Warning: long, complicated walls of text.
If you're determined to use turrets, what you want to do is corral the siege frigate by placing the second turret in such a way as to make it reposition back into range of the first turret. Because the siege frigate repositions when the turret starts construction, you can just order the constructor to move away then scuttle the constructing turret once the SF has moved.
Assuming there's only one siege frigate:
From my tests, the siege frigate seems to always go clockwise or counterclockwise around the planet, if there is a spot where it will be able to bomb safely (if all turrets under construction are completed). It keeps going in that direction until it finds safety or until the entire planet radius is covered with under-construction turrets, at which point it may continue for a bit and then stop to bomb despite the danger.
Given the size of a planet, it looks like one would have to start construction on 4 turrets to ensure the siege frigate will stop and give up and bomb the planet from its current location; only when the siege frigate is destroyed does it seem safe to cancel the other turrets (otherwise the siege frigate'll start moving again to a safe zone).
The other local militia will also attack the first structure construction is started on as soon as the colony ship leaves. Given the range of turrets (I'm using TEC for these tests), if the local LF/flak are firing on one turret, they'll be out of range of the other turrets: since you can't scrap that first turret until the siege frigate is destroyed, the first turret will be destroyed first unless it's ~75% constructed or more (results from testing on Faster speed with 2 LF, 2 flak). (Does cancelling unfinished but damaged structures give you back only part of what you invested?)
I thought of using the colony ship as bait and have it continuously warp in and out of the gravity well, drawing the attention of the militia, keeping the first unfinished turret mostly undamaged, but it seems the militia ignore incoming colony ships if the planet is already colonized.
So a significant chunk of time needs to be spent on partially building the first turret if it is to survive (long enough for it to be cancelled, that is). I thought that if I could figure out how to "corral the siege frigate by placing the second turret in such a way as to make it reposition back into range of the first turret" it would be easiest just to finish the first turret and then force the siege frigate back into its range, but that doesn't seem possible: the siege frigate will first maneuver out of the 1st turret's range, and if a second turret starts being constructed there, will keep moving clockwise or counterclockwise... etc., until you've started construction on 3 turrets, covering 3/4ths of the planet radius, with the siege frigate in the other fourth. If you then start construction to threaten that last area, the siege frigate will simply stop and bomb from there. So, there seems no way to goad a siege frigate back into the range of a turret, unless there's some tactical possibility I've missed. At that point, your only option to kill the frigate would be to finish the 4th turret, at which point you would have 2 active turrets.
The only way to get this to work while only building 1 turret, so it seems to me, is to
(1) colonize, build a turret close to the siege frigate, wait until construction gets to 75% or so (first turret, covers one quarter of the planet's radius)
(2) have construction frigate start construction on another turret in the direction of the siege frigate (covers second quarter)
(3) as soon as construction is started, do the same thing for the next undefended area (covers third quarter)
(4) as soon as construction is started, do the same thing for the next undefended area (covers fourth quarter)
(5) As soon as the construction starts on the 4th turret, the siege frigate should be in range of the 3rd, where it will soon stop moving and start bombing: tell the construction frigate to finish building the 3rd turret
(6) As soon as the siege frigate is destroyed, cancel all other turrets (the 1st turret should be down to 5% health or so by that time). Colonization finished
The above seems to be the only way of acquiring a planet with only a colony ship, unless you know how to goad the siege frigate back into range of the first turret.
I only see this strategy being viable in the first 3 or so minutes of the game, when the planet in question is connected to the HW, obviously, and:
* you're trying to pull off a double- or triple-colonization start (focusing on initial economy instead of military)
* when the capital ship is occupied fighting another heavy-militia planet
* when the rest of your fleet is busy attacking a planet with 3 siege frigates (putting heavy demand on supply and construction time)
* when you need 2 or 3 LFs for clearing out neutrals elsewhere (putting heavy demand on supply and construction time)
* when the target planet has only 1 siege frigate and no LRMs (else, you'd need scouts, which might as well kill the siege first)
* and when (a) the planet your solo colony ship is targeting has no connecting gravity wells to planets (not asteroids) you'll try to attack in the next few minutes (otherwise, it'd probably be better to wait for the rest of your fleet to wipe out the local militia, so your colony ship can warp in, colonize, and recharge AM in preparation for the next attack). Or (b ), if a connecting gravity well has little or no militia, like an asteroid or one with neutral extractors, a quick-colonize on the first planet and subsequent move to the second well could be good. Or (c), if the planet is a dead end.
Of course, fulfilling all of these conditions (also, your HW would have to have 4 phase connections) would be exceedingly rare, and you would have to have very quick initial scouting to recognize the viability of this strategy before your colony ships are occupied elsewhere. It would also require a lot of MM. (The construction frigates seem to not-unusually get stuck on the structures they're trying to build, holding them up for 15 or 30 seconds, which could be vital)
However, carrying out the strategy could mean 5 or more extra minutes of peak tax income, along with a few more minutes of extractor income. Quite useful for an ice planet... if, of course, your initial focus on colonization and economy doesn't doom you militarily.
Sorry if this is overly detailed, I was trying to systematically explain the process/reasoning to myself while testing.