I think if someone is trying to come up with a tournament based system for objective based gameplay, then the idea of having one game have any effect on the other is not going to work. If you want to have this system widely accepted and used then you need to just have one game be one game and be the same number of points. You need to take one list to a tournament and play just that list. You need a fair and even chance going into each round. Otherwise people will not want it. You make it simple and you make it easy to roll with.
I also think that the idea of making the scenarios like actual flight battles will be hard as we are confined to a set 3x3 table. Most air battles beyond WWI can't really be defined in that space. I think you work with what you have.
I've played a number of other game systems that have scenarios for tournament play. These include Warhammer Fantasty Battle, Flames of War, and Bolt Action. Most noticeable is WHFB as in one edition it went from standard point set up and Death Match to making scenarios official and part of every game. This was a drastic change for everyone. Most people just played your standard, straight-up fight. People brought the most point efficient death lists. They introduced scenarios that were part of the core rules and it forced people to change how they played and made their lists. There were vocal groups that hated it as they loved games that were just punching the lights out of the other guy's forces. Eventually, though, it was accepted into the game system and used by everyone. The scenarios forced how you built your forces. If you built a list that was not able to compete in certain scenarios, then you lost and it was your own fault. What tended to happen was that people ended up taking broader lists. It wasn't all about the most efficient killing lists as that is not what was required to win. It brought depth and variety to the game.
In these other game systems the TO would either randomize right before the round or have it pre-planned which scenarios would be played by everyone. They were all standard and all well known by everyone. Everyone built their list to compete in each of the events. There were always people who built unbalanced lists that rocked in some scenarios, but didn't do well in others, but they never made the top tables. It was expected, though.
When people build lists, they should not get free ordnance or such in a specific scenario. They should build their list with or without it. Yes, there are times when a defending player has the advantage b/c they have to defend a specific object. There is the situation, though, that these objects don't have defense dice. So, no matter what you roll is a hit. That is a huge matter to deal with. You can try to use many ships to take it down easy or high damage weapons (like HLC or ordnance) to try to destroy the object. You don't know if you are going to be the attacker or defender in the scenario and need to prepare for both. The game ends at the end of the turn that the target is blown up or either force is totally destroyed. So, while the attacker might be a sitting duck while they are attacking, all they have to do is blow up the object and the game ends. That's an inherent mechanism for balance to the scenario. There are other balances, as well. If the Attacker takes a swarm, the Defender gets points for each ship blown up. So...maybe the Defender loses, but is able to blow up enough ships that it is turned into a modified lose as opposed to a total lose. Or maybe even the Defender wins as they kill 6 of the 7 Tie Fighters, even if the object is blown up. 1 pt for each ship and 5 pts for the objective. You need to have a 3 pt margin for a complete victory. Something like that. It's also possible that both sides turn it into a complete death match and one side beats the other without firing once at the main target. This way, whomever defeats the other guy's ships, they win. It's also possible to try to sucker your opponent into thinking you want a straight up fight, but then send some of your force off to blow up the objective. It also means the Defender can try to send his forces out piecemeal to slow down his opponent. If time runs out and either no one is dead or the target isn't blown up, then the Defender wins. There can be a lot of thought and variety in this scenario and how you plan on defeating your opponent. Maybe the Attacker tries to cripple a few defenders first and then goes for the target. Maybe he tries to blast past and go for the target straight away? There are a lot of options here.
If you design the scenarios smartly, then you can have an internal balance to all the missions. People won't object to playing object based gameplay. You will see a greater variety of lists in tournament play. The game will be spiced up by more than just Death Match. If someone wants to go even farther down that road and have storied events, you will probably see greater acceptance in such an event if this type of campaign becomes normal. Aim for realistic goals. This type of gameplay is realistic (in my humble opinion).
Edited by heychadwick