC ship can still do damage to the ISD when it chooses). This seems to sort of fit the advice to only involve aspects of the Capital Ship that are "pertinent to the ongoing encounter" on AoR Core, p. 244.
(3) Use a single mass combat roll at the end of each round of combat, but - when necessary - be a little more fluent about how the pools are built than what is set out in Onslaught.
(4) Some combination of 2 and 3.
I am leaning toward option (4) in my upcoming sessions, but I'm curious to hear how some of you are handling it. Has anyone actually tried to implement some of the Capital Ship rules and/or the Onslaught mass combat rolls?