Sometimes it’s almost too easy for me to visualize a concept. Sometimes not.
Take a sheet of 10×10 graph paper. Draw a 60×60 box on it then grid it off every 10 squares.
Now, find the center of the grid. That’s where your star sits.
Write the letters A through F across the top of the grid, 1 letter per 10×10 block.
Write the numbers 1 through 6 down the left hand side of the grid, 1 number per 10×10 block.
Those are your basic grid coordinates. C5, for example, would be the 3rd column over and 5 rows down.
Each light hour grid block has 100 separate 6 light minute grid locations inside it. These are numbered 1-10 from left to right across and so on till the last grid square in the 100×100 block is number 100.
So, location C5-57 is the third column over, the fifth row down, and grid square 57 within the C5 block. That’s the location of whatever you’re trying to track.
Each small grid square represents a 6 light minute area of the system. Each 10×10 grid represents a light hour of space.
Your inner planets will be in the first 2 grid squares out from the center point. Distribute randomly.
Mars will also be in the 2nd grid square out from the center point. It’s classed as barely inhabitable, probably Class X, but since it’s so far out on the fringe of our system it’s still a Class Z.
Without special technology, you warp into a system anywhere at the edge of the map (though it’s most likely you’ll emerge at an edge somewhere along the line on the strategic map from the star you’re coming from to the star you’re going to). Defenders can set up anywhere (Note: They can also lay defenses down anywhere in the system).
That’s the essence of the tactical battle plot.
You plot your movements and fleet formations on the map over the course of 1 to 3-hour turns with standard 2nd Gen starship movement rates of 20%c (2 squares movement) or whatever your happens to be) Your enemy plots their actions, if any. One can, if one wishes, scale down to a 1-hour time frame and that’s the one I actually prefer, but the 3-hour time frame can be used until fleets converge on one another (just multiply movement rates by 3)
That’s basically it in a nutshell and on paper. For me, it’s just easier doing it o. an Excel spreadsheet since I have the handy math tools available right there.