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The 10 dTon convoy fighter

While a 10dTon fighter is a threat in LBB:2 combat, it cannot screen other vessels and screening other vessels is what this thread is about.

The rule which allows the OP's design to work in HG2 has no counterpart in LBB:2. The design is usefull in LBB:2 but it useful in another way.

In Bk2, you CAN shoot incoming missiles and lay down sand in defense of other ships. That's a form of screening.
So is providing a wall of fire that forces them to take catastrophic damage.

It can screen better than bigger ships because, as a rule, you can have more of them for the same price and tonnage. It's the best firepower per tonnage conversion in Bk2.

Carriers are the be-all end-all of Bk2 RAW design. Their ability to provide the wall of fire to screen by sending the fighters at the enemy while diverting the fleet away from the enemy is, for most purposes, screening.
 
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HG is to LBB2 combat and movement what Mercenary is to LBB1 combat. Both try to introduce abstract rules for managing big battles which may or may not involve characters in a campaign game.

True, it tries to be, but while in mercenary you can resolve a combat on a single die roll, adding modifiers for TL, relative size, tactics skills of the OC, etc., HG combat becomes a number-crutching game, where skills are minimized and results nearly always a foregone question. That true abstract combat system, rude and harsh, is what I miss in HG.
 
Actually, they were DD's opposing him. They came within VERY close range. There was no mistaking them for Cruisers or above. The aircraft attacking were clearly not really set up for taking out capital ships. Also, this was a last ditch plan. His mission was to destroy the force before it could lodge itself on land. "Preserving" his force and failing meant total, unrecoverable failure. To this day, his running is attributed to his bad state of mind and physical health (US Naval intel assessment) as it was not logical within other context...

They were a mix of DDs and DEs. I don't recall saying anyone mistook them for cruisers. The escort carriers sent up planes with whatever they happened to be loaded with, and the planes fought just as furiously as the DDs and DEs; in some cases aircraft continued to make attack runs after they'd run out of ammo, to draw fire away from the armed aircraft and to keep the Japanese off-guard.

The plan was for the northern fleet and its carriers to lure off Halsey and his force with the promise of Japanese carriers to sink. Theirs was a suicide mission, since their carriers had nowhere near the fighters they'd need to defend themselves against the American force. They succeeded - Halsey took the bait, persuaded in part by the drubbing Ozawa had taken the previous day and intel showing Ozawa's force withdrawing. However, the ferocity of the attacks and the losses he sustained - three Japanese cruisers, to that point - convinced Kurita that the lure had failed and that he was facing Halsey's carriers.

You're right that the events of the previous day clouded his judgment - very badly. Some of his orders during the battle indicated confusion, and the decision to withdraw is strategically indefensible even considering what he thought he was facing. After the war, he made the excuse that he'd become convinced the war was unwinnable (perhaps as a consequence of his drubbing the previous day) and that it was pointless to sacrifice the men under his command.

Still, "panicked" is a bit harsh. "Defeatist," perhaps - they'd broken him.

...Getting back to the OP's fighter, I cannot stress enough that that craft is nothing more than an unreal game artifact. It works in HG2 because of the Line/Reserve rules and nothing else. It does not work in LBB:2, Mayday, MT, Brilliant Lances, Battlerider, Power Projection, or any other ship combat system in Traveller because none of those systems has Line/Reserve rules like those in HG2.

Yup. Other than the exceptions noted by Aramis, which is a somewhat porous and more - dare I say it - realistic approach to the screening problem, that screening bit is unique to High Guard, and a decidedly unrealistic rule to boot. So's that bit about how the queen and bishops and such move in chess.

My favorite use for High Guard is as a quick-and-dirty way to run space encounters with players. Unless they're really into moving pieces across a mapboard, the abstract nature of High Guard lets us flow through the encounter without getting bogged down. "You feel a sickening thump vibrate through your ship, and your board lights up with trouble lights from your now-unresponsive number one turret. However, your last salvo seems to have done some good - the attacker's no longer accelerating or maneuvering, and you're pulling away."

Other than that, High Guard is to space war as Monopoly is to business.

...The OP's fighter is a lovely design. However, it's a orchid that can only thrive in the environment of HG2. Set it down in any other system and it's intended role vanishes.

Thank you. And, yes, its role utter nonsense in other systems. It might manage to shoot down a couple of missiles or lay sandy "smoke", but it isn't going to keep an attacker from having his evil way with the innocent freighter - especially if there's more than one attacker. On the other hand, in some of those systems it's got more bite to it.
 
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The problem is that HG2 doesn't allow fighters to thrive much at all except in an anti-commerce role. Even then, it won't be doing internals... due to the minimum roll of 6 (2 on the dice, +6 for UCP≤9, -2 for pulse).

HG is a bad combat system. Nice design system, but lousy combat system.

Hell, the screening effect can be done better in the Mayday-HG hybrid option in later printings of Mayday.
 
I mistyped. It was almost all DE's.

The screening force was four DEs and three DDs. John C. Butler, Dennis, Raymond and Samuel B. Roberts were John C. Butler class destroyer escorts with a top speed of 24 knots, two 5-inch guns, three torpedo tubes, and an assortment of lighter weapons. They were actually optimized for antisubmarine work, designed originally for convoy escort of civilian transports.

Heermann, Hoel and Johnston were Fletcher class destroyers with a top speed of 36 knots, five 5-inch guns, ten torpedo tubes, and an assortment of lighter weapons. They were fast and well-rounded, intended for both surface warfare and antisubmarine work.
 
that craft is nothing more than an unreal game artifact.

Agreed. However, another "artifact" is the inability of an OTU fighter to close with an enemy ship and launch missiles, or beam weapons, at "touching" range.

Fighter are "artifacts" at one point and artificially hamstrung at another.

I say let fighters close with ships in the line as well as attack the reserve (I like the HG1 rule). Let the targeted ship fire away. Let it's escorts fire away. At the end of the run it would be doubtful that any surviving fighter couldn't hit a large ship, up close and personal.

We could argue the point of nukes killing the fighter. So what: kamikaze. Otherwise conventional missiles or beam weapons.

The rightness or wrongness of the mission shouldn't matter. It's practicality shouldn't matter. It should be an option for a fleet commander to order should he so decide to do so.
 
HG2 doesn't allow fighters to thrive much at all except in an anti-commerce role.

I don't know about that. I think they do a heck of a job in damaging crippled ships as well as pursuing ships breaking of by agility. Also, should the line be broken (debatable) the can really smash up a reserve. (Tenders have no armor.)

Again, it comes down to fleet design, not design of single warships.

A fleet designed for TCS competitions doesn't come close to looking like a fleet designed for a long term campaign.
 
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