Now try to arm the Gazelle as it was in CT (2 particle Beams and 2 triple BLaser turrets) and see if the combat lasts as long...
A combat in HG2 among 2 Gazelles would also last for a while. With their beam lasers and PAs having a +9 on damage tables (+6 for being 9-, +3 for armor), the only results that they could achieve would be weapon damage, fuel damage and computer (in the PAs' radiation table). The first one to unarm its enemy will win (as sooner or latter it will leave its enemy without fuel or computer), but it will take a while.
Aut the possibility to be both left unarmed the same round is not negligible...
BUT, If you put 500
Gazelles on each side (easy with TCS funds available), drop the cripples into the reserve, repair and return to the line; a forever battle... Either side, or both sides, can send a few scout couriers to bring reinforcements. Unless there is, or becomes, an overwhelming numerical (or power) advantage, it drags on forever. (I've never tried the
Gazelles, but, given the +6 DM on the damage table, I'd expect a similar outcome.
Given an missile munchkin at below 2000dt, Armor factor 14, and this battle will never end, UNLESS, differing,
and more powerful ships, start destroying munchkins, while returning to the reserve to effect repair. Fire, retreat, repair and repeat.
If you can't, or don't, prevent the enemy from moving ships to the reserve for repair, you can't obtain a decisive outcome in any reasonable amount of time.
As long as the sides are large, relatively equal in numbers, and "escort" types dominate, there will be a continual rotation of ships with few actually destroyed.
Attrition warfare, only in name. Few kills, and a perpetual slug fest. Lot's and lots of repairable damage, either in the reserve, or shipyards. If neither side maneuvers away from the battle it will be akin to trench warfare in space.