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The game gives a super indepth post-battle annalysis that I recommend you go back to the turn the battle happen and look through it, as it should give you the numbers on whether or not the Annihilation beam was out damaging the other side or not; while also giving you the numbers on what the enemy's best damage dealers were... and how much damage was mitigated on both sides--as Endless Space 2 works with a Rock/Papers/Scizors battle system where mono-builds can be easily countered with a counter-build.
If somehow enemy has bombers and you don't have any flak, indeed you're in trouble, bombers have probably the highest damage if left totally unchecked.
Offensive power is a poor indicator, is inflated the bigger is the ship. And.. many other things could go wrong, from lane placement, to incorrect cards and ranges.
I would make sure you were using the correct tactics card that would maximize your damage while minimizing your opponents for position and total flotilla lanes.
If the enemy was stacked for high shields and or had EMP weapons on top of their bombers, this could have crippled you.
Don't, under any circumstances, put an annihilator beam on your attack ships! This will ensure you don't get your butt handed to you in fights. Between that and the lack of any flak defenses is why your ships died off so easily. Sure your damage was sky high but ALL of that damage was poured into 2, maybe 3 ships before the MASSIVE cooldown kicked in. You overkilled your targets and could do nothing against the rest of the fleet.
It's possible to *partially* address this in the late game, but a) that's rather late to be very useful, and b) by that time, enemies will have late game weapons and support modules, themselves. If you're winning the arms race with squadrons, you'd be winning at that point with just about any reasonably competent loadout, pretty much ^^' .
I agree with you Bozobub: against the AI, there is never a need for squadrons, tested over a dozen games and not a single time were squadrons necessary. However, squadrons may be necessary in multiplayer against a human player who specs hard into squadrons. The AI simply does not spec hard enough into squadrons to matter. But if I was playing against Selegun here, would be a different story.
In the original ES1, the AI did spec hard into squadrons (it was called aircraft back then), and this did force the human player to counter with squadrons of their own.