Fleets tend to not engage in deep space, rather they engage near fixed positions (i.e. planets). They do this because deep space isn't really interesting from any military point of view, but planets and other "fixed" points are (gas giants, etc.). Obviously there are exceptions, but this is a general guideline.
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So the best bet is for the defender is to be where the attacker wants to be, and meet them there. Yes, they give up the initiative to do this, they can't start the attack. They simply have to wait for it to happen.
But this risks the attackers target (usually an inhabited planet) to bombing and other damage, so, in some instances, it could be worthy to try to intercept them.
You can't stop an attacking fleet. They almost have to agree to fight. Otherwise the closing vectors are simply too large. The fleets may clash, for a moment, but they're just run right past each other. Out of range, in range trading quick opportunity shots, then out of range again, with the attacker going to where they want to go, and the defender now behind, and chasing.
True, that's what I many times compared with a medieval joust. You speed against your enemy, try to hit him with your lance, and the combat is over for that round...
So the best bet is for the defender is to be where the attacker wants to be, and meet them there. Yes, they give up the initiative to do this, they can't start the attack. They simply have to wait for it to happen.
Offcourse, this will leave other targets undefended (e.g., if you have your fleet defending the main world, then any GG would be open for your enemy to refuel)...
Finally, if you have more than one fleet in the system (say one at the main world, one at the gas giant), the other fleet likely won't have the time to respond to an attack on the other. They're simply too far away to get meaningfully engaged in time.
Sure, you have a problem here. if you try to defend both targets, you effectively have two different fleets giving little support (if any) to each other. At most, they can give your fletes a "sanctuary" to retreat to (if one fo the fleets withraws toward the other, the attacker may feel not strong enough to pursue and fight both).
So, this is why an abstract system like HG works, and why the complexities of playing it out at the system level rarely warrant the time and effort to actually do it.
But this same abstract system does not reflect tactics like bypassing the main planet (and avoid the defending fleet there) and just stop in one system to refuel in its GG, and then jumping away.
This tactics may be important for relatively small fleets to penetrate deep in enemy space for raids, commerce raiding, etc., so efectively making the need of some defense in deep felt. This is talked about in Traveller canon (as in AHL incident V, when describing how the
Haunting Thunder was lost)
In HG based games (as TCS Islands campaign), once you're in a system, any fleet there can engage you, so fleets defend at once the main planet, any GG in the system (remember there can be multiple GGs) and any other target on it...
Operationally, a fleet will jump in and assemble in deep space, as the fleet arrives over time due to jump scatter. They will assemble far enough away from where intelligence puts the defending fleet elements (i.e. away from the gas giant or planet or whatever). When the fleet is assembled, they'll start to maneuver toward their ultimate target and the defender can prepare to respond.
See that in some versions ships cannot exit jump in deep space, needing a gravity well to do that...
And many times, your first target will be a GG to refuel, before proceeding to your ultimate target.
This also goes back to the nature of intelligence due to travel times. Essentially, attackers won't start a fight they can't win. When fleets arrive, they're either stuck there, or they can quickly jump out. If they're stuck there, i.e. they have refuel in system, then they will plan to arrive with enough strength to assure that they can do that.
But, due to the same nature of intelligence, you cannot be sure of what will you find whe nyou arrive, as your intelligence will be (at least) two weeks old...
If the defender is too strong, then it's an impasse. The attacker can't attack successfully, so why should it (unless it wants to waste the fleet and attrit the defender), and the defender can't readily chase the attacker and engage them. If the defender has overwhelming superiority, in that it can defend it's fixed positions and have a strong enough reaction force to engage the attacker, then the defender can give chase. If the defender has a true advantage in fleet speed, this can work. But if not, then it's going to be a lonnng chase in the dark of space.
If not then then the attacking fleet, while not able to do damage, it is able to pin the defending fleet in the system, as the defender dare not jump out.
So, now the couriers jump and try to bring reinforcements.
See that, unless the attacker has time to refuel (and that's not the case you talk about), it's quite likely to be short in fuel, so the defender, if strong enough, can chase it until its fuel is exhausted. Depending on the version, this can take from a few hours of acceleration (if the drives are not gravitic) to some weeks.
So, unless the attacker may call for reserves (that will arrive, at best, in 2 weeks, assuming he has not jumped with all available units to overhelm the deffender), he's lost.
That's the importance for the attacker to refuel, and to have different locations for the main planet and the GG(s) in a system.
But you can see how while on the one hand, you think there is a rich maneuvering environment to be had, in practice it tends not to be. There are exceptions. But if you want to model it out, simply convert each hex on the map from the tactical scale to a larger scale (say 50x, so each hex is now 50 hexes), and boost the time scale by 50. The rest of the mechanics are the same until the ships enter the same hex. Then you're back down to the tactical scale.
See that among fleets that can be in a GG and main planets, the distances being what they are, even this scale might be too small.
Since you don't track fuel, whatever maneuver mechanic you use is the same. Just have to multiply your velocities.
Depending on the version, fuel must be tracked (e.g. TNE and T4 for non gravitic drives, as many ships use them and have only a few hours of thrust).
For others, you just track the endurance of the ships (in CT/HG 4 weeks, one of them already spent in jumpspace for the attacker, while the defender is likely to be kept fully fueled, and that might include jump fuel that can keep the ship's PP fueled for quite a longtime), and, after that, if unable to refuel, you're out of fuel (and so inoppertaive and good for taking as prizes).