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The Operational Rules of Traveller

Shiny!

I agree. For at least the system/planetary assault end there are several phases to work one's way through, each with it's own distinct goals that if not achieved may/will cause the whole thing to fail or be highly risky.

1) Jump-in/assembly/refueling phase: fleets arrive, secure a refueling/resupply assembly point, organize for system assault.

2) space battle phase: secure system from system space defenses (SDBs, defensive fleets) in space battles....planetary assault divisions will be in reserves here until system is secured

(Before next phase is entered a reserve rear-guard can be deployed in case of relief fleet jump-in by opposing forces. The planetary siege can take a while so this could be important if no other reserves are expected to join the attacking fleet soon.)

3) Planetary bombardment: any orbital defenses should be destroyed before assault orbit achieved for bombardment and landings. Monitors, close orbit defenses, and any other planetary space defenses must be reduced before continuing attack.

4) Planetary bombardment: reduce surface installation defenses to allow for drop and/or soft landing of assault forces. Failure to reduce sufficiently reduces chances of success though trying again later after resupply with reserves is possible.

5) Physical ground assault begins: seize control of what defenses are left, including any deep meson batteries. Before this is achieved soft landing of troops and equipment is costly, but casualties reduce as landing sites are secured so larger, slower supply ships can land.

6) Surrender of world and deploying new ground defenses in case of enemy relief arriving. Move reserve fleet forces closer to world and set up orbital defenses.
Whoops I missed this bit, but I do like it. I think I may have to swipe it. :D

As to the insanity of invasions, Germany had millions when we invaded with hundreds of thousands. America had hundreds of millions when Germany invaded with a few dozens. Insanity has a way of repeating itself.

I think that having an operational backdrop to what the characters are going through. If the repo man is the biggest moving part in my campaign I might as well hang it up.

For Traveller being a roleplaying game, operational art and military science are chrome. I like chrome. Can't get enough. Anyone else like chrome?
Ah, the beauty of chrome, it dresses up the plainest of things. Hells, yeah I dig chrome. More importantly, you really don't have a role-playing game without it.
 
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Chrome can still rust though, and I am not a big enthusiast of letting the chrome gnome attack the engine compartment. Rob's right about there not going to be any rules, for what there can't be any real rules for. That said, it would still be interesting to read sitreps on what people have done in their games.
 
Hi,

I think I mostly disagree with this here. To me one of the reasons I think an operational level game would be useful is that rather than just viewing a solar system as a single point where if two fleets are in the same space together the will likely battle in a High Guard like encounter until one side decides to try and break off contact, I've begun to view a solar system more as a "theater of battle" much like the Solomon Islands in WWII.

As such, there may be maneuvering (on a grand scale) to try and gain an advantage (such as trying to pull units put of place), decoys, feints, micro-jumps, micro-jumps by decoys to try and get your opponent to assume that you are jumping to one location while the main units of a fleet actually jump to a different location, and even the potential for each side to establish their own bases in system, with the opposing sides exchanging raids over time, etc (similar to US & Japanese actions in the Solomon Islands/New Guinea area with the opposing bases at Guadalcanal and Rabual, etc).

As for the actual battles, I don't necessarily think both sides would have to agree to meet, if the attack is planned as a raid.

Regards

PF

The problem with your maneuvering for advantage point is that in HG (as in space, really) is that there isn't anything to maneuver around for tactical advantage unless the rules for combat with HG are completely rewritten. And an operational-level game wouldn't have that feature in any case.

Operational level means something with a divisional scale. Maybe even larger depending on the subject, and at that level the tactical nuances of operations within the system are not going to be replicated.

As I pointed out, at that level you would have basically two areas of operation within the system: the system's strategic point(s) and the world most important to take and hold. The system's points will be the gas giant for the most part, and maybe the jump point limit if you wanted to make that a separate area. The world would realistically only be the main one since once you held at least those three strategic areas any enemy operations on the fleet level are only going to be small scouting ops that don't need to refuel to jump out after the jump in.

Because these strategic objectives will be the main points of conflict at operational scales that is why I said the battles will be one of 'agreement' since everyone will know where they will eventually have to be fought.

Your Solomon Islands example could still be part of it but you have to scale the thing up to the squadron/divisional level with strategic maneuvering to get to the operational level. FFW and Imperium are operational level. A quick look at the maps and units tells you what I'm talking about.
 
Chrome can still rust though, and I am not a big enthusiast of letting the chrome gnome attack the engine compartment. Rob's right about there not going to be any rules, for what there can't be any real rules for. That said, it would still be interesting to read sitreps on what people have done in their games.

Oh definitely. I have scads of chrome in my game the players hardly (or ever) see and they couldn't care less about. Except that even though they don't really interact directly with all the chrome and background it makes the overall campaign better since they never have to run into a "dungeon under construction" sign since all that background adds a lot of depth. Playing at Traveller and polishing the chrome is what keeps me between sometimes long separated campaigns and sessions of actually playing Traveller. I have spent a lot of time polishing the chrome.

It makes it easy for me to whip out stage dressing and punch up the whole experience for players if I already had an SOP for planetary invasions (among all the myriad other things that happen in a campaign): with or without jump troops, gas giant or no?, oilers present for support and some plucky PC needs to go blow them up for the good guys?, planetary defenses going down soon - how do we get out and what will happen in space and on the ground once the last gun stops shooting? All good fodder for high adventure and already having the schedules, plans, ships, divisional stats and SOP handy makes it go smoothly and believably.
 
Traveller has been both a roleplaying game and a wargame since the late 70s. (Striker, Trillion Credit Squadron, ect, ect.) As such, threads dealing with both are welcome on this board.

Be civil and if you have nothing to say on a wargaming style thread, then please say nothing.

I have not said anything, nor do I plan to say anything on the wargaming threads.
 
From a game playing campaign level, some economic model for systems would be nice. We have one in TCS, but I don't know if there's much critique in that. For that matter, we also have one in Pocket Empires, but it's not a very crunchy system.

You don't need an economic system for operational rules, operational rules don't care where the fleet comes from. But they are somewhat related as operations has costs, so it would be good to know what those costs are.

Jump behavior has to be settled. We have to know what the window of arrival is for a fleet of ships. If it's scattered to the wind as a normal jump is in terms of duration, that's a completely different strategic environment than if a fleet can have a much, much narrower arrival window. And if it can, how is that window manifested to ensure coincident arrival of the fleet.

How long does it take to perform a Jump? How long after arrival does it take to perform a Jump, assuming you have fuel? Can the process begin immediately or is there a cool down? Then there's issues of Jump shadows etc.

What about arrival vectors during Jump? As I understand it, the vectors are preserved, but all vectors are relative. You could have a net vector of 0 parked in an orbit in System A, but when you arrive in System B, it could be, well, anything since your first vector is relative to the star in System A, and System B's star may have a completely different vector. But it's important that if the vector is maintained, then an attacking fleet can arrive from Jump and naturally be bearing down on their target at high speed without having to spend any time accelerating within the system. So, that's an important detail.

And all of this is based on undefined Jump behavior.

What about fueling times? Those are sort of specified on some places, but it's very important. What are the limitations, if any, imposed on a skimming starship? Most combat ships have pretty strong maneuver drives, which make a lot of assumptions about orbits and such irrelevant. Who needs an orbit when I can just burn and get where I want, faster. And with thruster plate, maneuver is dirt cheap (in contrast to HePLAR drives that require reaction mass).

These details impact the arrival phase of a system combat step, and specify what issues an attacker needs to work around in terms of starting the invasion, as well as assumptions that the defender can make about the attack.

Worst case is there is simply no surprise at all. Attackers arrive far enough away out of system to assemble safely, and then power their way to the target. Meanwhile the defender can choose to maneuver to intercept with whatever handy forces they have. Far enough away, a defender may have time to go out and get reinforcements.

The other side of the coin is the attacking fleet jumps in, en masse, at the 100D mark vectoring in on the target at speed. 4 hours later, they've made their attack run, flung off a zillion missiles, reduced the high port facility to rubble, dropped dead fall ordnance on the primary world and are just starting to wink out to destinations unknown.

Jump rules pretty much defines how these scenarios would play out.

Actual invasion is another topic. I can post on that later.
 
It makes it easy for me to whip out stage dressing and punch up the whole experience for players if I already had an SOP for planetary invasions (among all the myriad other things that happen in a campaign): with or without jump troops, gas giant or no?, oilers present for support and some plucky PC needs to go blow them up for the good guys?, planetary defenses going down soon - how do we get out and what will happen in space and on the ground once the last gun stops shooting? All good fodder for high adventure and already having the schedules, plans, ships, divisional stats and SOP handy makes it go smoothly and believably.

It is always good to have a plan, I agree.

Planetary invasion and warfare in the system are interesting subjects. The are a few salient facts that make it different than normal siege warfare, such as the fact a t-prime planet can hold out forever under siege (we have so far). So battle in system would be limited to what objectives, such as the gas giant and it's moons, only to tell the planet, don't go past the 100D limit and we won't shoot you. Planets as well can become giant hamsters firing rafts of missiles to disable ships, so that even lower tech, they still can pose a major hassle to occupy. Maybe the invading force would only establish an embassy in the capital for 'occupation', in effect ignoring the planet for the duration of hostilities while only using the gas giant for refueling. If an invading force took a whole subsector that had a few major systems that dominated trade, the invading force would be considered raging a-holes to stop the trade and likely to lose the hearts and minds battle, so they would just come into possession of a functioning economic unit, essentially in some way 'freeing' systems so that the systems may not want to come back under thier former governments control at the cessation of hostilities. Then from the missile/whatever fixed defenses side, one could run commando raids to drop marines to demo installations, which could be a very cool merc adventure. So the subject is great, it just has the tendancy to go down the rabbit hole.
 
Some years ago I studied how to adapt the FFW for a multiplayer blind PBM game (I abandoned the project). I don’t find right now the notes I made, but I can outline how I studied to manage the Operational part (in this case the spaceside part). You will see it required quite bookkeeping (one of the many reasons the game was never played)…

For space side, I guess most systems would need to be more detailed (at least, one zone for each GG, Planetoid belt, main planet, each colony and a generic zone for dispersed/hiding (in truth, avoiding combat). Then relative distances (e.g. in AU), and probably shorter "rounds" in each turn for in system movement, depending on squadron accelerations, to allow different task forces to engage. Also squadrons should be detailed for acceleration as well as jump (e.g. a scout squadron should be 0-6-6/2(2), the parenthesis number being acceleration capability.

Example: Sol system would have main planet at 1 AU, Mars (colony) at 2 AU (for simplicity sake, I know it's 1.5 AU), PB (also colony) at 3 AU, GG at 5, 10, 20 and 30 AU. (Mercury and Venus are ignored as inconsequential to strategic purposes). Of course we’ll need a similar description of each system…

If we divide the turn (one week) in 1 day rounds, a 1 G ship may travel about 0.5 AU on first round, about 2 AU in 2 rounds, and about 4 AU in 3 rounds. This should also take into account the mid-way turning and decelerating. To ease the rules, we could assume in each round a squadron could move about 1 AU per G acceleration, and to jump to a system it must specify where in the system each squadron jumps. On the following turn squadrons could refuel (if they need a full turn for it), move in system, or jump again.

Movement in system could be from relative distances, at 1 AU per G acceleration per round, or 1 week (either micro jump or more continuous acceleration). So a 1 G ship going from Earth to Mars could do it in one turn, as from Mars to PB. To go from PB to Jupiter (first GG) it would need 2 rounds, and from Uranus to Neptune (3rd to 4th GG) 1 full turn. A 2 G ship should halve those distances (except, of course, Uranus to Neptune that would be 5 rounds). If enemy units meet at the same zone, they can engage (higher G choice, unless lower G can jump away) or move away (if higher G or jump capable and fueled).

The dispersed/hiding zone would be for units avoiding combat, and they could be attacked with a malus to combat table (as hiding SDB in FFW). They could assemble at any zone in one turn (if you order to assemble in turn 5, they will be assembled in the ordered zone at the beginning of turn 6.
 
This is one of the areas that I find weakest in sci-fi games. I've played strategic games and tactical games, but not found anything really acceptable at the operational level for space combat. I've probably spent more time & effort trying to homebrew what happens in or around a star system than anything else in SF gaming.

Fleet A jumps in, where is the enemy? how do they find them? How long does it take, and what options are there?

Imperial Starfire, from Task Force Games in the late '80s, was the last ruleset that I've encountered that tried to deal with this, and it wasn't that playable.
 
Imperial Starfire, from Task Force Games in the late '80s, was the last ruleset that I've encountered that tried to deal with this, and it wasn't that playable.

ISF's perfectly playable - provided one has 2-3 conference tables and a weekend for each system-battle. Truth be told, ISF works quite well, within the bounds of its limits - namely, constant speed drives and very constrained entry/exit from the map. Plus, space to set up the system map, more space for the interception map, and 1-3 tactical maps.

Doing similar for Traveller, with its much slower travel regimes, makes the system map unplayably large.
 
Doing similar for Traveller, with its much slower travel regimes, makes the system map unplayably large.

Well, the magic of ISF is that it has different maps for different scales of both time and space. On one map each hex is X Km big and each turn is Y minutes/hours/days. As ships close you "zoom in" to a higher resolution with faster turns, etc.

I think it has a system map, which (in theory) mapped the entire system, then when the ships closed to the same hex on that map, they went to the Interception map (each system map hex was one interception map large). Then when they joined hexes on that map, they went tactical. There's also detection rules in play (at the system level it's basically blob ship(s) approaching other blob of ship(s)), as the close the resolution gets better (perhaps we learn that there's 10 ships in the blob when we get to the Interception map).

You could do that with Traveller, and you don't even need constant acceleration, but you would have to map the velocity changes appropriately to the scale at hand. For example, the ships accelerating at 1G for X hours may not be enough to manifest a "hexes per turn" difference at the current scale, but that acceleration can carry over to the next turn where they could keep accelerating to get that extra "hex per turn" velocity. Obviously there's book keeping in involved in that case. It also make maneuver more coarse than perhaps one would like.

But at the expanses of space that you're modeling, much of that is really moot anyway.
 
The problem with your maneuvering for advantage point is that in HG (as in space, really) is that there isn't anything to maneuver around for tactical advantage unless the rules for combat with HG are completely rewritten. And an operational-level game wouldn't have that feature in any case.

Operational level means something with a divisional scale. Maybe even larger depending on the subject, and at that level the tactical nuances of operations within the system are not going to be replicated.

As I pointed out, at that level you would have basically two areas of operation within the system: the system's strategic point(s) and the world most important to take and hold. The system's points will be the gas giant for the most part, and maybe the jump point limit if you wanted to make that a separate area. The world would realistically only be the main one since once you held at least those three strategic areas any enemy operations on the fleet level are only going to be small scouting ops that don't need to refuel to jump out after the jump in.

Because these strategic objectives will be the main points of conflict at operational scales that is why I said the battles will be one of 'agreement' since everyone will know where they will eventually have to be fought.

Your Solomon Islands example could still be part of it but you have to scale the thing up to the squadron/divisional level with strategic maneuvering to get to the operational level. FFW and Imperium are operational level. A quick look at the maps and units tells you what I'm talking about.

Hi,

With regards to maneuvering, consider this, would there be an advantage to approaching from 3 fronts as opposed to the one typically assumed by games like High Guard, May Day or whatever? In this respect maneuvering for advantage may have some benefits. Additionally, also consider that a fleet will likely require support and/or have a "backfield" where support units are kept away from harm. Here also there could be some benefit to pre-contact maneuvering, especially if it gives you a chance to disrupt your enemies "backfield". These may well be the type of stuff that could be addressed in an operational level game but which may not be addressed in a tactical level game like High Guard, May Day or the like.

As for operational level scale, games like "Task Force' or "Battle Stations" may be good examples of "operational level" modern naval games and may help give a good idea of the type of stuff that a futuristic sci-fi operational space combat game could also address. ( http://www.boardgamegeek.com/boardgame/7020/battle-stations http://www.boardgamegeek.com/boardgame/5488/task-force ).

As for points of interest in a solar system, for our Solar System there may actually be up to 4 gas giants, Earth itself, plus any possible outposts, shipyards, and any mining or manufacturing facilities. As such, this is a fair amount of territory on its own to protect. In addition to this, just consider our Solar System out to Earth's orbit. If I did the math right that's a volume of about 1.4 e24 cubic km. To assume that two forces within that same volume "must" meet and battle doesn't necessarily seem likely to me.

Overall, I recently came across a document on the internet relating the designer's notes from the game Brilliant Lances which kind of struck a chord with me with respect to Traveller related war games. ( http://www.grognard.com/info/brillanc.txt ). One thing in particular in that document stands out to me, where the author notes that;

"Open-Ended System: Another aspect of the PC-centered concept is the fact that Brilliant Lances is intended as an open-ended system. It was designed from the bottom up to present a number of capabilities that the players learn to use to their best advantage, rather than from the top down, where decisions were made in advance about what tactics or equipment work best, with the rules written to reflect those preconceptions.

There is no right way to fight a space battle. Instead, Brilliant Lances players will learn to use certain equipment or tactics to counter a certain
enemy, and will learn to build and deploy their own ships accordingly. Unlike a top-down design which has a certain "right way" to win embedded in the rules, Brilliant Lances will be driven to a large extent by how the players interact with the system, and the solutions and standard procedures that they develop. The dominant tactics and weapons will not be dictated by the designers' opinions or assumptions. They will be discovered and developed by the players, in their own games and in tournament play."


To me, there's a number of things defined in Traveller that dictate what can happen in Traveller. While in some rulesets there is some contradiction in basic concepts (such as whether maneuver drives require maneuver mass, etc) to me it kind of seems important that any rules for any wargame using a Traveller setting should probably try and allow the players to make use of what the base "concepts' of Traveller allows them to do, rather than constraining them to built in "assumptions" on how they will probably do things.

As such, I think I would very muchly lean more toward using a system like Brilliant Lances or Battle Rider rather than High guard to try and resolve combat, since they don't necessarily constrain the players into a situation where;

Fleet A and fleet B square off side by side, exchanging blows all at the same general range, with that range potentially changing from turn to turn but only en masse, with no smaller groups breaking off, etc into smaller mutually supporting encounters.

To me, if Traveller allows for high-G ship's to reach a high speed and also allows for opponents to jump into system at almost any location (outside the 100D limit) then why not allow a player to try and jump in at a semi-far distance from your target, form up (without having to worry about your enemy interfering due to the distance between where you jumped in and where he likely is, due to the position of the key areas he would likely be protecting, etc) and then maybe playing around with either making high-speed runs onto your target or sending groups in from different directions and/or making feints, or end sweeps etc.

Because of stuff like this I fear that games like Fifth Frontier War, Invasion Earth, and High Guard may be too "top down" in their approach (assuming that battles must happen in a certain way and/or that opposing forces in the same massive area of space will almost invariably have to fight etc). On the other hand I think I'd maybe prefer using a system where you have an "operational" game that allows you to set up "whether" opposing forces encounter each other and what the overall "tactical setup" will be for any ensuing battle.

Regards

PF
 
To me, if Traveller allows for high-G ship's to reach a high speed and also allows for opponents to jump into system at almost any location (outside the 100D limit) then why not allow a player to try and jump in at a semi-far distance from your target, form up (without having to worry about your enemy interfering due to the distance between where you jumped in and where he likely is, due to the position of the key areas he would likely be protecting, etc) and then maybe playing around with either making high-speed runs onto your target or sending groups in from different directions and/or making feints, or end sweeps etc.

The problem is you have conflicting world views going on.

One, is you have the "reality" of the situation as manifested in the rule sets, notably the tactical game but also the other aspects like ship construction, economics, etc.

Then you have the other, potentially conflicting, "reality" of canon and "how it's done".

Many discussions center around "well here's what we know based on rules, but here's what we know based on canon. There may not be a specific rule for XYZ, but we see it here in canon, so it must/must not be so, regardless of what the rules say." The threads on Drop Tanks are legion in this regard, as well as the ones on Jump Drives.

Finally, you also have events like FFW and TCS which represent not just rule sets in play, but national doctrine and "the way it should be" as envisioned by the game designers and authors.

The ever popular "Battle Rider" debates about whether they're really any good or not is another fine example of this clash.

The point mentioned in the BL article about "Open Ended" is that they weren't going to pre-suppose doctrine or even tactics. They said "Here's a ship, here's how lasers and guns work, here's acceleration, here's sensors, and off you go." From this you can develop your own tactics.

If it was played enough we'd learn gaps in imbalances in the rules (referring to Starfire, Starfire v3 is pretty well known to favor missiles heavily, as an example). We'd find the sweet spots of bang/buck (the infamous 19999 ton HG ships).

But we don't have enough rules or clarity to work out the operational problem from a tactics level, things like jump behavior to tell us whether we should jump in system far from a target or not. Deeper problems tied to economics, politics and crew performance that influence over arching doctrine is pretty much completely absent. The Soviet Union fights differently than the NATO allies for a reason, even though they both use hardened, tracked vehicles with guns.

We will likely never get enough depth in a ruleset to see organic doctrines emerge between, say, Imperial, Zho, and Aslan fleets. Any real doctrine differences would likely be "hard coded" into the ruleset. The "Assault" series of games from GDW did this, since they were actually games of Command and Control, with guns and tanks being secondary. But if it was just guns and tanks, the Soviets would fight much like the Americans.

But all this comes back down to early on in T5, I made a plea that the Powers that Be decided and document the combat system first thing, and then from there work on the ship building system, because these two factors manifest in their most pure form, the physical rules to the universe. You can't go top down on this, you can't force tactics or doctrine from above and manifest it in to a combat system.

You can influence the combat system to taste, for example the differences between the Klingon and Federation ships in Star Fleet Battles. They fight very differently based on their weapon systems and ship design. Those were conscious choices by the game designers to give the races a particular feel and technique of play. But SFB has nothing to do with physics, so they could make stuff up as they wish to suit the racial views. Traveller can't really do that, as physics tends to be a harsh mistress to tie your future too.

So, it would be nice to see the higher level concepts that affect operations, the more strategic operations (jump, refueling, fleet maintenance, cargo transfers, etc.) be nailed down, and then operational rules (at least at a system invasion level, not a planetary invasion level) will basically write themselves. Then we'll see how viable deep system assembly and fast sweeps and flybys, among other things, really are as a technique.
 
Another thing to keep in mind is that throughout history various technology and tactics have been possible but for whatever reasons, i.e. cultural, political, economic, etc, the "Best Possible Choice" wasn't used. As gamers we have the tendency to want to create game stats for everything such as different kinds of melee weapons and personal armour to the best kind of SciFi Star Drives and Advanced Energy Weapons when the reality of the past and present shows us that "Best Performance/Damage/Usage/Combo" of any technology isn't very often what is(or was) actually used. Most times it is far from "The Best" that is used. So, basing a fictional culture/nation's military on "Best Performance" of anything available to them is actually counter to a setting's verisimilitude.
 
Another thing to keep in mind is that throughout history various technology and tactics have been possible but for whatever reasons, i.e. cultural, political, economic, etc, the "Best Possible Choice" wasn't used.

A good real world example of this was in WW2. Neither Bomber Command nor the 8th A.F. concentrated on bombing Germany's electrical power generation plants. That action if carried out would have crippled their armament industry MUCH more effectively than bombing the manufacturing facilities. But, a strategic mistake was made and it wasn't done.
 
Hi,

I think that you may also need to consider how not constraining yourself has also crept into real world events too though. For instance, its my understanding that Lord Nelson's alternate tactics were a big issue in the Battle of Trafalgar. Similarly, the attempted use of submersible vessels by the Colonial forces during the War of Independence as well as the Rebellious South during the US Civil war are also examples of trying to employ alternate tactics to offset a possible disadvantage and attempting to try and gain an advantage over your opponent.

Similarly, the UK's use of tanks during the 1st World War and maybe even the German "Blitzkrieg' tactics used early in WWII, and the Japanese Kamikazi attacks later in WWII may also be cited as examples of combatants trying to introduce new approaches to gain some form of "advantage" over your adversaries.

I'm not convinced that eliminating the potential for the use of any similar such tactics or alternate approaches to trying to gain an advantage in battle would necessarily be a good idea to 'hardwire" into an operational level game.

I'm not saying that maybe some limits might not be useful on what people can do in a game (such as maybe saying that there is an interstellar agreement limiting the use of weapons of mass destruction etc) but I am more or less trying to say something along the lines that "at the start of a battle there is no reason for the speeds of the approaching ships to be limited to no more than the maximum number of hexes that the slowest ship in your fleet can move using one turn's worth of acceleration" as is specified in some games (I believe Brilliant Lances and Battle Rider for example) or that all vessels on each side must be assumed to move en masse more or less together so that all ships are considered to be within the same general range band for a given turn (which seems to be implicit in High Guard).

In general then, if a player wishes to try and keep certain ships further back from the enemy in a battle while moving other of his ships closer to the enemy, I don't see why he shouldn't be allowed to do so. And if a player has some ships near the Sun's 100D limit but on the far side of the Sun from Earth's current location, while the other player has his ships in orbit around Earth, I don't see why we should have to assume that they will battle each other if the one side decides that it doesn't really want to engage the other.
 
Hi,

I think that you may also need to consider how not constraining yourself has also crept into real world events too though. For instance, its my understanding that Lord Nelson's alternate tactics were a big issue in the Battle of Trafalgar. Similarly, the attempted use of submersible vessels by the Colonial forces during the War of Independence as well as the Rebellious South during the US Civil war are also examples of trying to employ alternate tactics to offset a possible disadvantage and attempting to try and gain an advantage over your opponent.

Similarly, the UK's use of tanks during the 1st World War and maybe even the German "Blitzkrieg' tactics used early in WWII, and the Japanese Kamikazi attacks later in WWII may also be cited as examples of combatants trying to introduce new approaches to gain some form of "advantage" over your adversaries.

I'm not convinced that eliminating the potential for the use of any similar such tactics or alternate approaches to trying to gain an advantage in battle would necessarily be a good idea to 'hardwire" into an operational level game.

I'm not saying that maybe some limits might not be useful on what people can do in a game (such as maybe saying that there is an interstellar agreement limiting the use of weapons of mass destruction etc) but I am more or less trying to say something along the lines that "at the start of a battle there is no reason for the speeds of the approaching ships to be limited to no more than the maximum number of hexes that the slowest ship in your fleet can move using one turn's worth of acceleration" as is specified in some games (I believe Brilliant Lances and Battle Rider for example) or that all vessels on each side must be assumed to move en masse more or less together so that all ships are considered to be within the same general range band for a given turn (which seems to be implicit in High Guard).

In general then, if a player wishes to try and keep certain ships further back from the enemy in a battle while moving other of his ships closer to the enemy, I don't see why he shouldn't be allowed to do so. And if a player has some ships near the Sun's 100D limit but on the far side of the Sun from Earth's current location, while the other player has his ships in orbit around Earth, I don't see why we should have to assume that they will battle each other if the one side decides that it doesn't really want to engage the other.

The Japanese Kamikaze tactics were actually a valid attempt at overcoming what was basically an intolerable tactical situation. The loss rates of Japanese air attacks on US Naval Forces by late 1944 were approaching 90%. Their accuracy rate for daylight attacks was on the order of 8%. They lacked the time and fuel to adequately train their pilots in standard attack tactics. With pilots and planes that had a very low likelihood of surviving more than one air strike, going to Kamikaze attacks, where the hitting rate was 30%. Basically, if you are going to die anyway, you might as well do some damage in so doing. Their limited number of highly qualified pilots were specifically forbidden to use a suicide attack. The effects on US morale of the Kamikaze attacks were quite pronounced. The one mistake that they made at Okinawa, that of going after the main fleet units, they had figured out and if Japan had been invaded, their primary targets were going to be the transport carrying the attacking troops.
 
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