I think it's a Lot to think that Haven 1) will be allowed that degree of access to Manticorean data without committing to being their ally in this war (at which point their word that Manticore 100% definitely didn't do the worst crime ever is worth jack and shit), 2) would 100% for sure not even a little bit be tempted to fudge the surety of their answer and 3) would be able to tell for certain that i) manticore didn't do it and ii) manticore didn't alter their logs to look innocent when they weren't.

like, that's a lot of loadbearing "people taking things on trust" between the worst war crime in human history and "we are willing to promise with our whole chests that manticore didn't do it"

Haven just got out of a war where millions of people died fighting Manticore, there is probably a pretty loud contingent of guys whose response to Manticore saying "oh no we didn't do it" would be "yeah, and I bet you also claim to have a functioning public welfare system lmao"

Also notable is that young democratic governments may often be more, not less, militant than the norm - fuck "trust but verify," there's probably a decently loud contingent of Haven peeps going "we should ally with the Solarian League because fuck these guys" even if they want to keep the League at a long arms' length.

Which is also a reason Manticore would probably say "lmao fuck no" if Haven demanded the sensors logs - especially given that Haven's military was using Solarian tech exports back in the day, there's probably more than enough SLN penetration of Haven's navy that giving Haven sensors logs is risking giving the SLN the information needed to defeat RMN sensors and fire control.

So from the RMN's point of view, it's a bad bet.
 
Haven just got out of a war where millions of people died fighting Manticore, there is probably a pretty loud contingent of guys whose response to Manticore saying "oh no we didn't do it" would be "yeah, and I bet you also claim to have a functioning public welfare system lmao"

Also notable is that young democratic governments may often be more, not less, militant than the norm - fuck "trust but verify," there's probably a decently loud contingent of Haven peeps going "we should ally with the Solarian League because fuck these guys" even if they want to keep the League at a long arms' length.

Which is also a reason Manticore would probably say "lmao fuck no" if Haven demanded the sensors logs - especially given that Haven's military was using Solarian tech exports back in the day, there's probably more than enough SLN penetration of Haven's navy that giving Haven sensors logs is risking giving the SLN the information needed to defeat RMN sensors and fire control.

So from the RMN's point of view, it's a bad bet.
If the SLN was still imbedded in Haven they would have already known about MDM's FTL com ect. I think there's a explaination in Canon about a trial involving the Havenite admiral who firsts proposed the war against Manticore which got a lot of media attention. Which led to the League fully withdrawing all material support. I may be wrong though.
 
Admiral Parnell, yes. StateSec had been keeping him on Hades, the prison-camp planet, and then Honor busted out of the place and took Parnell with her. Parnell went on to the League and the results for Haven's pipeline to the Solarian multistellars were... not good.

Though that then invites the question of why the pipeline didn't re-open after Theisman's coup brought down the Committee of Public Safety. Not unanswerable, perhaps, but it invites the question.
 
Math here is wonky.

1 AU is ~8 light minutes and change. Fast and dirty conversion.

253 AU is 2104 light minutes, by google conversion. I got 2024 F&D.

90 AU is ~ 720 light minutes, F&D, so more if you do it properly.

71 light minutes is 8.53 AU. I had google do the conversion.

21.12 light minutes is 2 and a half AU by google and F&D.

I think you used the comma as a period to make the dumber twenty one point twelve. In certain parts of the world a comma could be just used as a marker to indicate thousand. So what I actually meant is 2,112 light minutes. My mistake for not fact checking.

Also did the math for that by ignoring the actual figure from the wiki which was 21,12. Which would be so small as to be stupid so I considered it to be an error.
 
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Using comma as a tousand marker is used in some places, but if it is misplaced due to typo as in this case, it reads as a decimal comma.

Decimal separator - Wikipedia

Much prefer not to use thousand separators at all. Use spaces if you must and SI suffixes as precision allows.
 
In a very real sense, the hyper limit is part of the defenses for a fortified star system, because it is the "palisade," if you will, that an enemy ship cannot cross without making themselves vulnerable to detection. Shenanigans with distant re-entry to sidereal space followed by a long ballistic trajectory can in principle bypass that aspect, but they in turn force the enemy to spend time and, again, make themselves vulnerable if they happen to be detected.

I know that going down from hyperspace produces a lot of "noise" to make you detectable but from what I know that also happens whenever a ship transitions down from higher bands making it detectable.

Also radiation probables could be fixed by having radiation shields installed. Difficult and expensive but not hard if missiles have them to allow them to go .8c
The math issues are already addressed, but as far as I know, the alpha and beta bands are perfectly navigable, it's just that it's absurdly slower to use them for interstellar travel, so no one bothers. Why would you use the band where traveling twenty light-years takes roughly six months, when you could instead use a band where it takes a few days?

Good point Grayson may be using the Gamma band to skip the alpha and beta layers but that still doesn't answer why Gamma is stated as the lowest hyper layer there is. Must be a mistake.

This has a very high risk of the Manticoran battlegroup transitioning into hyperspace only to find the Solarian patrol squadrons within very close range- single-drive missile range if not energy range. While they are laying pods in preparation for a massed "stacked" attack, they are also getting shot at.

Manticore fleet could just use the wormhole to say Basilisk then hyper travel to Manticore and then fire macross missile massacres. I see the SLN reacting by emergency hypering up or down by probably up to close the range further. Which can be countered by laying pods in advance above alpha. The SLN SDs will need time to cycle during which they get blown up.

Side note: how will a grav lance work in hyper? A grav lance could essentially function like a grav wave in hyper and insta kill any ship with a wedge which is all of them.

Thanks for replying
 
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I know that going down from hyperspace produces a lot of "noise" to make you detectable but from what I know that also happens whenever a ship transitions down from higher bands making it detectable.
I fail to see why this is relevant. The reason it's dangerous to put your defense force in the "alpha band" of hyperspace is because ships sneaking up on them in the "beta band" will be entirely invisible until they jump down from "beta" to "alpha." This is a precise analogy to how ships in hyperspace are invisible to ships in normal sidereal space until they jump out of hyperspace, at which point they become visible.

So if you are already in 'alpha hyperspace,' there is nothing stopping an enemy from flying through 'beta hyperspace' until they are right on top of your position, then jumping "down" to 'alpha hyperspace' and opening fire on you without warning. They could emerge just about as close to you as they like, too. This is very bad for any defender. It is even worse for defenders who rely heavily on superior long-range sensors, ECM, and weaponry, such as Manticore.

An optimized RMN defense needs the advantage of the hyper limit, which acts as a "fence" that typical attackers cannot cross without descending into sidereal space where they can be conveniently seen, targeted, and missiled into oblivion. Being exposed and a more or less stationary target in hyperspace makes it too easy for an enemy to sneak into laser cannon range and blow you to pieces.

Also radiation probables could be fixed by having radiation shields installed. Difficult and expensive but not hard if missiles have them to allow them to go .8c
The difficult of shielding against any given radiation environment is a combination of two factors: the intensity of radiation and time, the duration of exposure.

A single missile is only designed to survive radiation exposure associated with traveling at 0.8c for a period of at most several minutes. They are also launched by the dozens, hundreds, or thousands, and shot down in similarly vast numbers. So if, say, 0.1% or so of them fail due to radiation exposure, it isn't actually that big of a problem.

But suppose a missile with a 99.9% chance of withstanding radiation damage for ten minutes is instead left to marinate in such a radiation environment for an extended period of time. Generously, imagine that we ignore cumulative effects and imagine a missile as being either 'working' or 'broken.' In the course of a single week, the missile experiences 1008 ten-minute periods. Its probability of still being functional at the end of a week is 0.999 raised to the 1008th power, or about 36.8%.

Since fixed defense pods need to stay in place for years, the chance of them surviving long enough to be useful might well be effectively zero. Thus explaining neatly why no one does it.

Meanwhile, fitting the pods with the kind of shielding starships use will require them to, at best, maintain ongoing active power supplies like a starship has. This would be a massive increase to the expense and upkeep costs per-pod. This would, in turn, force the defenders to use much larger "pods" designed to store many more missiles (preferably hundreds) at a time on a single radiation-shielded platform, and maintain a constant rotation of refueling missions and maintenance on the reactors, in the hyperspace environment. The larger 'super-pods' would be more obvious targets, therefore, much harder to hide from long-distance observation, and vulnerable to being snuck up on and targeted by the same kind of sneak attack through the beta bands that I described being used on a ship.

Manticore fleet could just use the wormhole to say Basilisk then hyper travel to Manticore and then fire macross missile massacres. I see the SLN reacting by emergency hypering up or down by probably up to close the range further. Which can be countered by laying pods in advance above alpha. The SLN SDs will need time to cycle during which they get blown up.
If Manticore sent a large fleet through the Junction, that fleet would need at least three weeks or so to return to Manticore through normal space.

The League would have a great deal of advance warning time to lay an ambush.

Or simply to take advantage of the defenders conveniently deciding to be absent from their home system for three weeks.

...

I try to ration my quote boxes, and you have like five or six ideas here. If you'd like me to comment more, you need only ask.
 
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Haven just got out of a war where millions of people died fighting Manticore, there is probably a pretty loud contingent of guys whose response to Manticore saying "oh no we didn't do it" would be "yeah, and I bet you also claim to have a functioning public welfare system lmao"
Havenites are going to be suspicious and rightfully so, especially when they point out that the bombardment happened so soon after Elizabeth's speech. I have the feeling that even within Manticore, there's going to be a lot of divided loyalties between the ruling dynasty, the government, the people, and the laws
 
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Both, arguably there would be many in the League as well who disdained either or both the practice of Slavery and the results of their Eugenics programs as abominations.

They killed all the slaves.

All of the unjust hierarchies of Mesa ended in the equality of a planet-sized mass grave. I don't think many people are going to be fans. Even the most vengeful Manticoran wanted to kill everyone in Manpower; they didn't want to reenact Epsilon Eridani.
 
An optimized RMN defense needs the advantage of the hyper limit, which acts as a "fence" that typical attackers cannot cross without descending into sidereal

This is true in deep hyperspace but I don't know if Beta layer of hyperspace has a hyper limit on moving down to alpha. Which is why I argued on putting a garrison force on every layer of hyperspace. Then having that Garrison randomly move around. To prevent the hot drop scenario you mentioned. Sure lighter units could drop down and spot the Garrison force, but that would alert the Garrison force that an enemy force is present and detach escorts to hunt and kill.

I would also like to mention that staying in hyperspace is probably an active process as in you need a hyper-field around your ship (from wiki) to stay in hyper and that would strain the hyperdrive and also why drones/missile/pods will probably need a hyperdrive to move around independently in hyper. This is probably why hyper is only used to travel around and sieges in hyper is not going to work unless there is a constant rotation of units to maintain their drives. If this is true then the League navy will need to set up a FOB in sidereal space somewhere to replace their Superdreadnought drives. Which the Manticorans can then attack and destroy. Now this is all speculation and there is no source that this is the case but it would neatly explain why no one has fortresses in hyper.

Since fixed defense pods need to stay in place for years, the chance of them surviving long enough to be useful might well be effectively zero.

I can see your point but do you have a source that says that radiation shielding on missiles are short lived? Because without an official source there is no way to know for sure. But I get your point which is where the Garrison fleet and fortress stations come in. What's stopping a construction fleet from building a fortress in alpha? They probably have the endurance to stay there for years. (Maybe Manticore could wait a get years before doing this or maybe disassemble one in Basilisk then move it to Manticore.

Or simply to take advantage of the defenders conveniently deciding to be absent from their home system for three weeks.

This tgoes into the problem that in normal space Manticore system has nth missile pods so attacking the Manticore system while an attack fleet is away will likely fail. Besides what's the point of attacking the main Manticore system? The major industrial nodes are gone thanks to Mesa. So the solarian fleet will stand by IMO.
 
This is true in deep hyperspace but I don't know if Beta layer of hyperspace has a hyper limit on moving down to alpha.
There's an effective speed limit when downshifting, I believe, but either no hyperlimit or a hyperlimit with a reduced footprint compared to the limit found when crossing the alpha wall between normal space and hyperspace.

I would also like to mention that staying in hyperspace is probably an active process as in you need a hyper-field around your ship (from wiki)
I was under the impression that a hyperfield was formed when crossing between hyperspace layers, with the relevant equipment typically needing time to cycle before making another translation.
 
I was under the impression that a hyperfield was formed when crossing between hyperspace layers

Yes, but in my understanding the hyper field forms when crossing but the hyperdrive that makes the hyper field must be active and operating even when not cycling when in hyper. Which puts strain on the machinery and requires maintenance sooner or later. I may be wrong it's been a long while.
 
This is true in deep hyperspace but I don't know if Beta layer of hyperspace has a hyper limit on moving down to alpha. Which is why I argued on putting a garrison force on every layer of hyperspace. Then having that Garrison randomly move around. To prevent the hot drop scenario you mentioned. Sure lighter units could drop down and spot the Garrison force, but that would alert the Garrison force that an enemy force is present and detach escorts to hunt and kill.
You appear to be envisioning multiple concentric "hyper limits" at higher levels of hyperspace, and there's no supporting evidence for that in the setting that I know of. So far as I can determine, if you put a 'garrison' in the alpha bands of hyperspace, you are simply inviting an enemy to detect you from extreme range or with a recon drone, then approach you invisibly in the beta bands and drop out on top of you within graser range.

I honestly don't see how you envision this actually working.

I would also like to mention that staying in hyperspace is probably an active process as in you need a hyper-field around your ship (from wiki) to stay in hyper and that would strain the hyperdrive and also why drones/missile/pods will probably need a hyperdrive to move around independently in hyper.
Uh, no. Missiles work fine in hyperspace. Shuttlecraft without hyper generators can be used to transfer crews and so on between ships in hyperspace. Most of hyperspace is just empty void like sidereal space. It's just that you need a hyper generator to get there.

There are specific areas of hyperspace where you can't survive without specialized equipment, the "grav waves," but these are rare and make up only a small minority of overall space.

The reason maintaining a blockade of a star system in hyperspace is hard is that ships have finite endurance on station, and that you still need a quite substantial force. The large force is needed in order to have enough force density that the defenders can't blast holes in the blockade force at will. The SLN can do this; few other powers in space can. Someone like the RMN could, but they will usually have better things to do like assault the system directly.

But you absolutely can set up your "forward operating base" a few dozen light-years from the target star system, maintain a blockade around that star system, and just fly your ships back and forth when they need refueling and maintenance.

I can see your point but do you have a source that says that radiation shielding on missiles are short lived? Because without an official source there is no way to know for sure. But I get your point which is where the Garrison fleet and fortress stations come in. What's stopping a construction fleet from building a fortress in alpha?
The reasoning about radiation shielding on missiles is based on the simple observation that missiles, especially Manticoran missiles, need to be optimized for their intended mission.

Suppose you were to design an automobile. You would not add redundant, useless components such as a flowerbox or a bathtub, because these would compromise the design function. Likewise, the design function of a missile is compromised if it wastes significant internal tonnage or volume on radiation shielding not actually needed to fulfill its mission. This is especially true for RMN missiles, which are trying to fit a lot more complex systems into a package that hasn't gotten all that much larger over the past twenty years.

The level of radiation shielding on a missile will therefore be defined by "what is the minimum amount that reduces the missile's expected probability of failure to an acceptable level in realistic situations the missile is designed for." A missile designed to fly from Point A to Point B for all of ten minutes will have radiation shielding (and general systems redundancy, which serves some of the same purposes) designed to keep the probability of failure due to radiation hazards within that ten minute period down to something acceptably low, such as 1% or 0.1% or whatever.

Now, it's certainly possible to design a beefier missile (or bulkier missile pod, something with extra passive protection to take the radiation the missile would otherwise take, designed to be dumped out of big bulky minelayers let's say) that is more heavily shielded.

But in the final analysis, this entire scheme of deploying weapon systems into hyperspace as a way to "concentrate" the defense plows into the same problem, over and over:

Any attempt to mount fortifications or quasi-fortifications in hyperspace invites an enemy sneak attack on those fortifications, by the enemy simply flying "above" them at a higher level of hyperspace and "dropping" upon them within point blank range of the target.

The only reason that long-range defense systems are possible in the Honorverse, that the ultimate defensive weapon isn't a heavily armored battle planetoid armed wtih grasers and bubble sidewalls, is because of one critical detail.

Namely, that you cannot do the "jump from hyperspace death from above" gambit to a defender who is sitting in sidereal space within the habitable belt of a typical star, because of the hyper limit.
 
I think you can survive grav waves in hyperspace. You just can't survive them with wedges. And as that is your main propulsion...
 
So far as I can determine, if you put a 'garrison' in the alpha bands of hyperspace, you are simply inviting an enemy to detect you from extreme range or with a recon drone, then approach you invisibly in the beta bands and drop out on top of you within graser range.

I honestly don't see how you envision this actually working.

Now I don't have a source that the beta band has a hyper limit or what, but let's say for argument that it doesn't. I doubt that an enemy fleet can collect, coordinate and execute that move without the defender fleet being alerted and in the long shot case that is the attack fleet not being detected then that's what random drunk walking is for. A defending fleet can just always move around randomly making surprise attacks from above impossible. Are you saying the enemy fleet can just instantly know the where the defense fleet is going to go with recon ships?

Also correct me if I'm wrong but the defender fleet would have access to more sensors than the attacker because they can spend the time and money to put down sensor pods and maybe even Graser pods. Say for argument that these are immune to the radiation of alpha band because they have radiation shielding. They can also put units all the way to the Theta band to make damn sure there is no surprise attack coming.

Sure these recon/Graser pods in alpha can be attacked by the units of the enemy dropping down. That will alert the garrison fleet which then detaches escorts to alert Manticore in sidereal space. And unless the surprise attack destroys all the Graser pods then retaliation fire will be devastating.

With more sensor relays, drones and whatnot what's stopping the Garrison from detecting the enemy fleet from extreme range and detaching escorts to hunt them down?

But you absolutely can set up your "forward operating base" a few dozen light-years from the target star system, maintain a blockade around that star system, and just fly your ships back and forth when they need refueling and maintenance.

This should be a necessity IMO you don't just put a blockade without a means of resulting your blockading force. This could mean the RMN could attack this FOB or just harass convoys to and from it.

Suppose you were to design an automobile. You would not add redundant, useless components such as a flowerbox or a bathtub, because these would compromise the design function.

Ah ok I get it now. Still IMO existing rad shielding on current missiles should be good enough. Even if a higher failure rate is likely you can shot fire more missiles in the salvo to compensate.

As for buffed up missile pods, stationary ones aren't going to be worth it they can be attacked from above as you say, but the towed ones on SD(P)s should be fine. They only stay out of the ship for a few minutes max.


Overall, I think you are over optimistic about an attacking force vs an OPFOR. It's not going to be easy and will take time to send down recon units then coordinate your fleet as fast as possible to take advantage of the information received while racing against the clock of OPFOR randomly moving about. Remember RMN ships have better acceleration so League SDs will struggle tremendously to match movements then translate.

But you keep claiming that it's so easy and trivial that it makes any defense impossible. Maybe you could clarify this. Because if defense is impossible because any enemy can drop down from beta then the RMN could do the same thing to the SLN blockade force. Just send a fleet to Basilisk make them come back through hyper then wipe the floor.

Anyway these are my thoughts. Thanks for reading.
 
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Now I don't have a source that the beta band has a hyper limit or what, but let's say for argument that it doesn't. I doubt that an enemy fleet can collect, coordinate and execute that move without the defender fleet being alerted and in the long shot case that is the attack fleet not being detected then that's what random drunk walking is for. A defending fleet can just always move around randomly making surprise attacks from above impossible. Are you saying the enemy fleet can just instantly know the where the defense fleet is going to go with recon ships?
First, it's not that there "is no hyper limit in the beta band," it's that so far as we know the hyper limit on each band coincides with the one for the band 'above' it. There's never any specific reference to ships having to "downshift" at a designated rate around a star system to avoid being destroyed; collision with the hyper limit is always presented as "either you hit it, or you don't." There is, so far as we can tell, one hyper limit, not a nested series of limits one outside the other like Russian matryoshka dolls.

Second, some of these assets are not capable of maneuver on the relevant time scales. If you know roughly where the enemy's missile pods were six hours ago, you know effectively where they are now, because they don't carry onboard engine systems capable of maintaining continuous high-energy maneuvers for months at a time. Ships have more flexibility, granted, but...

Third, the real problem here is a direct consequence of what you're trying to accomplish by even putting a significant defense force 'up' in hyperspace around the outskirts of a defended star system in the first place. The significant difference is that due to the 'compression' effect, a star system whose hyper limit appears to be 400 million kilometers in radius when viewed from sidereal space is only 6.25 million kilometers in radius when viewed from "up" in the alpha bands.

This makes it infeasible for defenders to be anywhere close to the hyper limit without creating a situation where the enemy can abruptly appear within weapon range of them without warning. Aggressive maneuvering may prevent enemies from emerging directly within beam range, but there just isn't enough room to avoid the enemy being able to show up and launch a missile barrage from within their own engagement range. And avoiding beam engagements won't always be possible either, because to a large extent it's a matter of luck and the geometry of who shows up where.

The only way to avoid this is to keep your ships farther from the hyper limit... which defeats the entire purpose of putting them in hyperspace to begin with because they no longer have a compact perimeter to defend.

Also correct me if I'm wrong but the defender fleet would have access to more sensors than the attacker because they can spend the time and money to put down sensor pods and maybe even Graser pods. Say for argument that these are immune to the radiation of alpha band because they have radiation shielding. They can also put units all the way to the Theta band to make damn sure there is no surprise attack coming.
This is starting to sound as though you're walking back your argument to "if the defenders have infinity resources and greatly outnumber the attackers, they'll win." Which is true but not particularly relevant.

The defender cannot spare multiple fleets guarding the system's perimeter on multiple levels of hyperspace to fend off ONE fleet threatening the system's perimeter. The defender cannot "just send escorts to chase down" the enemy's actual blockading fleet; doing this will necessarily result in combat between the two fleets, and attrition.

Overall, I think you are over optimistic about an attacking force vs an OPFOR. It's not going to be easy and will take time to send down recon units then coordinate your fleet as fast as possible to take advantage of the information received while racing against the clock of OPFOR randomly moving about. Remember RMN ships have better acceleration so League SDs will struggle tremendously to match movements then translate.
All this random movement is basically the defender frantically trying to cancel out a huge positional disadvantage forced on them by deciding to try and defend a fixed target in hyperspace, anyway. In sidereal space you don't need to constantly bounce around like a hyperactive lemming on meth to avoid an enemy fleet teleporting out of nowhere and vaporizing you instantly, because that's what the hyper limit is for.

The corresponding 'advantages' of parking the defense force in hyperspace seem very vague and limited by comparison.

It's too much like having the defenders of a walled city choose to fight outside the walls. Can they do that? Yes. If they have enough of a strength advantage, will it seem advisable? Yes. If they don't have a strength advantage, which is usually the case for besieged defenders, is this a good idea? Definitely not.
 
It's good someone brought up the siege metaphor because ultimately if Manticore and Grayson "turtle up" as it were the siege could go on for years right? Like Manticore at least won't run out of food, and the pods and ships were built for long campaigns. And the SLN probably should try to minimize casualties more than their canon counterparts. If they think they got all of the RMN accounted for then they have to reason not to sit tight until they're certain they can win with the least possible amount of casualties.
 
Grayson is kind of compromised by its political situation and, importantly, not only can run out of food but is actively in the process of doing so due to damage sustained in this timeline's version of Oyster Bay.

Manticore's situation is made complicated by several factors. They have the Junction (but the termini are not outside realistic Solarian reach and blockade, except for Trevor's Star), and they have a binary star system- with, as I understand it, the distinct possibility of an attacker being able to reach and take Gryphon without ever engaging fixed defenses or a fleet that stays committed to protecting Manticore and Sphinx.

Furthermore, the sheer quantity of force the League can bring to bear given years of buildup time makes a siege a losing proposition for Manticore... the big problem being the matter of keeping them bottled up, and keeping Haven or the Andermani from deciding to jump in on Manticore's side in a big way. Which would arguably be madness, but i at least conceivable.
 
Grayson is kind of compromised by its political situation and, importantly, not only can run out of food but is actively in the process of doing so due to damage sustained in this timeline's version of Oyster Bay.

Manticore's situation is made complicated by several factors. They have the Junction (but the termini are not outside realistic Solarian reach and blockade, except for Trevor's Star), and they have a binary star system- with, as I understand it, the distinct possibility of an attacker being able to reach and take Gryphon without ever engaging fixed defenses or a fleet that stays committed to protecting Manticore and Sphinx.

Furthermore, the sheer quantity of force the League can bring to bear given years of buildup time makes a siege a losing proposition for Manticore... the big problem being the matter of keeping them bottled up, and keeping Haven or the Andermani from deciding to jump in on Manticore's side in a big way. Which would arguably be madness, but i at least conceivable.
I don't the the planetside farms on Grayson were harmed in the strike. In fact the planetside strike was mostly symbolic in nature sound and fury heard round the world, so they have that at least.

Regardless like I said a siege could draw things out for years, and in that time the Alignment could throw a succession crisis the League's way.
 
I don't the the planetside farms on Grayson were harmed in the strike. In fact the planetside strike was mostly symbolic in nature sound and fury heard round the world, so they have that at least.
Grayson doesn't grow the bulk of its food planetside because the soil planetside is, in its natural conditions, full of toxic heavy metals. Grayson has relied heavily on its orbital farms for decades, and those orbital farms suffered crippling damage during Oyster Bay.

Thus, Grayson's specific situation in the timeline of this quest would mean that an effective naval blockade would immediately put the planet in danger of famine.
 
Grayson doesn't grow the bulk of its food planetside because the soil planetside is, in its natural conditions, full of toxic heavy metals. Grayson has relied heavily on its orbital farms for decades, and those orbital farms suffered crippling damage during Oyster Bay.

Thus, Grayson's specific situation in the timeline of this quest would mean that an effective naval blockade would immediately put the planet in danger of famine.
They have a small (if growing) population, and a society inculcated to the idea of Famines. Not to mention a Autocrat with a military personally loyal to him. Hell the Admiral currently in charge of the system's defences is a foreign exile, unlikely to have any attachment to the population of Grayson.

All the Protector has to do is continue to exercise his rights, ensure that the Military and their families are well cared for.

And of course get rid of the SLN fleet in his system in the immediate future.
 
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