obTrav:

[From Imperial OCS Course 172: Introduction to Large Scale Operations, Naval]

ImpNav doctrine posits three levels of siege:

1. Planetary Body Siege (OS). A single object is the subject of this siege. Denial of access to and from the target is the primary objective. Since ImpNav would generally have the high ground or orbital control of the object, there must exist a compelling reason to not simply leverage the high ground for bombardment operations. This is a fairly simple operation due to the limited scope of the operation. Based on the size of the object, a FrigRon can be sufficient, up to needing a CruRon with assorted supporting DesRons and FrigRons for HiPop or HiVal targets.

2. Stellar System Siege (SS). An entire system is the subject of this siege. This is complex operation which will generally have a TF assigned. With many objects in many orbits, controlling the OA is a large problem space. Generally high value targets will have assets assigned as needed, with emphasis on fueling sources and populated targets. Controlling outbound traffic can be in scope or not in scope depending on the operational instructions. Each object should have a OS Pan crafted by TFSS

3. Polity Siege (PS). This siege plan targets a multi-system group. This is the most complex operation undertaken by ImpNav. This operation is generally overseen by ImpNav Senior Staff, and will include many SS Plans and Hundreds of OS Plans. There are two major strategies used in a PS operation, Crust and Domination. 

Crust is an encirclement operation used when dominating the polity is impractical for political or operational reasons. This plan will encompass a region of up to 6 parsecs deep around the polity in question, and can span several subsectors. Logistical planning of this operation is extremely important, as is proper staffing and resource allocation. Generally fleet level assets are tasked, with thousands of operations occurring at the same time.

Domination is a far simpler plan, and operationally is bounded by the number of systems in the target. Each system will be the target of a SS Plan, with appropriate TFs assigned. A FBO should be established in a central system to optimize communications. Depending on the size of the target up to fleet level assets should be tasked.



On May 30, 2017, at 4:23 PM, C. Berry <xxxxxx@gmail.com> wrote:

The difficulty with a siege in higher tech settings is that once you have reliable long-range explosive weapons (artillery and bombs, basically), the besieging troops become sitting ducks. And on the other hand, if the attackers have good long-range explosive weapons, they can knock a hole in any reasonable thickness of walls in a few hours. One way or another, what would have been a months-long siege using medieval tech becomes a quick and decisive engagement, in one direction or the other.

It should be noted that long sieges were never common. Both sides could do math -- basically, how long could the attacking force stay in the field (farmers had to get home in time to harvest the crops, for example). versus how long the fortified location could hold out based on its stored food and access to fresh water, combined with the odds and timing of the arrival of a relief force. If the math favored the defenders, the attackers never started a siege. If it favored the attackers, they typically surrendered quickly to get good terms and avoid senseless bloodshed and property damage. If an active siege did start, everybody re-did that math in real time and changed plans accordingly. A defending force that "should" surrender and didn't do so could expect to be treated very badly when the attackers finally got in. Shakespeare portrays this beautifully in "Henry V" at the siege of Harfleur.

The whole trend of military history over the past 700 years or so has been to put a greater emphasis on maneuver. On a modern battlefield with roughly equally well-equipped forces, to sit still for long is to be dead. Just for example, while Iraq was likely doomed no matter what in the first Gulf war, they made things much easier for the US by digging their tanks into prepared defensive positions that prevented the tanks from maneuvering. It amounted to a shooting gallery for US antitank weapons.


On Tue, May 30, 2017 at 4:06 PM, Jeff Zeitlin <xxxxxx@freelancetraveller.com> wrote:
In reading milfic set in low-tech settings - usually pre-industrial -
it's not unusual to have at least a passing description of a siege
against a castle or walled town/city. However, once we start seeing
industrial settings, the siege seems to disappear.

Is it because a siege is impossible? What would make it so?

Does the impossibility continue into the Far Future? If so, why? If
not, at what level can a siege be implemented? City only? Small
island? Large island? Continental? Planetary? How?

(If someone wants to take the idea and turn it into a Freelance
Traveller article, I'm interested...)

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