So I was doing a lot of thinking about ranges and turn times in space combat…

I was thinking for somewhat realistic system might use a 5,000 km hex and 12 min turns (I *think* I did my math correctly).

That would mean, that the Earth is about 2.5 hexes across (call it 3 with atmo), and  geosynchronous orbit would be about 6 hexes. The moon would be about 48 hexes away.

Most (realistic) weapons would have very short ranges. Railguns probally would have almost no chance of hitting after a hex or two. Lasers would be limited by their focal arrays, but be super accurate. PA’s would probably be the workhorse weapons, with reasonable range and punch.

What does the braintrust think?

On Jun 9, 2020, at 1:44 PM, xxxxxx@gmail.com wrote:

Realistic space combat ranges in settings without magic power or reactionless drives and no inertia or momentum will tend to be short. 

But given the dynamics of acceleration and vectors in meeting engagements, it can really make for low odds passes or it requires the two combatants to want to get close. If your reach (with accuracy) is low, then your odds of actually engaging effectively is a lot lower.