That's a great point about operational range.
In My Non OTU Proto Traveller Universe, I've been trying to develop fleet rationale to fit the warships produced entirely from LBB2. Stung by dccarles' lauded post, I've been trying to temper ship classifications away from the 20th century, while following the guidelines that follow from the LBB2 ship construction and combat rules. Here's what I've whipped up so far:
Ships of the Line:
Fleet Carriers: The primary ships of the line. No real need for battleships to be a separate class: Any LBB2 ship between 3000 and 5000 tons will have significant space left for carried craft, even with significant fuel reserves, so fleet carriers will tend to be the primary ships of the line, with weaponry balanced between lasers, sand and missiles.
Frigate: any warship configured primarily to fight in concert with fleet carriers; heavy on missiles, with minimal defensive weaponry.
Independent Operations:
Strike Carrier: A warship configured for the long-distance projection of naval power independent of a fleet. Generally smaller and faster than fleet carriers; essentially a raider with more space given over for fighter squadrons.
Raider: A warship configured for long-range, long distance operations independent of supply. Generally carries a significant complement of marines and retrieval craft. (In another TU, this might be what we call a cruiser...)
Corvette: 400-800 tons, high performance patrol and pursuit ship. Generally lacks the Cruiser's complement of ship's troops.
Cruisers:400-800 tons, moderate performance; patrol, small force insertion. (Just following the LBB's lead, here!)
Carried Craft
Fighter squadrons work well in LBB2 combat against larger craft, so MTU has lots and lots.
Riderships and System Defense Boats: Riderships IMTU are speedy missile platforms; the SDBs are more configured for long-term operations without support, rely more on lasers, and are double-crewed to provide rotation when away from bases for long periods.
Lacking spinal mounts, LBB2 non-jump ships have less of a clear advantage over jump ships of like tonnage in High Guard. However:
I fall into the "imprecise jump duration" and "staggered jump exits for incoming fleets" school of thought; that being the case, if a ship happens to arrive at the party unfashionably early, it is to its distinct advantage to be able to launch a brace of riders and fighters as soon as possible. This gives a carrier a better chance of survival than a battleship of like tonnage.
IMTU, anyhow.
In My Non OTU Proto Traveller Universe, I've been trying to develop fleet rationale to fit the warships produced entirely from LBB2. Stung by dccarles' lauded post, I've been trying to temper ship classifications away from the 20th century, while following the guidelines that follow from the LBB2 ship construction and combat rules. Here's what I've whipped up so far:
Ships of the Line:
Fleet Carriers: The primary ships of the line. No real need for battleships to be a separate class: Any LBB2 ship between 3000 and 5000 tons will have significant space left for carried craft, even with significant fuel reserves, so fleet carriers will tend to be the primary ships of the line, with weaponry balanced between lasers, sand and missiles.
Frigate: any warship configured primarily to fight in concert with fleet carriers; heavy on missiles, with minimal defensive weaponry.
Independent Operations:
Strike Carrier: A warship configured for the long-distance projection of naval power independent of a fleet. Generally smaller and faster than fleet carriers; essentially a raider with more space given over for fighter squadrons.
Raider: A warship configured for long-range, long distance operations independent of supply. Generally carries a significant complement of marines and retrieval craft. (In another TU, this might be what we call a cruiser...)
Corvette: 400-800 tons, high performance patrol and pursuit ship. Generally lacks the Cruiser's complement of ship's troops.
Cruisers:400-800 tons, moderate performance; patrol, small force insertion. (Just following the LBB's lead, here!)
Carried Craft
Fighter squadrons work well in LBB2 combat against larger craft, so MTU has lots and lots.
Riderships and System Defense Boats: Riderships IMTU are speedy missile platforms; the SDBs are more configured for long-term operations without support, rely more on lasers, and are double-crewed to provide rotation when away from bases for long periods.
Lacking spinal mounts, LBB2 non-jump ships have less of a clear advantage over jump ships of like tonnage in High Guard. However:
I fall into the "imprecise jump duration" and "staggered jump exits for incoming fleets" school of thought; that being the case, if a ship happens to arrive at the party unfashionably early, it is to its distinct advantage to be able to launch a brace of riders and fighters as soon as possible. This gives a carrier a better chance of survival than a battleship of like tonnage.
IMTU, anyhow.