I would think that in any vital system a large scale 'wall of defences' would not be used, but rather key resources/ points would be heavily defended.
A system contains only a handful of planets and usually a large number of small asteroids. Hidden mine dispersal facilities among moons, asteroids and planetary rings are a given, making such regions hazardous for ships to enter.
Many people have suggested jumping to a region behind a gas giant and mustering/refueling. The solution to this appears simple. Defend the gas giants.
Multible small, deep atmosphere stations, armed with 'conventional' and nuclear missiles and guided mines will inflict horrendous casualties on oncoming fleets, especially if they are attempting to use the planets shadow as a muster point. They will also notify the system defences of the enemy fleet as it arrives. Even on a small scale such installations would render it unfeasible to try to use local resources to refuel, forcing enemy fleets to bring sufficient fuel with them for the jump in, prolonged combat and emergency jump out (aka withdrawal).
Defend the things worth defending and don't give your enemy in-system hiding places.
A system contains only a handful of planets and usually a large number of small asteroids. Hidden mine dispersal facilities among moons, asteroids and planetary rings are a given, making such regions hazardous for ships to enter.
Many people have suggested jumping to a region behind a gas giant and mustering/refueling. The solution to this appears simple. Defend the gas giants.
Multible small, deep atmosphere stations, armed with 'conventional' and nuclear missiles and guided mines will inflict horrendous casualties on oncoming fleets, especially if they are attempting to use the planets shadow as a muster point. They will also notify the system defences of the enemy fleet as it arrives. Even on a small scale such installations would render it unfeasible to try to use local resources to refuel, forcing enemy fleets to bring sufficient fuel with them for the jump in, prolonged combat and emergency jump out (aka withdrawal).
Defend the things worth defending and don't give your enemy in-system hiding places.