Center of Power
Static Fortifications, and the importance of Planetary Bases Post-Jihad
LCCC Planning Document FY 3075
During the Succession Wars many military actions were rather limited, and planets, within the Inner Sphere at least, were controlled by a single entity with the only intra-planetary conflicts resulting from sports hooligans, rival criminal organizations, or nobles dueling over matters of honor. However, our Civil Wars over the centuries have taught us that this isn’t always the case everywhere and all the time. In the modern era it still isn’t with many planets throughout the Inner Sphere and even the Clan Homeworlds still divided between rival governments after a tumultuous Jihad.
COMSTAR, like the Terran Hegemony before it, understood the importance of architecture in projecting permanence and developed elaborate fortifications to protect their interests within the HPG Complexes. Each HPG Complex was functional a small Castle and their populations were regularly equal to a small city of their own. This fit their previously defensive and exclusionary posture after all turrets and walls don’t move and take over more territory like Battlemechs and Tanks could. Their garrisons for most of The Blessed Order’s history were functionally Gendarme and focused on internal and border control rather than external conquest.
The Terran Hegemony was famous for its Castles Brian which were in remote areas, including underwater, many of which survive to this day, these elaborate fortifications allowed the SLDF’s frontier troops to protect themselves should a vassal turn on them. Equipped with Warship grade weaponry and constructed with ultra-dense materials, nothing short of a nuclear bomb or warship bombardment could destroy these might fortresses. These served as invaluable refugee facilities during the Jihad as they could resist chemical attack although there were instances of engineered pathogens spreading like wildfire throughout the population killing scores of innocents.
The Rim Worlds Republic had, and The Clans have similar facilities tied into their planetary Space Defense Systems. The Successor States, particularly the frequent rivals Federated Suns and Draconis Combine utilize similar systems with many underground or underwater command bunkers on many words. Breaker Bay on New Avalon, Asgard on Tharkad, and The Eyrie on Atreus’ moon Wendigo are prime examples. It is a pity that Chancellor Sun-Tzu Liao only survived George Hasek II’s bombardment of the Forbidden City because of his.
The Great House militaries built few fortifications beyond the planetary Starports where they were often based. This was the result of a limited threat environment and economy to support large construction projects. Nobles often maintained their own troops in castle-like complexes within their main city with some standoff space from the locals for security but none of these were capable of withstanding Warship grade weapons and possessed only some gun emplacements and the garrison for protection. Frequently these gun emplacements were armed with turrets from vehicles that had their fusion engines cannibalized for spare parts. Larger military facilities such as training grounds or marshalling points were protected from enemy activity by their light density, some sensors, and remote location.
Since the Clans’ arrival modern fortifications have been upgraded dramatically, many possess capital grade weapons, or simpler cruise missiles to repel Warships, destroy invading dropships, or launch strikes against other targets on the same world. Our initial experiences with an unfettered COMGUARD and Word of Blake Militia showed their tremendous destructive potential and ability to sustain operations despite being cut off from external resupply. Many Remnant forces or Warlords still pose a threat to their worlds although the destruction of COMSTAR’s satellites limits their targeting ability.
Common Types of Buildings
Tent – Inexpensive and Quick to deploy tents are regularly used for semi-permanent or transient encampments. They are often self-deployed by the users and all military and disaster response forces maintain large inventories of these on hand.
Hanger/Warehouse/Garage – These structures are designed to maximize space for the storage of goods or vehicles under their roof often with a large door for security. HWG buildings can hold 3x their CF in tons making them significantly cheaper than a more closed building.
Standard – Standard construction to the appropriate planetary code.
Fence – Barrier to infantry with only ground MP available to them. Quick to deploy but very vulnerable to damage.
Wall – Capable of towering over the surrounding environment, these walls can mount armor and serve as difficult barriers to bypass for any type of vehicle.
Gun Emplacement – These buildings’ sole function is to serve as a weapon installation. Barracks can be built in to provide round the clock availability in the event of a surprise attack. These are often armed with turrets from destroyed or scrap tanks and can be equipped with automated fire control systems.
Fortress – Designed as strongpoints Fortresses represent bunkers and any other military installation designed to withstand sustained enemy attack. They shelter military formations against enemy fire but are vulnerable to artillery which means that most contain artillery of their own for counter-battery fire.
Castle Brian – The ultimate fortification designed by the Star League to withstand any assault even by Warships and Nuclear Weapons. Castle Brians are incredibly robust and often sheltered underground.
Atreus OTC | Tips when attacking a Fortification
With our emphasis on maneuver warfare and airpower the FWLM is ill suited to attacking enemy fortifications. So, here are four tips to remember when attacking a Fortress.
First, Extensive Recon, learn the layout of the Fortress from satellite surveys or sending in scouts to conduct Covert or Force Recon.
Second, Isolate the Site, Using VTOLs, and Scouts a commander should plant remote sensors at likely escape or sally routes to prevent the enemy from retreating or provide warning for a counter-offensive
Third, Prepare the Ground, Fortifications are often protected by pre-sited artillery, hidden gun emplacements, field guns, and minefields. All these tactics work together to degrade mobility and allow elimination of now static threats. To combat this one should conduct preparatory artillery bombardment or air strikes at likely ambush sites and clear the ground of booby traps.
Fourth, Plan for complications, with extensive planning and preparation on their side one should prepare to react to unexpected situations. Ensure that your Sub-Commanders understand their adjacent unit’s responsibilities before you proceed should they get bogged down or counter attacked.
Nouvelle Ecole’ Militaire | Tips for defending a Fortification
Our great Protectors did the best they could to give us the advantages we need to repel aggressors to our glorious Concordat. Among their great works were extensive underground and surface installations that can bleed hostiles dry so that they may fertilize our planet’s soils. The first thing that one must know about defending a fortification is that one should always possess the longest range weapons as letting the enemy get close is recipe for catastrophe as forts cannot move and are easy to hit. Many of our bunkers were traditionally equipped with Cruise Missiles or artillery but now we can build Sub-Capital and Capital Missiles capable of swatting down their vessels from the surface.
The second most important rule is that one should defend in depth
The outermost perimeter is layered with remote sensors to alert our forces to the enemy’s presence. Quick reaction forces such as Jump Jets and VTOLs should depart to harry them upon contact.
Next minefields should be located beyond our middle ring’s range but within artillery range to begin damaging the enemy and making them advance cautiously. Interspersed with these minefields are the outer ring of defenses which are manned by heavily armed infantry in restrictive terrain.
Then the middle ring of defenses consists of automated weapon turrets equipped with various weapons who will continue degrading the enemy and force them to slow where artillery and a second wave of air power can accurately engage them.
Beyond that is the inner ring of defense equipped with manned turrets equipped with fast firing autocannons such as our ally’s Pike turret and any mobile units that managed to be activated. Another group of minefields are sandwiched between these two layers to maximize damage.
Finally, our final bastions are in constricting terrain and armed with powerful close ranged weapons, our artillery, and mighty capital weapons to finish off any attackers that managed to stagger through our defenses.
Four example bases are provided with this document
Mechanized Infantry Outpost – This Outpost provides basic accommodation and services to a MechInf Company as these don’t typically include mobile versions of them like their faster moving armored counterparts. Its Tents and prefabricated buildings can be deployed in about four days while installing the optional perimeter fencing and ICE generator would take another six days.
Mech Lance Base – With space for 4 Battlemechs, 36 personnel, and spare parts an MLB with its security fencing can be easily erected in 24 days. Optionally a backup Fusion generator and Scorpion turrets can be installed but these will take additional time.
Light Vehicle Company Base – One of the most common forms of militia bases is the LVCB which contains an immense tank garage, four prefabricated barracks, an array of solar panels, and security fencing to provide for its almost 100 personnel.
StarCorps TetraStar™ Defensive Complex – This fortification is one of the most widely used versions throughout the Inner Sphere and even some Clan worlds. The standard version uses 8 Super Manticore turrets space in such a way their ELRMs face no minimum range penalties or can reach out further than any common weapon system. The complex is powered by an underground nuclear fission reactor, and a central armored fortress with two Arrow IV vertical launchers. Sixteen armored wall segments give end users the ability to channel hostiles into firing lines. StarCorps blueprints provide plenty of empty space inside the fortress to allow user modification at the end site.