Yes, but HG is just as much canon as FS. (snippage)
We basically have a choice of believing HG or FS.
We can believe both
IF we also remember that there are different levels of "canonicity". This happens to be exactly the issue I've been trying to address in this thread: We can only infer a certain amount of
OTU canonical information from
HG2 and other
Traveller war games.
We all too often fall into the habit of binary thinking. It's always 1/0, yes/no, up/down, black/white, and so forth. We all too often forget about nuances.
Yes,
Traveller war game are canon. War games are a
special subset of canon however because, unlike purely canonical descriptions,
war games must also bow to "ease of play" concerns.
Case in point, squadrons in
FFW use all their jump fuel every time they jump no matter what distance they jump. If a jump4 squadron makes a one parsec hop, all it's jump fuel is used. That rule is in place to ease play; players won't have to keep a log for each squadron's fuel status. However ff you chose to ignore the real reason that rule exists, you could make a "logical" argument that jump fuel regulators hadn't been invented prior to the 5th Frontier War.
Another example of this involves
HG2's sandcasters. In both
LBB:2 and
Mayday sand is launched in the Ordnance Launch Phase of the Turn Sequence. Sand can then interfere with an opponent's laser fire providing that the launching ship hadn't changed vectors. In
HG2 however, sand seemingly isn't cast until
after an opponent's laser batteries hit. Naturally, the reason for this is ease of play. Ships in
HG2 don't move, so the protection from earlier launched sand cannot be lost. Letting players assign their sand defenses after laser/energy/missile hits are rolled is nothing more than a decision for ease of play.
Again, if you can't or won't understand why and when sand is deployed in
HG2, you'll come up with a "solution" much like that proposed by
DGP. Because they
forgot the
MT combat system was designed with ease of play in mind, they suggested that a weak laser "ranging" pulse would signal a subsequent weapon strike with enough time to allow the defender to launch sand.
Thus incomprehension and an inability to grasp the idea that
war game designs have different needs than
canonical descriptions produced a "solution" for a problem that didn't exist.
From
Imperium's jump lines to
FFW's "lack" of jump fuel regulators to
HG2's sandcasters and "magic' missiles to many other example, it's patently obvious that
Traveller's war games, while canonical, are canonical only up to certain point. Ease of play means that war games must obey a very different master. That means that we can only make canonical inferences up to a certain point and no further.
Thus
S:9's ship designs are correct because
HG2's combat model
does not provide us with the compete story.
T5 has finally given us a reason why those large battlewagons exist and there will be other solution for all the other mysteries the ship combat raises.