I'm not seeing where cannons are mentioned.
You mentioned "bullet speed" a few times and the OP worried about the sand cloud having a vector large enough for it to diverge from the ship within a game turm.
I visualized...
What you visualize is of no consequence. What GDW visualized is all that matters and what they visualized was modified to meet the needs of the specific game in question.
... the original Mayday sandcaster ... Then Book 2 decided ...
You've got things backwards again.
You're having problems distinguishing design features from general descriptions again too.
LBB:2 came first. Mayday was designed later as a Series 120 game that also happened to be usable for Traveller, a "two-for" if you will.
LBB:2 presents ship combat as miniature rules, something which isn't surprising considering GDW's origins as wargame designers. In order for sand to be useful on the turn it was deployed, the cloud had to be a certain physical size on the game table so that it can intersect the "lines of sight" of opposing weapons.
Mayday handled sand differently because, as a Series 120 game, it was designed to be played with less than 120 counters in less than 120 minutes. Design and the choices driven by design are what matter here.
GDW could have said sand doesn't work until X number of minutes after being deployed because the cloud has to form, they could have said that a ship's maneuvering is constrained in some manner the turn sand is deployed because a ship needs to slip inside the cloud, and they could have added all sorts of additional rules which would further detail the use of sand in order to minutely detail an operational description of sandcasters. Instead GDW tweaked, fiddled, and otherwise modified the general idea of a ship deploying a laser occluding cloud of particles in a manner which would allow the general idea fit seamlessly into the specific game in question.
Having the cloud "magically" expand to 25mm isn't meant to be a wholly accurate description of the sandcaster's operation. Having the cloud "magically" expand to 25mm in one turn is a deliberate design feature of LBB:2 meant to ease and/or speed play.
That's the part you and too many others never seem to understand. In game design, reality - even the fictional reality of sandcasters - gets modified for the purposes of play.
... it was a 25mm (2500 kilometer) cloud. Okay, but if you create a 25mm cloud in one turn, then - unless there's something to decelerate the grains - you have a 50mm cloud of 1/8 density in 2 turns, and a 75mm of 1/27 density in 3 turns...
That makes perfect sense and it also makes for a perfectly lousy game. Just imagine keeping track of the expanding cloud you just described. You could spend time calculating expansion, densities, and the effects of both lasers OR you could simply put down a 25mm marker and keep playing.
Well, it wasn't the only oddity in the game, so we just HYNAP'ed it (Hold Your Nose And Play).
The only oddity here is your inability to recognize deliberately chosen game mechanics and comprehend the need different game mechanics for different games.
Then Book 5 did something else. Then Striker threw in a complete monkey wrench. Then MegaTrav gave the monkey wrench its stamp of approval and added a complication of its own, and here we are.
Being a different game with different design considerations, HG2 needed to treat sandcasters differently. Speed and ease of play was essential, HG2 was meant as a relatively quick way to fight large battles involving large numbers of large ships. Markers couldn't be used either because HG2 has no map. Once again, GDW took the idea behind sandcasters and then fit it to the game in question.
Guess what? GDW also took the idea behind sandcasters and then fit it to Striker, MT, Brilliant Lances, and Battlerider. In every case, while the idea behind sandcasters remains the same, the game mechanics involving sandcasters are different because the games in question are different.
Let me use an example involving a real world weapon in the hopes you might finally understand all this.
Avalon Hill published hundreds of wargames. Many of them, including Tobruk, Squad Leader, Advanced Squad Leader, and PanzerBlitz, featured the Pz.Kpfw.IV, a famous WW2 German tank design. In every game design, the Pz.Kpfw.IV was presented differently. Were the designers at Avalon Hill so completely stupid that they couldn't manage to present the same tank in the same manner? Or did the designers at Avalon Hill take the idea of the Pz. Kpfw.IV and deliberately modify it for the specific needs of the specific game being designed?
Of course, you know the answers to those two questions. The same questions and answers apply to sandcasters.
I really, really think some of the writers had never played Classic - or else the directive was forget Classic and focus on evolving the Striker system into a nifty role-playing game for the gearhead set.
As for them never playing CT, check out the writing credits between CT, MT, and Striker. As for them wanting to "evolve" the Striker system into a "unified" design system for MT, that's been known for decades.
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