Honor Harrington ship combat, at least through book 5, is pretty much Starfire through HT 5... which should be no surprise, since David was the line developer for Starfire.
I'll have to look into that. Thanks!
Honor Harrington ship combat, at least through book 5, is pretty much Starfire through HT 5... which should be no surprise, since David was the line developer for Starfire.
Space warfare in Traveller is defined by the rules set you use to model it.
CT small ship universe can use Mayday, LBB2, Starter Edition range bands, even High Guard2
High Guard 2 has got to be the base standard - it is lacking in its abstract movement but it does some things much better than others.
MT is similar to HG2
TNE started as a small ship setting with Brilliant Lances but then introduced big ship battled with Battle Rider.
T4 ship combat is something that is never mentioned...
So - a discussion about space warfare in Traveller will usually be described using terms and paradigms established by High Guard.
High Guard models ship construction and combat at every TL from 7 to 15 (using MT and a bit of extrapolation of HG tables you can get it up to TL22).
Main points.
The nature of space warfare is very different to conventional air/land/sea warfare - there is no stealth in space, adversaries must choose to fight or one side has to be at a system chokepoint (defending a world, high guard for a refuelling operation), weapons have ranges measured in light seconds.
The nature of battleships changes from TL to TL - as you increase in TL the maximum size you can build a ship increase, the main armament shifts from missile bays to a combination of spinal mounts (PA are preferred at lower TLs, meson guns can win you the battle but are limited by a poor chance to hit, at higher TLs your fleet will usually have a mix of PA and meson spinals available).
The value of non-capital ships changes as you go up the TL scale - they are quite useful at low TLs, at high TLs they are useful as a screening force.
There is no Traveller equivalent of the aircraft or torpedo in space warfare - small craft are like MTBs (but without the torpedoes) rather than aircraft to use an air/sea warfare analogue.
- CT Bk2 is essentially age of sail in feel.
- CT Bk5 and MT is essentially Age of Ironclad Battleships; roughly 1870 to 1960.
- CT Starter Traveller is kind of a radio-play of age of sail in feel.
- TNE is an attempt to mesh modern understandings of weapons and armor with reduced weapons ranges. It has no historical comparison.
- T4 is burdened by using TNE's FF&S as the core, and expanding outward, while at the same time subsetting for simpler design systems, and a combat system that works with all three planned levels of design...
- MGT 1E is a slightly more robust weapons set, call it an ironclads era (pre-HMS Dreadnought) kind of feel.
- CT Mayday is almost the same feel as Bk2, except for scale.
- CT Mayday movement with Bk5 combat is very much it's own unique feel. Kind of "tanks on ice skates"
The Canon never actually discusses the tactics and their historical effects, but does mention the late 3I several competing tactical trends...
1) Riders vs Battleships
2) Fighter Carriers vs Battleships
3) Escorts vs destroyers.
Much of this is best gleaned from reading the various entries in CT Sup 8 & 11, and their parallels in MT's Imperial Encyclopedia.
For the detailed implications of the High Guard ruleset...
http://members.pcug.org.au/~davidjw...ofessor Lenat and EURISKO's Winning Fleet.htm
(David - if you're watching, would you add that to the wiki, please?)
Eurisco, a computer program, was used to devise the winning strategy. Which was lots of sacrificable smaller (destroyer sized) units with just main guns and defenses... due to quirks of the rules, the spinal meson gun is like the guided torpedo barrage of the Circum-Dreadnought era - one hit, usually one mission kill.
No. to my knowledge, there isn't really a good canon book for that. The T20 Gateway to Destiny book, however, probably has the best overview of combat in the Traveller universe though.
The SJG GURPS Interstellar Wars book describes one of the most celebrated conflicts of the Traveller universe.
I would start with those two.
I'm 100% sure that your Dad had those books.
Keagan is very much a Brit academic who is very full of himself. Sandhurst, anyone? Still, he is no slouch and I think there is value in reading him. I did in the USAF and found some value in it. I can agree with the post-US Civil War assessment though, but basic strategy is really timeless. Sun Tzu has proven that for millennia.
The USAF definitely has a game plan, even a Space Command. the civilian echelon may not have one, but the military echelon does.
Shalom,
Maksim-Smelchak.
You are essentially talking about three kinds of warfare in addition to a fourth of spacebourne warfare.
* Planetary Warfare (World):
** 1. Aerial Warfare (COACC): COACC extends into the near atmosphere so it contains a space element. There is a book called COACC.
** 2. Ground (Surface): Traveller ground combat is dominated by two elements: grav armor and battledress (power infantry armor). Other forces support these two primary arms. GURPS Ground Forces is one of the best for this study.
** 3. Maritime (Fluidic Naval): Wet navies are really out of vogue in the Traveller universe. They exist, but in an age of gravitic vehicles, the differences between ground, air, and water vehicles have been largely erased.
There are a number of sources about 4. Spacebourne combat. I think others would know that better than I would. Many of the sources disagree or conflict with each other.
As to your central question of whether Space Warfare mirrored Air, Land, or Water Warfare in Traveller. I would say not. Planetary combat would be a very different duck than interstellar (spacebourne) combat.
Shalom,
Maksim-Smelchak.
The original question was centered around this problem I had looking at the map of the setting my father has. How the heck do Empires hold territory, and can I get a map of Space Lines of Communication, or are we in a setting where Lines are everywhere? Are there planetary and system chokepoints, and if so, how often do Empires trade these chokepoints?
[...] part of a good Empire is holding a vital trade and movement route by land and by sea that forces enemies and friends to pay and move through you, or oppose you. The other part of a good empire is a force that can match any type of threat.
[...]
Its a question that starts in Space Combat and how fleets function, and to me, at least permeates the entire setting of Traveller. [...]
Space warfare is definitely a kind of Naval warfare.
Our concept of how squadron and fleets actually duke it out are varied and sketchy. But there are some main concepts that have percolated up, starting with High Guard's dry combat tables.
(1) Big expensive ships are needed to take out big expensive heavily armored ships. No thermal vents that only require T-16 bush pilots to destroy them.
(1a) The Big, Main, "Spinal" weapon on capital ships is the king of Big Expensive Squadron and Fleet combat.
(1b) For smaller ships, missiles and lasers are king and queen of combat. There are a plethora of other weapon types to fill various niche missions.
(2) Mass is not a consideration for most Traveller rules. Big expensive heavily armored ships are not typically slow and ponderous. Agility is part of survival.
(3) Greater range can win battles.
(4) One step up in technology is half an order of magnitude advantage. TL14 active defenses are significantly, but perhaps not devastatingly, less effective against TL15 weapons.
(4a) One step up in technology may bring paradigm changes. Meson guns, which ignore ship armor, are game changers. Black globes, which are Traveller's version of energy shields, are also game changers. And so on.
(5) Hunting in packs has advantages.
(6) It is hard to hide in space, but it is also hard to get a weapons lock.
(7) Design and combat are influenced by rock-scissors-paper style concepts. If you want to win against meson guns, you need a different design strategy (and perhaps a different combat strategy?) than if you want to win against particle accelerators.
When you are hiding in space, so to say, how is it hard? Do we not have at the higher tech levels a device that makes a ship read as being Dark Mass, instead of 'Mass'. If you had a device that could simply make you look and read as background noise, until you fired or were hit by a crash, you would be invisible? Or is this the case of "there are no submarines in Space yet".
I might suggest looking at The Spinward Marches Campaign booklet, which has a rather brief account of the Fifth Frontier War. That will at least give you a feel for how big empires fight each other (and perhaps why).
Information, if we go to Sun Tzu, is the really the art of war, either deceiving or depriving it, you don't win unless you control the information.
Indeed, a large signal is generated when jumping out of a system and entering it. Under at least one uncommon circumstance it might be absorbable. Otherwise, I suspect every planet and every orbit has pickets or tripwires in place.Are there not jump signatures created from FTL?
Yes: the oort cloud is one location. Even if the jump flash was not absorbed, they'd never find you -- they'd just know a large number of ships, size and capability unknown, have arrived.And aren't there locations best for jumping every empire could know?
"Land war in Asia" springs to mind.The borders in Traveller are either vigilantly guarded or loose to prevent acquisitions by surprise FTL.