Sure, but a plan is a plan. Experience and local conditions will dictate the details.No plan survives contact with the enemy.
Any passing enemy raiding force might destroy them.
My primary quibble with this is the sheer difficulty of having tankers able to out jump AND refuel the fleet at the same time. If you plan to abandon them in place on retreat (a not unreasonable approach, albeit expensive), then it can work ok. Jump in, refuel combat elements, if you take the GG then refuel everyone. If driven off, move the crews and scuttle the tankers and jump out.If you want to be sure to be able to retreat the same way you came you basically have to take the tankers with you. And then you have the constant problem of protecting the tankers.
Because the other premise is simply that fleets won't engage each other unless they have nothing to lose, or know that they can win. If a fleet pops in to a more heavily defended system, than they anticipated, AND they have the ability to jump out -- they'll jump. Unless they have a gross abundance of ships compared to the opponent, the game a attrition is VERY expensive in Traveller. We saw this even in the Rebellion when the fleets essentially consumed each other with little in the pipeline to replenish the forces. Ships take so long and are so expensive, it's trivial to outpace supply in a war of attrition.
Of course you're going to peek -- that's why I mentioned its an intelligence game. However, by the time the scout jumps in, jumps out, and the fleet jumps your data is already 3 weeks old. So can't be sure of anything.If you are a day or two away from the GG you can reach the next GG over faster than the defending force. If you jumped a scout next to each GG you know what defences there are.
Why commit the intruding fleet without a peek at the defending force?
Which goes to the point of not defending them at all, unless you have a single GG system at a particular astrographic choke point. Why bother. The scattering of forces is a major problem as the large fleets do "win the day", and quickly, and cheaply. Another reason maneuver is less important in Traveller.You simply cannot defend several possible refuelling points in every system. If you try you will divide you fleet into small penny packets that are easily defeated in detail. If you place one cruiser by every refuelling point, all you get is a dead cruiser when a raiding force passes by.
Depends on your fleet train and how soft your raiding targets are.Agreed, but raiders have their own problems. A month or two into enemy territory means months away from a shipyard that you will need after every engagement.
Well, that's my point -- I don't think they would be. Some assert that SDBs have some bit of extra capability that lets them be effective above their weight. I'm not sure I hold to that myself.Why would warships be much better just because you call them SDBs? Large SDBs are just demounted battle-riders.
I've always felt that at a strategic level, each system should be broken up in to the main world and the Gas Giants as potential destinations. When you jump a fleet in, you can target any of those destinations, and you could individually defend each of them. But beyond that, they don't interact. I'd allow sub-light ships to move from one destination to another each weekly turn, as desired by the owner.
Someday I'll dig out my copy of FFW and play with it, using those rules.