Oh god no, another flotilla post!!!
So flotillas are coming up again (like the discussion ever goes away) thanks to a great article on Cannot Get Your Ship Out. Some great ideas were presented in the article for fixes. I've seen many other great ideas here and on the Reddit forum. Almost all of the fixes are rule changes though. That's not all together a bad thing, but it's a bit troublesome, especially if FFG ever produces new flotillas. Rule changes are quick and easy, and may solve the current problem, but those flotilla based rules will restrict what can and can't be done with new flotillas.
FFG has another way to deal with issues, and wave 7 is a great example of that. People talk about the problems with activations and how powerful they are, so FFG produces a wave with several ways to manipulate the activation system to give players options. Wave 7 itself may affect the flotilla issue a bit as activations are a big part of it. The activation spam is really only critically useful in 1 or 2 turns, and the cards in wave 7 can negate or reduce the effectiveness of that spam for a turn.
How about a couple more cards to specifically deal with flotillas? Their biggest advantage in combat is the scatter, so why not deal directly with negating the scatter effect.
turbolaser card: 1 point; small ship only; ships cannot use scatter defense tokens when defending against attacks from this ship. (scatter laser turrets)
Ordinance card: 1 point; small ship only; when attacking ships, scatter defense tokens only reduce damage by 1. (dumb-fire missile pods)
Ion card: 1 point; small ship only; if defending ship uses a scatter defense token, that defense token must be discarded. (wide band ion beam)
The idea is that these weapon systems use shotgun blast attacks at enemies instead of focus fire, so they are effective against flotillas that can scatter to defend themselves, but less effective against larger ships where you need concentrated fire to punch through shields or do significant hull damage. They only affect ships, not squadrons, so no worries about scatter aces being affected. They are cheap, but this is for a reason. They provide upgrades against only 1 target, take up a pretty valuable slot (sacrifice the TRC90 to make it a flotilla hunter), but are cheap enough that one might consider bringing a dedicated flotilla hunter. At the very least, you could spend 2 points on two small ships to just up their anti-flotilla capabilities. Got 2 MC30 scout frigates in your list with empty turbolaser slots? For 2 points they are a massive threat to flotillas. Not your primary target, but if you get the chance, you can take one out pretty easily.
Each works a little different also, which makes for hopefully some interesting playstyles. The turbolaser is for longer range attacks. They can't scatter the damage, but they can still evade. A couple CR90 hunters or other ships burning the evades and allowing the hunter to sneak in for the kill is the best way to utilize it. The ordinance is for a solo hunter that is going to get in close and double-arc the flotilla hitting it with some high damage black dice close up. The ion version still allows the scatter to be used, but then discards it allowing others to finish the flotilla off. This has the added benefit of being able to affect more than 1 flotilla at a time if you can get two of them in different arcs.
With the advent of flotilla hunters, flotilla dependent fleets need to bring flotilla escorts (reducing the cheap factor), accept that they will likely lose a portion or the entirety of their flotilla fleet, or reduce the amount of flotillas they bring and spend those points in other ways.
Maybe these need a little tweaking (those names are just awful), or there is some obvious flaw I'm missing. But that is what the rest of you are for...to tell me how wrong I am.