deinol,
@deinol@dice.camp avatar

Thinking about fleet warfare in the Traveller universe again. An admiral wants to be certain they can defeat any defenses in a system they attack. A defending fleet is all fueled up and can choose to jump away if an overwhelming force jumps in. The attacking fleet takes at least a week to refuel and jump away, so unless they can fend off the attacker and secure fuel, they are stuck.

peterdrake,
@peterdrake@qoto.org avatar

@deinol Is there a (presumably more modern) game that captures this kind of fleet maneuvering question without fiddling with CRT cross-referencing?

peterdrake,
@peterdrake@qoto.org avatar

@deinol I'm having trouble parsing that last sentence. Who does each "they" refer to? I don't understand why either side is "stuck".

deinol,
@deinol@dice.camp avatar

@peterdrake the attacking fleet. The attacker uses up their jump fuel jumping into a system. Traveller ships usually only carry the fuel for one jump of max jump size. So the attacker needs to take control of a fuel source before being able to jump. Which means defeating or at least forcing away the defensive fleet.

Although if a fleet only jumps half their max range they could jump away if things go poorly. Although a full fleet might have some ships with a shorter range than others.

peterdrake,
@peterdrake@qoto.org avatar

@deinol Okay, that makes sense.

In the original post, is "unless they can fend off the attacker" there supposed to be "unless they can drive off the defender"?

deinol,
@deinol@dice.camp avatar

@peterdrake yeah, that’s how it should have been. I see I should have reread my original post before submitting.

RogerBW,
@RogerBW@emacs.ch avatar

@deinol Unless the attack is crossing half jump range or less, in which case attacker can jump away at once.

deinol,
@deinol@dice.camp avatar

@RogerBW true, a cautious admiral jumps 1 at a time.

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