OK, I need some help, because when I try and run anything "space combaty" it all doesn't seem to work very well.
This might turn into quite a long post, but please bare with me.
The group have a reasonably stock YT-1300.
They are feeling a planet that is surrounded by an asteroid field.
Being pursued by 1 Minion Group of 2 Cloakshape Fighters and 1 Skipray Blastboat. (I didn't want to fight to be too hard).
I started the bad guys at Medium and long range. (Granted this was possibly too far away).
The Initiative was: PC, NPC, PC, PC, NPC, PC PC.
I determined it would take 3 rounds to reach the asteroid field, and a further 3 to traverse the field before they could jump away.
Turn 1
PC Pilot takes 2 Manoeuvres and some ship strain to move a range band further away from the enemy.
Enemy are forced to do the same. So remain at Med and Long range.
Rest of the party have little to do, as nothing is in range.
Turn 2
Somehow I get the Cloakshapes into close range, and get a shot off... for little effect.
PCs shoot back, taking one out with a Crit, and damaging the other.
Turn 3
PC Pilot again takes 2 manoeuvres to move a range band, other PCs fire first dealing more damage.
Cloakshape HAS to spend 2 Manoeuvres to get close enough to fire.. for little effect again.
Turn 4
Pilot makes a 2P2R piloting roll to navigate the asteroid field... again 2 manoeuvres to move a range band from the enemy.
Cloakshape does the same.... hits an asteroid. Destroyed.
Skipray Was never even able to get into range, as the PCs could simply just run run run run....
It all seems rather pointless, and its an area of the game that we (as a group) are continuously struggling with, it is either a total waste of time, or the PCs nearly die. Their default tactic is to move away from the enemy as fast as they can, and I cant see any reason to say they cannot, or "yes but"
The Pilot Drops his Action so he doesn't take strain, puts 2 strain on the ship
The Mechanic then repairs the strain.
The enemy cannot get close unless THEY take strain (Unless I throw Speed 5 enemies at them), which means they cannot Aim, Evade, GtA, Anything, so are effectively hurting themselves to get to a place where they might be able to fire, and then get 2 turrets shots in their face for their troubles, and with a Targeting Array with a couple of mods, they are upgrade all their gunnery checks TWICE, AND getting True Aim to boot.
So, short of only throwing ships capable of doing Speed 5 (so they can close the distance faster), which limits me to pretty much TIEs and TIE variants
Start everything at a closer range, which at least one player is going to complain about "Well why couldn't we see them coming?" (Even if I spin their "Short range" sensors at them, it would mean I still have the issue of them Moving a Band a Turn, reducing my options to deal any threat at them)
Or, I am narrating things very badly, or just not "getting" how I am meant to really do this aspect of things.
I am aware of The Chase rules, which I guess I should have used prior to them getting to the asteroid belts.
Should I have made the pilot make TWO rolls to navigate the asteroid field, instead of just one, since he was taking two manoeuvres?
Should I have started everything at a much close range? (Short, as that's their Sensor range)
Or am I missing something else entirely here?