Five Things I Like About High Guard
1. Batteries Bearing. It very cleverly emulates firing arcs without needing to deal with them, ever.
2. The Right Sizes. The design system handles Traveller ships and smallcraft of all useful sizes.
3. Orthogonal Weapons. Each weapon seems "designed" to "fit a purpose". Each does one thing well that other weapons don't. And those High Guard weapons and their "purposes" have greatly helped to define the Traveller Universe.
4. Riders and Drop Tanks. Integral support of interesting, special-purpose military strategies, such as battle riders and drop tanks, are simple concepts that add fun to the game.
5. Concise. Four pages of digest-sized design tables, plus supporting text, have encouraged Traveller gaming for thirty years, and hasn't been unseated yet.
Five Things I Don't Like About High Guard
1. Piles of Detail. The sheer number of batteries to account for makes battles tedious. Related to this is the concept of the squadron battle, where dozens of highly detailed ships fight dozens of highly detailed ships. Very quickly, these games degenerate into spreadsheet writing contests.
2. Iterative Design. The investment of time in designing a ship is the issue here, although once one is fluent, design can clip along at a decent enough pace. But it's an obstacle for the newbie and people like me who are detail-deficient.
3. Abstract Combat. Combat by the numbers, with one battle line and no strategic or operational consequences, is not fun.
4. Drive Percentages. The HG drive percentages broke compatibility with Book 2, which otherwise would have made a good, simple, adjunct design companion for HG. (Just reversing the Jump Drive with the Maneuver Drive percentages would have gone a long way in maintaining compatibility).
5. Complexity. Though concise, the rules are complex enough that optimized choices exist, but are not apparent -- and in some cases are not even desirable. In one extreme example, winning designs can be built which do not represent any intended game setting. E.G. Eurisko. The USP falls into the category of Complexity, too.
1. Batteries Bearing. It very cleverly emulates firing arcs without needing to deal with them, ever.
2. The Right Sizes. The design system handles Traveller ships and smallcraft of all useful sizes.
3. Orthogonal Weapons. Each weapon seems "designed" to "fit a purpose". Each does one thing well that other weapons don't. And those High Guard weapons and their "purposes" have greatly helped to define the Traveller Universe.
4. Riders and Drop Tanks. Integral support of interesting, special-purpose military strategies, such as battle riders and drop tanks, are simple concepts that add fun to the game.
5. Concise. Four pages of digest-sized design tables, plus supporting text, have encouraged Traveller gaming for thirty years, and hasn't been unseated yet.
Five Things I Don't Like About High Guard
1. Piles of Detail. The sheer number of batteries to account for makes battles tedious. Related to this is the concept of the squadron battle, where dozens of highly detailed ships fight dozens of highly detailed ships. Very quickly, these games degenerate into spreadsheet writing contests.
2. Iterative Design. The investment of time in designing a ship is the issue here, although once one is fluent, design can clip along at a decent enough pace. But it's an obstacle for the newbie and people like me who are detail-deficient.
3. Abstract Combat. Combat by the numbers, with one battle line and no strategic or operational consequences, is not fun.
4. Drive Percentages. The HG drive percentages broke compatibility with Book 2, which otherwise would have made a good, simple, adjunct design companion for HG. (Just reversing the Jump Drive with the Maneuver Drive percentages would have gone a long way in maintaining compatibility).
5. Complexity. Though concise, the rules are complex enough that optimized choices exist, but are not apparent -- and in some cases are not even desirable. In one extreme example, winning designs can be built which do not represent any intended game setting. E.G. Eurisko. The USP falls into the category of Complexity, too.