A fellow earlier in a related thread mentioned that Traveller wargaming should focus on the things that make Traveller distinctive. I know I'd heard that before, and the more I think about it, the more I realize that's the key to making a wargame a Traveller wargame. But I ask myself, and I ask you: what is distinctive about Traveller?
One key distinctive must be the jump drive.
But, surely jump isn't part of combat, thought I. But the recent spate of posts has shown that it is an integral part of combat. In fact the attacker has the initiative of deciding where to precipitate his ships, and the dice tell him when they show up at their appointed places. Jump masking plays its part, as does refueling, and showing up at the 100D "suicide line" (or safer destinations if that works better).
Now, the sort of game that starts with jump tactics is clearly operational.
One key distinctive must be the jump drive.
But, surely jump isn't part of combat, thought I. But the recent spate of posts has shown that it is an integral part of combat. In fact the attacker has the initiative of deciding where to precipitate his ships, and the dice tell him when they show up at their appointed places. Jump masking plays its part, as does refueling, and showing up at the 100D "suicide line" (or safer destinations if that works better).
Now, the sort of game that starts with jump tactics is clearly operational.