It turned a boring tip into something the players physically did.
My default in a game is to use the Starter Traveller version of LBB2 space combat.
I'll take the map of the ship and lay it on the gaming table in front of everyone. Then, I run the combat from
inside the ship--from the player's point of view. They don't see a wargame plot with a lot of ships. They see the decks of their own ship. During a combat, the pilot, navigator, and gunners usually don't leave their stations.
If they want range to an enemy, they have to read the sensors. I'll keep track of range using Range Bands. I'll describe what their character sees on the plot.
The space combat turns are fairly long, 1000 seconds, over 15 minutes. Typically, I'll run space combat as written unless something happens aboard ship.
For example, I might get creative with a cargo hit. "Roll a six sider. You manifest says that a third of your tonnage is flammable. If you roll 1-2, we may just have to deal with a fire in the hold."
If that happens (or, even something like a boarding action), I'll play the starship combat in sequence, but between rounds, I'll spend about 15 min of game time (several combat rounds) playing what's happening aboard ship.
It's all focussed on role playing. The players are living with their characters inside the ship instead of looking at a map.
Damage control becomes a real thing. If it's a generic hull hit, I will sometimes make up tables, based on the design of the ship, that damages sub systems (that I pull out of the SOM, make up, or whatever). This type of damage won't be on the same level of severity as that damage shown in the LBB2 damage tables, but it will keep the engineer and players busy.
Maybe the main access corridor to engineering has been hit, damaged in the hull hit. There's no power there. Dark. Hull breach. No gravity--which also means no inertial compensation.
Now, this becomes an obstacle for the players to overcome, especially if they've got to use that corridor. It's role playing. "How are you going to get the torch and portable generator from engineering up through that corridor to the hold?"
The players become embroiled in the drama happening inside the ship as well as the space combat that is happening outside the ship.
I've run space combat this way for years. It's quite entertaining to run it this way--focussed on roleplaying.
The attack roll in LBB2 space combat represents all shots that weapon took over the last round--over the last 1000 seconds--not a single attack. So, armed with that, I'll continually describe the near misses and constant laser fire coming from the enemy vessel. Both ships, firing wildly, taking the shot gun approach because it's so hard to hit these small targets at the huge distances involved in space combat.
It must be something to watch from a third party perspective.
Hmm... I've used Starter Traveller's range band combat, and HG2's damage rules together.
I seem to never get my head into vector movement. I don't know why... :rofl:
I've never used the true LBB2 vector movement method. It always seemed so fussy.
But, I've used used hex-based vector movement--basically Mayday and LBB2 combined, where the hexes are 10,000 km. That's a real nice and easy way to run vector combat.