capi3101
Admiral
You can use the data on these craft from the WCRPG stats to come up with alternate airwings, if you utilize the Size Classes of the craft installed as a guide. For example, the Wake carries 12 Ferrets (SC 6), 12 Rapier-II/Gs (SC 9) and 12 Sabres (SC 10) in it's default "End Run" configuration. Size Classes in WCRPG were deliberately set up with the power of doubling in mind, in that each step up roughly doubles the bounding box volume of the previous step. When going down a step with Size Classes, you can assume there's room for twice the number of craft; the opposite is also true. So let's say we want to fill the Wake with SC 8 ships like the HTL Dauntless. Based on the Size Classes of what it already carries, it can hold 75 SC 8 craft (12 SC 10 craft becomes 48 SC 8 craft, 12 SC 9 craft become 24 SC 8 craft, and 12 SC 6 craft become 3 SC 8 craft, 48+24+3 = 75). Now, most of the Borderworlds craft from HTL are SC 7 or 8, so you've got some room to play there. Based on that information, the Wake is capable off supporting up to six squadrons of SC8 craft at 12 unit strength (if you want the same kind of cramped conditions Bear complains about in End Run, of course). I'd go with a squadron of Lynx, one of Intruders, one of Stalkers, one of Retaliators and one of Dauntlesses. That's five squadrons, it gives you some pretty diverse capability, it doesn't cramp the space and it gives you room for extra craft should the need arise. If you really want to fill it up, give them a unit strength of 15 craft per squadron.
As for the Confed one, you're pretty much on your own; I don't know which set of techs you're going with. The Miles D'arby class in 7.4 of the Core Rules has a pretty reasonable wing as is, IMHO. Converting the Size classes using the same doubling/halving technique, it can carry 21 craft at SC 12 based on its default wing - as good of a starting point as any.
As for the Confed one, you're pretty much on your own; I don't know which set of techs you're going with. The Miles D'arby class in 7.4 of the Core Rules has a pretty reasonable wing as is, IMHO. Converting the Size classes using the same doubling/halving technique, it can carry 21 craft at SC 12 based on its default wing - as good of a starting point as any.