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The Rebellion

Follow my link regarding The Campaign for North Africa.

That game takes an estimated fifty days to complete with 8 to 10 players on a side. That's "fun" in the same manner using a cheese grater on your inner thighs is "fun".

Let's see, my current D&D adventure (running the hardcover of Out of the Abyss) has been running 29 sessions, and the campaign (such as it is) 50 sessions, with 7 players. It's the same kind and level of commitment.

I know one fellow who hosted an F&E campaign that played every battle out in SFB... took them about 3 years to make it through Y175 (the war was essentially playing in half-time... it starts in about Y168...)
 
To simplify this monstrosity (moving away from a FFW type game):
A.Up the scale - you go to subsector level and your map is reduced to give or take 31x16 (496 yea not exact, sue me) subsectors/hexes/map spaces + for the additional Aslan/Solomani/Vargr sectors if your game is to include them. The Rebellion did not have the Zhos or Hivers much involved so make them impassable subsectors. Same with Gateway and the Kkree to Trailing.

B.Remove/reduce the fog of war - it was mentioned to make the turns 2 years. Sounds about right. Make rules on fleets moving slowly (zones of control and all that stuff) to explain why a faction can see the rest of the board (J6 couriers, TAS news, whatever), but cannot move combat fleets just anywhere.
 
Vland and Daibei could be shared victory with each other - just by continuing to exist.. Getting readmitted to a stable imperium as an autonomous zone would be equally a win for them.

Note that Economically, tho', Vland effectively loses if its 3 biggies (Sharushid, Makidhadrun, Nasiraaka) lose access to imperial markets.

Not only Vland and Daibei. See that in my Rebellion game suggestion victory conditions this is specified:

At any point, several players may declare joint victory if they fulfill the conditions, unless among them there’s more than one of Lucan, Dulinor and Margaret or Strephon (those latter two may be in the winning alliance, as I believe they could came to terms if among them they controlled the Imperium).

For the Solomani to be part of the wining alliance, he must control at least all the Solomani Sphere subsectors.
 
I see a "Rebellion" game as more like a Traveller version of "Diplomacy". Several factions, ordering simultaneous moves into 'occupied' and 'unoccupied' sectors, with a limited number of units to move. You could adjust the classic "Diplomacy" units of 'armies' and 'fleets' to give more of a Traveller feel, and perhaps give each faction some special power to employ every now and them.

With such a system, you could keep your scale at the sector level. Focus on the dealing and backstabbing, not the terrain or technology.
 
Some thoughts about a multi-player Rebellion game:

  • It's not a 4X design - There's no Exploration or Expansion into undeveloped regions. Exploitation will be hard because conquest by force will often destroy the very "sinews of war" you hope to seize. As for Extermination, how many of the Rebellion's factions were actually destroyed prior to Virus being released? Even the Real/real Strephon, who had basically given up, still controlled some territory when Virus arrived. Reducing another faction to irrelevance will occur well before they're exterminated, so no one will waste the resources necessary for extermination.
  • Resources dwindle over time - Resources, revenues, and force levels are at their highest when the game begins and then trail off just as occurred "historically". The strain of multi-front wars damages economies, regions acquired by military conquest are heavily damaged by that fighting, and large numbers of fleets take years if not decades to build. This isn't Risk. Region and the revenues they produce rarely pass bloodlessly and without damage between owners.
  • Lucan isn't a player faction - Instead, Lucan is the game system all the players are competing against. With Lucan "controlled" by the game, no one can truly ally with him just as occurred in the "historical" Rebellion. With Lucan "controlled" by the game, his offensives, ceasefires, and diplomatic/trade efforts are just as haphazard and irrational as they were in "history". Most importantly, with Lucan "controlled" by the game, no player will control Virus.
  • Virus isn't a given - With Virus controlled by the system, it's existence can be uncertain. In "history", none of the factions knew what Virus would do even if they knoew about Virus in the first place. That meant they acted without the fear such a slate-wiper would bring. If Virus is known to exist in the game or if Lucan was a player faction, no one will pressure Lucan too much lest he release it and ensure everyone loses. If Virus remains only a possibility, players will take calculated chances vis-a-vis the game-controlled Lucan faction.
  • Strephon isn't a faction - Whether he is Real or real, Strephon isn't player faction. He's too small along with being "between" two of the bigger player factions and the game system. Instead, Strephon is an "event" card. He and his initial region become part of the game when some player holds the proper card and see an advantage in playing it. Offensives by Strephon are then triggered and directed by additional card play.
  • The Marches - Have no presence in the game beyond, perhaps, an Arrival Vengeance event card which confers some sort of benefit and/or penalty.
  • Vargr - They can be modeled by both requirements and event cards. Vland, for example, must maintain certain force levels along her spinward, coreward, and trailing borders or else risk penalties. A player could use a Lishun Invasion card to divert one of Lucan's offensives into that sector against the Vargr and away from themselves.
  • Aslan - While the Yerlyaruiwo Clan reportedly sent assassins after Dulinor until Virus ended interstellar travel, those assassins never seem to have been anything to worry about. Perhaps the Aslan should be limited to a one-time event card which forces the Dulinor player to expend resources modeling narrowly averted assassination attempt and subsequent disorder?

Just mulling things over in a very general way.
 
You need to represent thousands of ships. The fleets assembled by Lucan and Dulinor are enormous. The battles are poorly detailed so it would require inventing battles. You'll need to operate on the Grand Fleet level.

Some of the described actions are purely nuts (Dulinor attacks Fornast, for example). I went through for MTU and stripped them down to 3 adversaries each (except Lucan).
Also, war expansion probably would've occured to include. Aslan are not going to kick back and watch the Solomani take everything.
 
What if you used a full map of the Third Imperium as the game board? It's a poster map but every system is plotted, see the map on the MT Referee's Screen. Not that the game automatically bothers with the hexes but it'd be cool. Let's make subsectors the main movement unit.

I'm thinking each subsector generates a number of production units per turn which in turn are traded in for fleets. When attacking with battle fleets, damage is applied to the production units. Mercantile fleets allow production units to be shipped. So we have production unit ratings for each subsector (these could be generated statistically from actual UPP data) and fleet counters. We could code these for the tech level. So a subsector might have one TL 15 production unit and four TL 12 production units. Lower tech production units only function defensively.

The advantages of higher tech fleets would be in terms of movement rate and combat efficiency. Probably just compare 1d6 + TL for each battle fleet or the hex's native defenses. Fleets occupying an enemy subsector halt production for one turn and begin to harvest it on the next.

It might be interesting to use a screened personal map to plot moves but that may be more trouble than people want. It would make a nice option for online play.

So

Turn Sequence
I-Produce Fleets and Resources
Back Water Subsector 1 TL 13, 2 TL 11, Native Defense 9
Normal Subsector 1 TL 14, 2 TL 12, Native Defense 10
Capital Subsector 1 TL 15, 2 TL 13, Native Defense 11

II-Move
TL 11 - 1
TL 12 - 2
TL 13 - 3
TL 14 - 4
TL 15 - 5

III-Fight
Higher Tech Units Attack First
Attacking Fleet Selects Target Counter
Battle Fleets Escorting Mercantile Fleets Intercept Attackers
1d6 + TL vs 1d6 + TL
Loser is Destroyed
Tie Forces Attacker Back One Subsector
Must overcome Native Defense TL to Hold or Forced Back One Subsector

IV - Assess Outcomes
Return Unsupplied Battle Fleets to Subsectors that can support them.
Unsupplied Battle Fleets that are out of range are lost.
Check Faction Victory Conditions
Lucan must hold Core Sector
Dulinor must hold Core Sector
Strephon must hold Core or Illesh Sector
Margret must hold two sectors
Bzrk must hold two sectors
Solmani must hold Terra (Native Defense 15)
Aslan must hold two sectors
Deneb must drive maintain its borders against the Vargr and Aslan
Vargr must gather 100 production units to their capital.
Hivers must manipulate everyone else into a total collapse of human civilization.

Note that anything after Lucan, Strephon, Margaret, and Dulinor is optional and relatively inconsequential to the basic game.
 
As I'm thinking about it, the Imperium has thousands of subsectors, and each of them generating 3 counters per turn is probably overkill, even when fleets are so simple they could be color coded and have no numbers on the counter.

On the other hand I really like the idea of massive fleet actions across broad fronts.

Being that this is Traveller and there are Jump Drives the only way to achieve a zone of control is with depth of defense. That is to say that most of the time fleets should remain on their subsector. So let's assume a subsector has its fleets in defense unless they are activated and use the number of counters for a faction as a primary limitation on the number of fleet counters that can be activated at one time. If this change is implemented it would require a counter for subsectors who's fleets have been moved out.

Note that the requirement for a subsector to be able to support a fleet is essentially a stacking limit.

I think it's probably a good idea to cut the production values for a subsector to a single fleet of a single TL.

I think some personality counters would add some character to the game. They could have special abilities like restoring production capacity.

The factions should also have unique abilities.

Lastly, sabotage! If we add a resource trading mechanism, for stuff like, "If you move your fleets here, I'll give you six TL 14 Mercantile Fleets." There should be the possibility of sabotage counters in the mix which prevent production for one turn.
 
How does this look?

Megatraveller Rebellion

As the Imperium nears its twelve hundredth anniversary the Archduke Dulinor assassinates the Emperor Strephon and plunges humanity into a war of attrition. Megatraveller Rebellion is a strategic war game in which the players command the factions that vie for control of the Third Imperium in its final days.

The Factions
At the heart of the Third Imperium’s final war are four factions. Of these Lucan and Dulinor are suitable for a two player game, with Margaret and Strephon (isn’t he dead? maybe not!) Working well for a three or four player game. Other factions can be added for larger groups and more anarchic play. In any event, each faction has a domain which it controls at the beginning of the game, a victory condition, a personality, and a special advantage the other sides don’t have.

Lucan
Strephon’s heir is linked with a mysterious string of deaths which occurred after his uncle’s assassination. The Moot fled the night of long knives and has not been able to reassemble to determine the legitimacy of his claim. Lucan starts at Core but cannot move in the first turn as he is consolidating his grasp on the reins of power. His subsectors can still build fleets. Due to his scorched earth policies, Lucan can attack his own friendly subsectors and fleets. In order to win, Lucan must remain in control of Capital and eliminate all of his rivals.

Dulinor
Driven by disillusionment with the slow pace of change, Dulinor, the arch duke of Illesh assassinated Strephon and his heirs with his ceremonial revolver. Dulinor starts at Core with one TL15 fleet. Dulinor’s forces always move first in the first turn of the game. As he has been preparing for war for a long time. Dulinor begins the game with a full turn of production. In order to win, Dulinor must capture three moot member personalities and control Capital

Strephon
In the second year of the war a faction appeared that claimed that a clone of the emperor had been assassinated. While the other factions disdain this claim the domain of tk accepts him as the true emperor. Strephon sits out the first turn of the game and can be a good way to add a player. A fleet accompanying Strephon converts fleets it destroys into allied fleets. Only one fleet per turn can be convinced of the truth in this way. Strephon only wants one thing, to kill Lucan. He only wins when Lucan is dead. If Dulinor manages to hold Capital and gather his moot personalities he will still lose if Lucan is dead.

Margaret
The wife of Blaine Tukera, the wealthiest man in the imperium is of noble blood and sees herself as a credible and reasonable candidate for empress. Her domain begins with a mercantile fleet in every subsector under her control. Margaret’s faction has three moot member personalities who have already declared her empress. If Strephon, Dulinor, and Lucan all die, she wins.

The Map
The map shows the Third Imperium and its Neighbours. The space is divided into domains, sectors, and subsectors. Due to the distance from the galactic core the sectors are essentially rectangular. Each faction holds a number of subsectors under its control at the start of the game. For the most basic factions the objective is to seize and hold core sector.

The Counters
Each counter bears the symbol of its faction and a Technology Level Rating that determines how far it can move and how powerful it is in combat. Battle Fleets are red. Mercantile Fleets are green. Resource Units are blue. Personalities are white and bear the image and name of the character.

Personalities
Personalities represent the movers and shakers of the Third Imperium. Along with the figurehead of the faction there are important admirals and nobles with special abilities they bring to the cause. If a personality counter is with a fleet that is destroyed they are killed or captured and removed from play. While they can travel around in personal yachts and thus move anywhere in their own domain each turn, personalities are often assigned to specific fleets where they can apply their special abilities to the fullest.

Moot Members
A number of unaligned personalities are placed and moved randomly each turn. If a player takes control of the subsector they are currently in they are captured or convinced and provide their vote to the faction that controls them.

Subsectors
Each subsector has a Technology Level which represents the quality of the fleets it can raise. Each turn each subsector can produce a single fleet or support two fleets of its Tech Level.

There are two types of fleet: Battle and Mercantile. Battle fleets are used to attack and defend and mercantile fleets are used to transfer production capacity in trade deals and to supply Battle Fleets. A Mercantile fleet must be of the same technology level as a battle fleet to supply it.

Sequence Of Play
Much of the activity in Megatraveller: Rebellion is played simultaneously. The events are broken into turns and phases. Each turn represents one year and each phase represents an aspect of the war effort.

Turn Sequence

I Generate Resources and Build Fleets
II Move Fleets
III Resolve Attacks
IV Withdraw

Dulinor moves first in turn one. After that the sequence is Strephon, Lucan, Dulinor, Margaret respectively.

The attacker choses targets and results are generated after which the defender can counter-attack with any unengaged fleets in the subsector.

Movement
The Tech Level of a fleet determines how far it can move each turn. Subtract ten from the fleet’s Tech Level to determine its movement rate. Because ships move by jump drive, the presence of enemy fleets does not impede movement. Space is vast and it is impossible to completely interdict a subsector. Fleets entering an enemy subsector are not required to attack, but can still be attacked by the defender if they don’t.

Supply
Battle fleets only carry enough provisions, men, and munitions for relatively close actions. Friendly subsectors can provide supplies from their production capacity or mercantile fleets can supply a battle fleet allowing it to remain in the field. As a fleet can only be supplied by a subsector of its own Tech Level, supply lines are vital to a faction’s success. One unit of production is capable of supporting two fleets.

Resource Units
Mercantile fleets can carry resource units representing goods and raw materials. These can be used to support a single fleet of any Tech Level. Resource units can be traded with other players. As a conquered population can’t be trusted to produce weapons they only produce resource units. A subsector that doesn’t produce a fleet can produce two resource units.

Sabotage
Some Resource Unit counters have “Sabotage” written on the bottom. These can be traded with other Resource Units. If one is used to support a fleet it cannot move for a whole turn.

Combat
A fleet can attack any other fleet that is in the same subsector as it. The attacker choses which fleets to target with their own. The attacker and the defender both roll 1d6 and add their Technology Level. The fleet with the lower total is destroyed. If the result is a tie, the attacking fleet must retreat to a subsector that is capable of supporting it. Once the attacker is finished, the defender may counter attack with any fleets they have left that have not been attacked.

Multiple Attackers
More than one fleet can attack a single target but there can never be more than one defender per attack. Each fleet rolls as usual but the defender’s roll stands against all the attackers. This gives a greater chance of destroying the target but risks losing more in the attempt.

Native Defence
Every subsector has its own defensive bases, system defense boats, sentinels, and monitors. As a result no system is truly undefended. In order to take control of a subsector the native defence Tech Level must be overcome in an attack.

Interception
Battle fleets that are escorting mercantile fleets or defending a subsector can intercept attacks aimed at their charges. This is simply declared by the defender before the dice are rolled. A friendly fleet is not required to intercept attacks against a subsector’s Native Defence.

Conquered Subsectors
Once a subsector’s Native Defence is overcome the attacker must keep a fleet stationed there. It need not be of the same Tech Level. On the following turns the subsector will produce one resource unit per turn.

Withdrawing
Unsupported fleets must withdraw to a friendly subsector that is capable of supporting them or be lost. This is a free move that happens after all the battles have been resolved.
 
These are all fine on their face, but I don't think any of them address the real issues with fleet combat in Traveller, and particularly the Rebellion.

The first is command and control. Simply, with command limited to speed of travel, far ranging and dispersed fleet actions are extraordinarily difficult to coordinate. Fleets become more raiders and skirmishers, limping back when exhausted. Just getting disparate units to mass to a particular point takes a lot of time. This works fine against fixed targets, but it can certainly slow down the tempo of the campaign when it takes weeks for orders to travel and months to gather the forces together.

Similarly, supply is difficult to manage. Again, the fleets will basically be wild raiders, "living off the land" as best they can, arriving in system with their supply chains, hoping to scavenge supplies. Since it's the imperium turning on itself, seizing ammunition depots are a primary objective early on.

Engaging the enemy can be spectacularly difficult. The only way to engage them is to make them defend something. It's very simple for a fleet to flee, and dive deeper behind the lines. The individual systems need to have their own security to deter a fleet, or at least delay them, as chasing a fleet around is quite complicated. When a fleet jumps out, the pursuer has no real way to know where they've gone to follow them. In theory it's limited to astrography, you can look at a map and guess to which star system they've jumped to. But dense sectors provide a wide variety of destinations, making the hunt very challenging. Fleets with carried fuel, the fleet can skip systems and bounce through empty space.

Attrition is the next problem. Combat is very lethal, and ships die quickly. Ships are extraordinarily expensive, not just in MCr but, more importantly, in time. Large ships take forever to build. One problem with the Imperium is that the fleets are very old, and very established. There's never been much evidence of how much turnover the fleet has with retiring old ships and adding new ones. So, it's not clear how many ships are "in the pipe" when the rebellion started. But anecdotally, it seemed the fleet did not have a large turnover, with line ships approaching 50+ years old. There may well be a large yard capacity, but its less clear how much of that capacity was being utilized to build line ships at the start of the war.

In the time that new construction can start floating out of the ship yards, several years, "historically", the powers have exhausted and burned through their fleets. Imagine starting a game where you first reinforcements start coming on turn 150, or even turn 40 if you're doing month turns, and you can visualize the mad dash to consolidate borders and how quickly the powers can stalemate. The problem wasn't so much the defenders, as it was that the powers couldn't afford the losses from offensive operations. Each power has an almost fixed set of resources that gets consumed very quickly.

Finally, we have almost no information about fixed planetary defenses. Beyond the concept of the "deep meson site", we don't have any information on how those are deployed, how many of them are deployed, doctrine in their use, how they are approached and destroyed. What of planets without DMS, are they limited to missile swarms (since most of the energy weapons are badly degraded by the atmosphere). Is a squadron or two of tiny SDBs the de facto system defense artifact?

So, my essential point is that I think a Traveller campaign would have a certain feel to it, and consideration should be made to capture that in your abstractions.
 
The only way to engage them is to make them defend something.

not difficult. any AF, AE, 9F, or 9E world with a shipyard will be primary targets. the spinward marches has five. there you go.

a Traveller campaign would have a certain feel to it, and consideration should be made to capture that in your abstractions.

as you point out, at least half a dozen unknowns would have to be invented on the spot before any feeling could be captured.
 
How does this look?

IMHO overly complex.

You didn't specify what span of time does a turn represent, and, seeing how I was criticized on this specific point, it may be a wise decision...

Again IMHO the movement is too diverse. While high TL fleets are higher jump than lower TL ones, in the full strategic scale it is unlike to have this effect, due to the C3I problems Wartung so well explains in his post.

I also feel that specific personalities are out of league in this kind of strategic game (maybe the faction leaders could be targets, but no more, and those will be very protected).

I'm afraid too your production rules will lead to overly large fleets, and players will become stronger as time passes, instead of attrition making them weaker.
 
The turn is one year as is stated under "sequence of play."

I scaled production back from three fleets to one. But it's still probably too much to manage.

I was concerned that it was too simple not too complex, I reduced fleet combat to 1d6 + TL after all, but that's not a major issue.

Options can scale a game either way. The personalities providing special abilities is mainly to give the game some character specific to the war in question. It would probably be best as an optional rule. But ideally they'd be a small ability to give flavor to the game. Similarly, it would let us put Illiek Kulligan and the rebel reporter in the game :D

For a year at a jump every two weeks, Jump 3 would allow 78 parsecs. The movement rates listed are well below that due to the requirements of command and control as well as supply lines. Similarly, it is specifically stated that subsectors are huge and you are under no obligation to attack an enemy fleet in your territory nor are they under obligation to attack you. But if they attack your native defenses they will face the full TL of the subsector and be open to you intercepting their attack.

I do like the idea of written orders but they tend to be the kiss of death for most games. Maybe cards or tiles with moves plotted on them? Too much for the number of counters already in play? Maybe just arrow counters that you flip over and move in that direction. But I think it might work best somewhat collaboratively. You leak a location they leak an affirmation, that kind of thing.

One other thing that I didn't do at two in the morning as I was madly typing my ideas is mention that resource counters are drawn from a blind cup and there is a 6:1 ratio of sabotage counters to ordinary ones.

What really is needed is a resource mechanic that allows fleets to be depleted. That's where the rough draft is really weak. I think you should probably start with fleets but need resources to replace them.
 
I'm afraid too your production rules will lead to overly large fleets, and players will become stronger as time passes, instead of attrition making them weaker.

why? if "Each turn each subsector can produce a single fleet or support two fleets of its Tech Level" then total fleets is capped at 32 per sector, and many of those fleets will not be front line capable. and combat losses will greatly affect how many fleets exist at any one time.
 
I scaled production back from three fleets to one. But it's still probably too much to manage.

you could limit "fleets" to "front line fleets" and assign subsectors a value of how much they contribute to a generic fleet. two or three subsectors that can build two fleets each, three or four that can build 1, the rest can contribute half or even 1/4 of a fleet or perhaps nothing at all.
 
These are all fine on their face, but I don't think any of them address the real issues with fleet combat in Traveller, and particularly the Rebellion.

See that most of what you say here would be very difficult to adress in a game, and even FFW has issues on them...

The first is command and control. Simply, with command limited to speed of travel, far ranging and dispersed fleet actions are extraordinarily difficult to coordinate. Fleets become more raiders and skirmishers, limping back when exhausted. Just getting disparate units to mass to a particular point takes a lot of time. This works fine against fixed targets, but it can certainly slow down the tempo of the campaign when it takes weeks for orders to travel and months to gather the forces together.

This will be scale dependent. On a game on a subsector scale, this will be a litle less than in one with system scale, as fleets are assumed bo have detachemnts across the subsector (and probably raiders/scouts in the adjacent ones) and low level skirmishing will be constant.

Similarly, supply is difficult to manage. Again, the fleets will basically be wild raiders, "living off the land" as best they can, arriving in system with their supply chains, hoping to scavenge supplies. Since it's the imperium turning on itself, seizing ammunition depots are a primary objective early on.

I agree the most critical supply (at least if combat is based on HG/MT) would be ammunition, and that means nuclear missiles. And it's likely the begin to be in short supply quite soon, as they are consumed in very large numbers in battle, and I guess they need also time to be produced (and, as you say, with a mobile front supply will be difficult). This will make beams very important quite soon, as they don't run out of ammo.

But this is for another game scale...

Engaging the enemy can be spectacularly difficult. The only way to engage them is to make them defend something. It's very simple for a fleet to flee, and dive deeper behind the lines. The individual systems need to have their own security to deter a fleet, or at least delay them, as chasing a fleet around is quite complicated. When a fleet jumps out, the pursuer has no real way to know where they've gone to follow them. In theory it's limited to astrography, you can look at a map and guess to which star system they've jumped to. But dense sectors provide a wide variety of destinations, making the hunt very challenging. Fleets with carried fuel, the fleet can skip systems and bounce through empty space.

Again this is less a problem in a subsector level scale, as it is assumed not to be a system's battle, but several engagements along the subsector.

Attrition is the next problem. Combat is very lethal, and ships die quickly. Ships are extraordinarily expensive, not just in MCr but, more importantly, in time. Large ships take forever to build. One problem with the Imperium is that the fleets are very old, and very established. There's never been much evidence of how much turnover the fleet has with retiring old ships and adding new ones. So, it's not clear how many ships are "in the pipe" when the rebellion started. But anecdotally, it seemed the fleet did not have a large turnover, with line ships approaching 50+ years old. There may well be a large yard capacity, but its less clear how much of that capacity was being utilized to build line ships at the start of the war.

In the time that new construction can start floating out of the ship yards, several years, "historically", the powers have exhausted and burned through their fleets. Imagine starting a game where you first reinforcements start coming on turn 150, or even turn 40 if you're doing month turns, and you can visualize the mad dash to consolidate borders and how quickly the powers can stalemate. The problem wasn't so much the defenders, as it was that the powers couldn't afford the losses from offensive operations. Each power has an almost fixed set of resources that gets consumed very quickly

Here is where i mostly disagree with you. If you base the game in HG/MT, mission killing is quite easy, but outright destroying a ship beyond repairs is not. Unlike wet navy, a crippled ship does not sink to the bottom of the sea to be irrecoverable, but will float in sapce to be claimed by the winer and, in most cases, quite easily repaired and reffited for winner's use (and more so as all sides use similar designs).

Sure, little new constructed ships will come until quite a time latter, but demothballed and repairs will make recieving more ships not such a uncommon event. My guess is that quite soon the problem will be more in trained crews than in ships themselves.

As said, all of this is by thinking on HG/MT combat paradigm...

Finally, we have almost no information about fixed planetary defenses. Beyond the concept of the "deep meson site", we don't have any information on how those are deployed, how many of them are deployed, doctrine in their use, how they are approached and destroyed. What of planets without DMS, are they limited to missile swarms (since most of the energy weapons are badly degraded by the atmosphere). Is a squadron or two of tiny SDBs the de facto system defense artifact?

At subsector scale, I feel it irrlevant. Subsector defense are a mix of subsector fleet, planetary fleets and fixed defenses, as occupying a subsector is a mix of space and gorund opperations across all of it.
 
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