I ran some tests on Stance and ROE.
Code:
---Set ROE and Stance
--@param SobGroupChk The SobGroup to set for
--@parma action what action to set (Run, Fight, Hold, Strike Craft Stock)
----default strikecraft OffensiveROE AggressiveStance
function Tactics(SobGroupChk, action)
--Get AI home ASAP
print(SobGroupChk)
print(action)
if (action == "Run") then
SobGroup_SetStance(SobGroupChk, EvasiveStance)
SobGroup_SetROE(SobGroupChk, PassiveROE)
end
--Fight Hard
if (action == "Fight") then --Default for SS
SobGroup_SetStance(SobGroupChk, AggressiveStance)
SobGroup_SetROE(SobGroupChk, OffensiveROE)
end
--Hold your ground as long as you can
if (action == "Hold") then
SobGroup_SetStance(SobGroupChk, NeutralStance)
SobGroup_SetROE(SobGroupChk, DefensiveROE)
end
if (action == "Stock") then
SobGroup_SetStance(SobGroupChk, AggressiveStance)
SobGroup_SetROE(SobGroupChk, DefensiveROE)
end
local temp2 = SobGroup_GetStance(SobGroupChk)
print("SobGroups Stance is: "..temp2)
local temp = SobGroup_GetROE(SobGroupChk)
print("SobGroups ROE is: "..temp)
end
Results: (no upgrades)
5 hgn_interceptor Tactics(“1”,“Run”)
5 hgn_interceptor Tactics(“0”,“Fight”) 17 survived, 19 survived, 21 survived.
5 hgn_interceptor Tactics(“1”,“Run”)
5 hgn_interceptor Tactics(“0”,“Hold”) 16 survived, 15 survived.
5 hgn_interceptor Tactics(“1”,“Hold”)
5 hgn_interceptor Tactics(“0”,“Fight”) 4 survived, 15 survived.
5 hgn_interceptor Tactics(“1”,“Stock”) 10 survived, 5 survived.
5 hgn_interceptor Tactics(“0”,“Stock”)
5 hgn_interceptor Tactics(“1”,“Stock”) 15 survived 5 survived
***5 hgn_interceptor Tactics(“0”,“Stock”)
5 hgn_interceptor Tactics(“1”,“Stock”) 15 survived
5 hgn_interceptor Tactics(“0”,“Stock”) 2 survived, 15 survived.
*** this one puzzled me. After units spawned I hot keyed team 0 into 3 hot keys. before the engaged I set hotkey 1 attack a group, hotkey 2 attack a group, and left 3 one alone. I expected human control would focus down their groups faster but i lost.
Question for the MultiPlayer people out there… how do you micro your strike craft?
I also tried several test in addition with strike-group formations. the only notable difference is that using fighter screen or wall walking into a fight could be an issue if the other side has as any Flak Frigates at all hanging around. The Stock formation(none) breaks up more and therefore could potentially take a few rounds from the flak while also fighting.
Minor annoyance: I use the hw2bsg site often for reference, and have done so for years. This round it cost me 2 hours of debugging. 
I pulled this example to use in my code:
SobGroup_SpawnNewShipInSobGroup(0, "Hgn_Intercepter", "NewCrateShip", "Player_Ships0", "CrateDetectVolume0")
It is not accurate it has to be:
SobGroup_SpawnNewShipInSobGroup(0, "hgn_interceptor", "NewCrateShip", "Player_Ships0", "CrateDetectVolume0")
t w o h o u r s to f i n d t h a t
I can not really complain though it has saved me uncountable time over the years.
So thinking on this in regards to the AI (and I don’t know how BUG 666 played in the tests) but stock made units work pretty well. Running home though the “Run” does get home about the length of a BC faster.