Siege Siege Warfare is an important thing. It draws the enemy into a prolonged conflict, cutting them off from supplies and keeping the forces of the base locked in until the siege is over or until they manage to run the blockade. To perform a siege one needs a fleet with at least three ships, if the count of ships falls below three the siege is automatically broken. While defenders cannot purchase anything while under siege, construction and the operation of production factories is still possible. This means that is possible for a base, given enough time, to reinforce it's self without needing an outside source to attack the besieging fleet.
Support for the besieged installation can arrive, but said support would have to battle it's way through the besieging fleet in order to try and break the siege and relieve the defense force. This is a dangerous thing and can end in utter failure if not carefully planned.
Each day that a base is under siege a post will be made in the respective factions Officer and High Command forums, where a vote will be taken to decide that day's course of action. There are multiple different things that one can do in a siege and you can find the actions below.
Attacker Options Bombardment: This action is exactly as it sounds, everything in the fleet with long-range capabilities fires everything they've got toward the base in a hope of damaging it.
Raid: A small detachment of Mobile Forces such as Mobile Suits or support units conducts a raid upon the perimeter of the defense line, this action is meant to be a quick strike and good for targeting any pesky defensive installations.
Fallback: The fleet pulls back and spreads out, making it harder to hit with artillery bombardments but also making it easier to break through the lines.
Assault: A daring attack of large-scale upon the enemy installation, these types of actions can result in heavy losses on both sides and is usually what makes or breaks a siege.
Defender Options
Counter-Barrage: All long-range capable units and defensive positions focus fire on the source of incoming enemy artillery, this action can be particularly devastating if the enemy uses a Bombardment action.
Spoof: A clever form of trickery, all lights on the base are killed and lights and mirrors are used to make the base appear in another location, misleading artillery fire and possible attack forces. This is a balance defense action, as it is effective against raid forces and bombardment, though it's easily seen through and can crumble to an assault.
Entrench: Hasty fortifications are built up and the defensive forces dig in to stationary positions. This leaves them vulnerable to artillery fire but provides a blunted defense against a forward assault.
Charge: The entire defensive garrison charges the attacking fleet head on in an attempt to break the siege. Can be devastating if it fails.
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