Using the Mayday system of vector movement (having a "future location" and "past location" marker in addition to the main marker) works pretty well, but it would work much better using a hex map than using a tape measure. I should try to find a large-hex map of some sort for the space battles.
I've been putting ship stats on paper, since it seems that my printer won't do 3x5 cards, only 4x6. I've been putting them on a table, 8 per page. I think I want to put them on something bigger, just to have more room for recording battle damage. I might go back to 4x6 cards, or maybe 6 or 4 ships per sheet of paper and cutting them up, rather than 8.
I was trying to work in "Fleet Tactics" and "Ship Tactics" skills from High Guard, but I think it would be better to collapse them into a single "Space Tactics" skill.
Oh, the second battle I did do away with the vector movement for missiles. I just had missiles fired from short range impact the next turn, and from long range the turn after that. It worked just fine and was easier to manage--although I did have to keep a "missile impact sheet" to the side.
I've got some bigger hex boards from Starfleet Battles and Babylon 5 ship wargames I can share. Another option I've used for vector-based movement is using the lines on a page of graph paper.
ReplyDeleteWhat does Traveller have in the way of defensive weapons? Is there a "point defense laser" or "interceptor missile" system for shooting down incoming torpedoes (missiles)? Does Traveller have the concept of escorts designed just to screen and protect larger ships from incoming missile fire?
I like your ideas about surprise in ship-to-ship combat. Are there techniques we might use to avoid detection like "going dark" and just relying on passive sensors rather than active sensors?
http://en.wikipedia.org/wiki/Modern_naval_tactics
ReplyDeleteHere is a link on "wet navy" tactics. I particularly found the Falklands information salient since that was state of the art just around the time that Traveller was released.
There are three basic types of weapons: lasers, missiles and sand casters. Missiles are strictly offense, lasers (pulse or beam--or fusion/plasma guns or particle accelerators) can either be used for offense or for shooting down incoming missiles. Sandcasters throw out a cloud of reflective particles that give you some defense against laser fire, and some chance of detonating a missile early.
ReplyDeleteIn the version I have worked up, you could use small craft to shoot down incoming missiles, indeed.
I have it set up that you can use active or passive sensors, if you use active sensors, you are automatically detected by the enemy (you're shooting off beams of energy all around), but you have a better chance of detecting the enemy. If you use passive sensors, you might not be detected but you have a worse chance.
ReplyDeleteI stole that from MegaTraveller, but simplified the hardware side of the equation.