Armchair Strategy #1: Viva le Revolution!

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Stofsk
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#1 Armchair Strategy #1: Viva le Revolution!

Post by Stofsk »

You're a citizen of a small star-system nation that has a high population earth-like planet, countless asteroids and numerous rocky, terristeral planets and moons orbiting the sun, and a gas giant. For the purposes of this hypothetical, you have FTL and it is in the form of 'jumps' like Babylon 5 or Wing Commander. There is no FTL communication or sensors.

Your nation is small, but prosperous. You have unlimited wealth in the form of asteroids that can be mined for resources. You have unlimited power in the form of fusion that can utilise Helium-3 in a clean manner. Unfortunately for you, you're a breakaway republic from an oppressive colonial power.

Your nation succeeded in a coup and took over the colonial power. You are struggling for independence, but there is every chance that struggle will be short lived.
  1. The colonialists are mobilising to retake the rebel planet, but you have no idea what forces they will bring. The nearest enemy naval base is a month away. A task force requires at least that long to deploy to your system.
  2. You have an extensive ship yard in orbit of your planet, but it was geared for civilian construction. You have no plans for building any true warships, but the shipyard itself can be used to build such vessels - you must simply have the ship architecture in place to plan and build one.

    To build a dedicated warship would take months, however. But you can retrofit civilian ships with weapons to act as 'q-ships'. This process would take a week for one large transport vessel.
  3. Your population numbers in the high millions - IE, under a billion peoples - but there are only several dozen 'mega-cities' I guess you could say, on one continent. In other words, the population is clustered in a small area. There is self-sufficient farms and so on, but nothing stockpiled to last a long siege. To fill up the silos requires outside trade.
  4. Jump emergence zones can allow an invasion fleet to enter orbit quickly, but they can emerge anywhere close to the planet. It is not a case of B5's jump gate giving an effective chokepoint.

    Your capital cities are guarded by a anti-missile defence 'shield' that acts like the current NMD system in the works. Only, y'know, actually works and isn't a complete and total budgetary White Elephant. You have a militia that has trained for months, but not to the level of hardened soldiers. On the other hand, they have something worth fighting for. Marines will have the best kit and tanks. Do you allocate resources to build your own models, or do you do something else? There are no bomb shelters, or at least very few bomb shelters for your civilian population. Utilities are relatively unprotected.
  5. The four nearest systems to you are also colonies to this empire, and are sympathetic. But they do not hold any ships; rather, they can provide other kinds of support. The colonial empire is to Spinward (IE in the direction of galactic spin). To Trailing (IE, opposite to spinward) there is another rival empire who can assist your fledgling revolution, but terms must be negotiated with them. One of the provisions is you must essentially surrender sovereignty to them in order to receive their help, so you would effectively fight for independence only to put yourself under the heel of another. But they are offering highly generous support. To Coreward lie an alien hegemony that has so far shown a disinterest to human affairs. However, they might be willing to assist if the right overtures were made. To Rimward lies uncharted space.
  6. You can hit the black market and see if you can't buy some weapons from arms merchants. You can have munitions within a fortnight to last a year's worth of fighting, but it might be too expensive. Also, what ethical ramifications do you consider? Would you buy chemical/biological weapons in the case of a ground invasion? What about civilian casualties? Do you buy expensive PGMs (precision guided munitions), or relatively cheaper area-effect weapons designed to be indiscriminate?
  7. Mercenary ships can be hired for this conflict. They will arrive in plenty of time to spare, as you are out in the frontier and this is where they thrive. On the other hand, they might turn on you if they receive a counter-offer. This is highly unprofessional though. It depends on who you approach and with how much. Bear in mind the treasury of your fledgling state is not bottomless. Also bear in mind that mercenaries that are treated honourably might increase your reputation. On the other hand, you could seize their ships and execute their crews and plant your flag on it instead. You would have a tough time convincing others that you're nice, but that's an option you could consider.
  8. Finally, you can expect a retaliation in at least a month's time, but you must plan for beyond that. Ships can be late, ships can take more time, whatever. What is your plan for not only surviving the counter-revolution, but also the time afterwards, where you have to reinforce all that you've gained?
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Lord Stormbringer
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#2

Post by Lord Stormbringer »

Just so you know, B5 and Wing Commanders jump points are two different things. For one the Wing Commander ones are fixed, whereas the B5 ones can be opened anywhere. The WC ones are direct, no time between point to point. B5 has travel time.

But enough nitpicking.


The things I would do, assuming that they intend a general occupation and garrisoning:

1) Open negotiations with the other systems. If they rebel it's going to make pacification that much hard, require that much more resources and manpower to occupy us.

2) Buy and stockpile arms from whoever I can. Make plans for guerilla warfare. There doesn't seem like much chance I can keep them away forever. With that in mind I train and equip forces accordingly. Not necessarily futuristic JDAMs but definitely something targeted.

3) I open negotiations with the two other powers. I'm going to need outside support, simple as that. It rarely happens that people free themselves from a major power with out aid. I won't surrender soveriegnty but even if I can keep them interested then I stand a good chance of keeping troops and ships off me.

4) I equip (provided they can do it) several small, fast ships as raiders. If nothing else harrying supplies and general raiding is going to help. I'll need more so hence the smaller ships.

4b) I hire a few reliable mercenaries to help with the harrying and raiding. Once again, making the enemy reconsider how easy it will be helps. I'll hire as many as I can without killing the other projects.

The long term strategy is to make occupation unviable, costly, and a PR nightmare. I don't expect it will be easy but with out selling my nation's soul it seems it will come to guerilla warfare and I'll plan for that.
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Cynical Cat
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#3

Post by Cynical Cat »

What Stormbringer said. Again.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Knife
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#4

Post by Knife »

I move my 'goverment' off world to one of the sympathetic systems. While they are there, they can continue diplomacy to try to get them to join the 'new republic of man' type thing while simutaniously getting supplies.

Unless they can provide something really usefull for the coming fight, those supplies would be staged on their planets for 'relief' operations after the fight no matter who wins.

For the actual tactics of the fight, I really don't have enough info. Ships capabilities and weapons capabilities and the basic capabilities of the FTL and such.


Off the top of my head, we'll go with the 'Ambush' type attack. From the tone of your post, I'm thinking the Colonial Powers that be will jump in close to the planet and drop their forces to 'pacify' the rebels.

Prep;
Indeed, use the time to convert exsisting ships into combat models. Also lay out lanes of fire and choke points with mines, channeling them towards the shipyards. I would assume that such orbital instalations would be natual targets for them anyway.

Basically use mines to pin them against the atmosphere. Have the major cities 'surrender' when the fleet arrives and get them to start the landing operations. Then have your rebel fleet come in behind them and open up. When they start to manuver, they'll get nailed by the mines too.
War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is much worse. The person who has nothing for which he is willing to fight, nothing which is more important than his own personal safety, is a miserable creature, and has no chance of being free unless made or kept so by the exertions of better men than himself.
--John Stuart Mill
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