It’s interesting how critical it is to get the technology right before the discussion can move, when it comes to “naval” (Hammer) warfare. That’s not the case for planetside (Anvil) operations. Terrain doesn’t change, human nature doesn’t change, and those are by far the two biggest forces in ground combat – but combat in media where human beings aren’t evolved to live (the air, the sea, space) depends on technology to happen at all, and is therefore massively shaped by the technology available.
I’m seeing space, from the point of view of Hammer operations, divided into at least three concentric spheres:
Deep Space
Gravitational influences and dust presence are negligible. HEx drive is unimpeded. Ships can disengage at will, so combat is impossible without either
(1) willingness on both sides,
(2) a very clever ambush – probably involving Dark Ships or treachery by “friendly” ships lying alongside – that Nails the enemy’s distortion drives before they can react, or
(3) sabotage by agents with access to the enemy’s distortion drives.
Maneuver in deep space is about posing threats – real or feinted – and is constrained only by logistics.
Note that since dust appears to be a bigger problem than gravity, Deep Space comes quite close to any given planet from the North and South, i.e. “above” and “below” the solar system’s accretion disk.
Near Space
(possibly subdivided into “Open” and “Near”)
Gravity is still slight, but dust is significant, to the level that HEx drives cannot engage – but SEx and Q-Beams can. This is the area where fleet engagements can actually occur, because each side has to maneuver a significant distance before it can engage HEx to escape, and the weapons available have a long enough range to catch ships fleeing at such speeds and distances. A main objective of such battles is to limit the enemy’s ability to maneuver, either by “dismasting” enemy ships with Nail hits or by blocking their escape route to Deep Space. Depending on how brutal Q-beams are, combat could be a matter of instant annihilation for the loser, or dismasted ships could drift serenely in the knowledge that the winning side’s salvage crews will be along shortly and that skilled crewmen are always in short supply and worth saving, no matter whose side they started out on (viz. the Press Ganged optional lifepath).
Near Space is entirely confined to the accretion disk of solar systems (or to rare interstellar phenomena such as dust clouds, viz the Beserker story “Stone Place”). Morever, if you’re far from a planet but still within the accretion disk, the logical thing to do is go “up” (or “down”) out of the disk, go into Deep Space, and zip along at HEx until you get close to your destination, then “drop down” (or “pop up”) back into the dust again. So as a practical matter, Near Space only exists in the vicinity of a given planet that has strategic significance, as a point of resupply for Hammer (i.e. gas giants for fuel, staryards, space stations) or as an objective of the war (i.e. inhabited worlds).
How far out from these points Near Space actually extends is a critical question. If the range of Q-Beams is equal to or greater than the distance from the dust cloud at which HEx fails, then any fleet engagement will always occur in range of a planetary fotress (if one exists). If HEx fails, and ships must engage SEx (errr), far enough from a planet that Q-beams on that planet can’t hit them, there is such a thing as “Open Space” where fleet engagements occur outside the range of “shore batteries,” even in fortified systems.
Tight Space
(possibly subdivided into “Tight” and “Atmosphere”)
Gravity and dust effects are so intense that distortion drives don’t work at all; nor do weapons that rely on distortion effects, like Q-Beams or torpedoes. Ships must fight using relatively short-range weapons like fusor cannon. What’s more, ships must maneuver using conventional thrust or – assuming there’s enough gravity to work with – using grav/pressor technology, which radically limits their speed and agility. Maneuver is clumsy, weapons are short-ranged, and combat is a brutal close-quarters grapple in which the losers spiral down to burn up in atmosphere instead of drifting demurely awaiting rescue.
Again, the distance at which distortion fails is critical: Is “Tight Space” so tight that these conditions only apply in the upper atmosphere, or does it extend significantly beyond the atmosphere? Specifically, is there a radius from a planet at which distortion fails but Q-beams still work, because if there is, that’s a zone of death for Hammer assets approaching a planetary fortress: They can’t fire their Q-beams into atmosphere, they can’t maneuver worth a damn without distortion, but Q-beams on the planet can hit them.
Three crucial questions we still need to answer:
How far out do the dust clouds go? Specifically, how far “above” and “below” a solar system’s plane of rotation is the dust thick enough to impede HEx, and how far out from a planet is the dust (and gravity) thick enough to impede SEx and Q-beams? I’m not interested in figures in kilometers so much as figures in terms of travel time at the speeds possible in such environments.
How long and far can a Hammer starship go before it needs resupply? And what is the different threshold before needing resupply of what level: gas giant to skim for fuel vs. friendly planet to get spare parts vs. spacedock.
Can you see a ship coming at HEx (i.e. at effectively faster-than-light speeds)? If so, how, and from how far away, and what degree of effective warning does that provide?