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Turning points in the RMN/RHN war

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Re: Turning points in the RMN/RHN war
Post by Roguevictory   » Thu Feb 18, 2016 12:49 am

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The Battle of Hades is definitely a key one along with the development of the pod layers and then the MDM.
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Re: Turning points in the RMN/RHN war
Post by cthia   » Thu Feb 18, 2016 9:50 am

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dscott8 wrote:I'm going to suggest the Battle of Hades. Why?

1. It showed up the Pierre/Saint-Just administration as outright liars, with their faked footage of Honor's death and their BS about Ransom's death, plus Amos Parnell's resurrection. I believe this to be the root of the revolution that culminated in Saint-Just's 10mm lobotomy. A revolution that put in power a Havenite government that was capable of making peace.

2. The "return from the dead" made Honor Manticore's Joan of Arc, their warrior goddess (and a Duchess, letting her influence policy at higher levels). Even Jeremy X gloated over how it changed the whole equation. A huge black eye for Haven and a morale boost for the Manty Alliance.

3. The liberated Parnell's visit to Earth triggered off Helen Zilwicki's kidnapping, which resulted in both the eventual Queen Berry I of Torch (without whom Torch might not have made it) and the Cachat-Zilwicki black ops team that exposed the Mesan Alignment. It also got Cathy Montaigne back to the Star Kingdom, where she redirected the Liberal Party.

4. The return of Jesus Ramirez to San Martin after his liberation from Hades led to his Presidency, which led to San Martin petitioning to join the Star Kingdom, which set the precedent for the Star Empire when the Talbott Cluster wanted to join up.

5. The liberated officers of several navies formed the core of the Protector's Own, which turned the tide at Sidemore, with the effects mentioned above, bringing the Andies in on Manticore's side. This also led to the partition of Silesia, ending an ongoing headache for Manticore.

Nice points, dscott.

You know, it's rather interesting that you see Honor's escape from Hades as a turning point. It certainly was. When it happened I was laughing that the Peep government would be sweating bullets. I distinctly remember thinking about the US Watergate Scandal for some reason.

"Tapes? I know nothing of tapes."

Son, your mother says I have to hang you. Personally I don't think this is a capital offense. But if I don't hang you, she's gonna hang me and frankly, I'm not the one in trouble. —cthia's father. Incident in ? Axiom of Common Sense
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Re: Turning points in the RMN/RHN war
Post by cthia   » Thu Feb 18, 2016 10:39 am

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Basilisk Station could have been a turning point for the Peeps. This would have provided a second wormhole termini in which to invade Manticore. Opening up tactical options.

I wonder how quickly Haven would have pulled the trigger, had they captured Basilisk. Or if they could have held on to it long enough.

They never got that chance again.

Son, your mother says I have to hang you. Personally I don't think this is a capital offense. But if I don't hang you, she's gonna hang me and frankly, I'm not the one in trouble. —cthia's father. Incident in ? Axiom of Common Sense
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Re: Turning points in the RMN/RHN war
Post by Duckk   » Thu Feb 18, 2016 10:48 am

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As discussed in OBS, the plan wasn't to go after Manticore all that early. They were aiming to pick off the Silesian Confederacy first. The problem was that Basilisk was right in the middle of their invasion path, and they knew Manticore wouldn't let them creep around their northern perimeter. So even if they did capture Basilisk, they weren't going to attack Manticore immediately.
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Re: Turning points in the RMN/RHN war
Post by cthia   » Thu Feb 18, 2016 11:28 am

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Duckk wrote:As discussed in OBS, the plan wasn't to go after Manticore all that early. They were aiming to pick off the Silesian Confederacy first. The problem was that Basilisk was right in the middle of their invasion path, and they knew Manticore wouldn't let them creep around their northern perimeter. So even if they did capture Basilisk, they weren't going to attack Manticore immediately.

Noted.

But would it have moved up the likelihood of something like Beatrice to happen much sooner, needing to use the double termini axis of threat before losing Trevor's Star?

The tactical options engenders memories of one of my old (common staple) football plays -- the *screen play. Haven could have allowed White Haven to come in, then launch the double termini attack on Manticore. An excellently executed screen play.

*Of course, a screen play in American football is when the offense telegraphs a running play and intentionally allows the defensive line to penetrate, but it was a pass play all along. A quick pass in the backfield with a screen of lineman leading the way, away from several defensive players that are now out of position to make the tackle.

Could that particular simultaneous attack have been 'somewhat spontaneously' coordinated - without a preplanned kickoff time?

*Somewhat spontaneous, as in launching as an effect of White Haven's prong of attack at Trevor's Star.

Son, your mother says I have to hang you. Personally I don't think this is a capital offense. But if I don't hang you, she's gonna hang me and frankly, I'm not the one in trouble. —cthia's father. Incident in ? Axiom of Common Sense
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Re: Turning points in the RMN/RHN war
Post by Duckk   » Thu Feb 18, 2016 11:58 am

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How would they possibly know to launch the attack from both termini without advance coordination? Someone at each termini has to know that an attack is going out on X Day, otherwise they wouldn't know to attack in the first place.

Even supposing they did somehow manage that, I don't see how it would work out positively for the Peeps. Even with both termini working for them, they wouldn't be able to get clear of the defenses on the Manticore side. They probably would be able to hurt them, but there's only so much tonnage that can go through in a simultaneous transit. And even that results in locking down the Junction for 17 hours (assuming a maximum tonnage simultaneous transit). You pretty much have to succeed with your first push, otherwise you've given the defenders 17 hours to go on alert and set all sorts of nasty traps.

Speaking of traps, read David's post here about what mines would do to a mass transit:

viewtopic.php?f=1&t=3107&p=68448

Short version, if Manticore were really worried about a simultaneous transit, they'd just flip the switch on the umpteen million mines covering the Trevor's Star and Basilisk transit lanes and then go back to their business.
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Re: Turning points in the RMN/RHN war
Post by Theemile   » Thu Feb 18, 2016 12:15 pm

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Duckk wrote:How would they possibly know to launch the attack from both termini without advance coordination? Someone at each termini has to know that an attack is going out on X Day, otherwise they wouldn't know to attack in the first place.

Even supposing they did somehow manage that, I don't see how it would work out positively for the Peeps. Even with both termini working for them, they wouldn't be able to get clear of the defenses on the Manticore side. They probably would be able to hurt them, but there's only so much tonnage that can go through in a simultaneous transit. And even that results in locking down the Junction for 17 hours (assuming a maximum tonnage simultaneous transit). You pretty much have to succeed with your first push, otherwise you've given the defenders 17 hours to go on alert and set all sorts of nasty traps.

Speaking of traps, read David's post here about what mines would do to a mass transit:

viewtopic.php?f=1&t=3107&p=68448

Short version, if Manticore were really worried about a simultaneous transit, they'd just flip the switch on the umpteen million mines covering the Trevor's Star and Basilisk transit lanes and then go back to their business.



But If I remember correctly there was the fear from some earlier wargamming about Multiple - multiple mass transits.

In other words, both mass transits go through and eat up a bunch of the mines and chew up the close In forts with energy weapons. 17 hours you do it again, and then on the 3rd or 4th attempt all the mines are depleted and the close in forts are to damaged or diminished in number and enough of the units make it out of the lane to make a difference.

Of course we are talking about throwing away 250-350 BBs and their crews to accomplish this condition where 50 BBs may be able to break out and reduce the rest of the junction defenses (at the cost of the rest of those BBs.) I don't know if anyone would accept that butcher bill on a dice roll.
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Re: Turning points in the RMN/RHN war
Post by pnakasone   » Thu Feb 18, 2016 12:30 pm

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Theemile wrote:But If I remember correctly there was the fear from some earlier wargamming about Multiple - multiple mass transits.

In other words, both mass transits go through and eat up a bunch of the mines and chew up the close In forts with energy weapons. 17 hours you do it again, and then on the 3rd or 4th attempt all the mines are depleted and the close in forts are to damaged or diminished in number and enough of the units make it out of the lane to make a difference.

Of course we are talking about throwing away 250-350 BBs and their crews to accomplish this condition where 50 BBs may be able to break out and reduce the rest of the junction defenses (at the cost of the rest of those BBs.) I don't know if anyone would accept that butcher bill on a dice roll.

That has been the worry of any defense plan.
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Re: Turning points in the RMN/RHN war
Post by cthia   » Thu Feb 18, 2016 1:06 pm

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Theemile wrote:
Duckk wrote:How would they possibly know to launch the attack from both termini without advance coordination? Someone at each termini has to know that an attack is going out on X Day, otherwise they wouldn't know to attack in the first place.

Even supposing they did somehow manage that, I don't see how it would work out positively for the Peeps. Even with both termini working for them, they wouldn't be able to get clear of the defenses on the Manticore side. They probably would be able to hurt them, but there's only so much tonnage that can go through in a simultaneous transit. And even that results in locking down the Junction for 17 hours (assuming a maximum tonnage simultaneous transit). You pretty much have to succeed with your first push, otherwise you've given the defenders 17 hours to go on alert and set all sorts of nasty traps.

Speaking of traps, read David's post here about what mines would do to a mass transit:

viewtopic.php?f=1&t=3107&p=68448

Short version, if Manticore were really worried about a simultaneous transit, they'd just flip the switch on the umpteen million mines covering the Trevor's Star and Basilisk transit lanes and then go back to their business.



But If I remember correctly there was the fear from some earlier wargamming about Multiple - multiple mass transits.

In other words, both mass transits go through and eat up a bunch of the mines and chew up the close In forts with energy weapons. 17 hours you do it again, and then on the 3rd or 4th attempt all the mines are depleted and the close in forts are to damaged or diminished in number and enough of the units make it out of the lane to make a difference.

Of course we are talking about throwing away 250-350 BBs and their crews to accomplish this condition where 50 BBs may be able to break out and reduce the rest of the junction defenses (at the cost of the rest of those BBs.) I don't know if anyone would accept that butcher bill on a dice roll.

I don't know how they'd pull that off either. It is why I posed the question in hopes of an answer -- "out of the mouth of babes" sort of brainstorming that Honor does before a battle - in case there was something someone can see that she doesn't. Because it sure would be cool if it'd somehow work.

For my own peace of mind, if such an attack is so easy to thwart, then why is this sort of concern such an integral part of storyline? -- Manticore preventing anyone from attaining access to a wormhole to attack them -- definitely not giving up two. A concern supported in the wiki as well...
wiki wrote:Soon, the People's Republic of Haven, which has been slowly strangling on its own economic policies for over half a century, has set its eyes on the Star Kingdom. The plan Haven has evolved begins with a swift strike to take Basilisk; whipping the low-tech native aliens into a killing frenzy that would sweep across the planet Medusa in a haze of blood is to provide the interstellar pretext Haven desires to swoop in and take control of the system before Manticore can respond. This would provide the means to invade of Manticore through the two wormhole termini Haven would then possess: Trevor's Star and Basilisk.

Son, your mother says I have to hang you. Personally I don't think this is a capital offense. But if I don't hang you, she's gonna hang me and frankly, I'm not the one in trouble. —cthia's father. Incident in ? Axiom of Common Sense
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Re: Turning points in the RMN/RHN war
Post by Duckk   » Thu Feb 18, 2016 1:07 pm

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Theemile wrote:But If I remember correctly there was the fear from some earlier wargamming about Multiple - multiple mass transits.

In other words, both mass transits go through and eat up a bunch of the mines and chew up the close In forts with energy weapons. 17 hours you do it again, and then on the 3rd or 4th attempt all the mines are depleted and the close in forts are to damaged or diminished in number and enough of the units make it out of the lane to make a difference.

Of course we are talking about throwing away 250-350 BBs and their crews to accomplish this condition where 50 BBs may be able to break out and reduce the rest of the junction defenses (at the cost of the rest of those BBs.) I don't know if anyone would accept that butcher bill on a dice roll.


And as discussed later in that linked topic, David said that the RMN decided to err on the side of pessimism regarding how effective the defenses were. As experience caught up, they realized that any attack through the Junction would have been an expensive way to commit suicide.
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