SharkHunter wrote:Sort of agreement, I'm thinking that "taking out the infrastructure" wasn't on their list of priorities UNLESS they were clearly going to lose early in the battle, the RHN strategy is to get to the planetary orbitals to force a surrender, knowing that they have to take out at least two fleets to do it, but hoping to get all three.
Davis has pointed out that is the Manticore Alliance loses Manticore the war is OVER. So if the RHN actually has the ability to effectively and safely attack planetary orbital infrastructure from the vicinity of the hyperlimit they can just cross the wall with 3 forces of 100 SD(P)s each and then toss 250,000 missiles each at the orbital infrastructure of all 3 planets.
Then they hyper out to reload and come back and "reopen negotiations" given the "somewhat less favorable to Manticore" situation that prevails.
I actually think that the RHN's best strategy would have been to send an appreciable fraction of the 350 in Manticoran space used to attack Trevor's Star, simply to keep Third Fleet and Eighth fleet engaged away from Manticore. It might even have sucked Home Fleet into a more vulnerable position further away from Sphinx, etc. Thoughts?
Timing is very hard, and also very critical, to make a decoy attack work. The two fixed targets you have, the junction and the planet, are both heavily defended with modern forts. They don't have Apollo, but they have lots of MDM pods etc. So yeah, you need to send a lot of firepower to present a real threat. If you had enough firepower to keep the terminus continually covered by effective missile fire that would keep anyone from using the junction, but that is a LOT of firepower. They lost about 1/2 the attacking force's firepower to Home fleet, so I don't think the RHN has enough ships to make this concept work.