Before this topic gets too tangled, realize that there are some
rules changes between CT/MT and TNE that can affect the tactics.
In TNE, meson-gun artillery can easily hit orbiting ships, and
ground-based PD batteries can theoretically hit ships nearly out
to the jump point (4.3 light-seconds from a size-8 world). In
1977 CT, ranges were minimal, and in MT extreme range starts at
about five-sixths of a light-second.
For instance, at 1.2 light-seconds, Luna is at extreme range for
all Earth-based weapons in MT, while in TNE it is at medium range
for the standard tech-15 150 MJ laser turret.
In TCS, massive missile/repulsor/damper batteries can make more
sense than the same money on meson-guns, since even the little
mesons are fairly expensive (I don't know about Striker). Of
course, that assumes you aren't using the standard planetary
capture rules, but I know few TCS players satisfied with them.
In TNE, you can build little ones, but heavy-duty meson screens
are fairly cheap and don't need much power. Then again, you
can up the discharge energy on a short gun. Whether or not
missiles need maneuver fuel can affect the energy weapon/missile
balance. The big advantage of a deep-site is that it can hurt
a big ship coming in, has a tremendous armor value, and even
can be meson-screened. But MT neutrino sensors can ruin your
day. (Ask the inventors of the "meson-gun-submarine".) So
in a sense, it depends on which rules you plan to use.
Steve Bonneville
[email removed]