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PostPosted: Thu Dec 28, 2006 8:10 pm 
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Your team of 5 has just broken the enemy line of 5 and they have retreated to a formidable stronghold called the Sacred Grove. It is a dense grove of reeds, 6-10ft high and about 150ft long and 75ft wide. There is low vegetation surrounding the Sacred Grove and several trees which you have taken cover behind. The enemy is totally invisible when you try and look into the grove from the outside. Normally, you would not attack such a position, but there are only 15 minutes remaining in the war and you are down 5-7. You must make 2 kills to tie, 3 to win, and therefore must attack to avoid a loss.

All guns are stock, your team member #3 and the enemy team members #3 + 4 have never fought before. All other players have veteran experience. The current positions are as follows: [remember that your left faces the enemy right and your right faces the enemy left]

You:
Commander (You): CPS 2500 (center)
Team member 2: CPS 4100 (left flank)
Team member 3: CPS 3200 (center)
Team member 4: XP 310 (right flank)
Team member 5: Water balloons + MD 5000 (right flank)

Enemy:
Commander: CPS 1500 (center)
Team member 2: CPS 1200 (right flank)
Team member 3: CPS 2000 (left flank)
Team member 4: CPS 2000 (left flank)
Team member 5: Dual XP 240s (left flank)

Here is the center of your position:
Image

Here is your right flank:
Image

Here is your left flank:
Image

Here is the center of the enemy position:
Image

Here is the enemy left flank:
Image

Here is the enemy right flank:
Image


Last edited by Lewis on Thu Dec 28, 2006 8:18 pm, edited 1 time in total.


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PostPosted: Fri Dec 29, 2006 5:02 pm 
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Nice scenario, Duxburian, at least in terms of making it decent for online "fighting."

I would split into two groups, which will come in handy once we've plunged in.
Left flank: Commander (2500) + #1 (4100)
Right flank: #3 (3200), #4 (310), #5 (WBs, MD5K)
The spacing in each flank is about 10 feet between people, and the two flanks are 50 (?) feet apart. Both flanks move through the thick area in the left (where we're least expected to enter from) for about 25 feet and then move straight in.

If the enemy is found clustered between the two flanks, the flanks advance to pincer the enemy from both sides. If the enemy is found clustered to the left, the left flank retreats a bit while the right flank circles around. If the enemy is found clustered to the right, then the right side retreats while the left flank moves in.

If the enemy is not found clustered, but in a line, a modified swinging gate charge (?) is performed: one flank of my army circles around an end of the enemy line, while the other flank charges in at a tangent. Essentially, the idea is to separate and conquer, except on a much smaller scale. Assuming the opposing line hasn't broken up yet, the flank that had circled around now runs along the enemy line from behind. The other flank, which had attacked from the front, now runs along the enemy line from the front. In theory.

If either flank is ambushed, they must actually move a bit away from the safe flank. This draws the ambushers to the ambushed, making the enemies turn their backs on the other flank. If all goes well, the un-ambushed flank should smash the opposition from behind.


Last edited by Silence on Fri Dec 29, 2006 5:04 pm, edited 1 time in total.


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PostPosted: Sun Dec 31, 2006 5:42 pm 
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Joined: Sat Aug 19, 2006 1:29 pm
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Location: SW Hertfordshire, England, UK.
Hmm. I don't know exactly what I'd do, but for starters:

I'd take advantage of the fact that the CPS 2000 users on the opposing team are inexperienced. The odds are, if you engage correctly, then they'll miss, and not be able to fire again before you have retreated.

To take advantage of that, I'd plow in with all my warriors (save for #3) from as far right as possible to hit their left flank, where the warrior with the two XP 240s will have little ability to stop an attack, (assuming that the inexperienced CPS 2000 users miss)and therefore staying away from their more experienced warriors, and their better weaponry.

Of course, stealth would be used as best as possible to approach closely, leaving #3 a short way out of range to help aid in a retreat.

My own formation would involve close structure for the stealth, then spreading outwards during the assualt.

If I had the choice, I'd have #2 use the fan nozzle on the 4100 (I'd use the 5x setting on the 2500.), attempting to hit as many of the warriors on their left flank as possible, whereas the remainder of my troops would attempt to eliminate one target each, moving on to the next if they eliminate their target, conserving some water in the PCs.

A rapid retreat is then made, using the remainder of the PCs, and then #3 provides cover during the retreat.

That's probably fairly shabby tactics, but it's worked for me before.



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PostPosted: Mon Jan 01, 2007 5:46 am 
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Both good plans of attack. Silent Guy's would be very effective, though hard to coordinate due to the difficulty of moving quickly in the grove. Joannaardway's could meet success if they get in quick enough. Stealth would not hold up for long, as the defenders would have a remarkably clear view if they position themselves close enough to the fringe. They'll also hear you upon entry, the cracking if leaves and stalks is VERY noisy.

As you probably guessed, this was a real scenario, though I changed the numbers, guns, time remaining, and experience level of the players. I have faced this three times, with much more success the second time. Though the Sacred Grove has been used many times, few engagements have taken place over it.

First time, mid-2005: Waterbridge retreated into the Sacred Grove. The RM set up basically exactly as the scenario deployments are. We approached carefully towards the fringe and engaged across the entire east-facing side. However, you can't effectively fight an enemy you can't see, so we wisely decided to pull out and retreat to the main path. Waterbridge left the grove, but there was about 15 minutes of no action. No kills were made on either side.

Second time, early 2006: Waterbridge, on the run, entered the Sacred Grove, holding to the assumption that the RM would not enter. In all of 2004 and most of 2005, we did not fight in reed groves or any other unpleasant thick vegetation. However, this was a smarter, tougher RM now. We circled around to the west-facing side of the grove and plunged through. By the time Waterbridge turned and moved to defend their rear, we had already finished the risky entry process. Rather than engage in what would have been a fierce, blind, point blank firefight, Waterbridge fled the grove and down the path. No kills were made on either side.

Third time, mid-2006: Waterbridge lay in an ambush position just in front of the fringe. This was the largest battle ever involving the grove. We spotted them and engaged. After trading fire for a few minutes, Waterbridge retreated into the grove, with Guderian and Hannibal moving through it and around the rear. Nibordude pushed Belisaurius on the left, Smeagle and I pushed unchallenged on the right. Hannibal appeared in the open rear area, so we rushed him. He promptly dove back in, causing us to retreat ourselves. Hannibal re-emerged with Guderian, but chose not to advance due to my skirmish fire angled over the corner of the grove. They could not see our position, otherwise they would have attempted to press us. Being half stuck in a thorn bushy path is not an ideal position for a mostly blind firefight! This is when my 2500 stopped shooting and when Smeagle lost the pump screw in the 1100. Luckily, the enemy left continued to hold their current position and sent shots over across the angle. It took them ages to realize that our right flank was no longer returning fire! In fact, neither I nor Smeagle were actually looking through the reeds at them. We were both looking straight down, sweeping leaves away and trying to spot the long screw that allowed the 1100 pump to work. As luck/timing would have it, Smeagle found the screw, I got my gun to work, and right as Waterbridge came barreling around the "corner", raining liquid death. We turned and ran. I literally dove under Nibordude's covering fire during the retreat. This engagement started a half-hour of constant action, in which one side would advance across the Grove St Bridge, face an ambush, run back, be pursued, counter-ambush, they would run back, and so on. Remarkably, no kills were made on either side during this whole thing.

Now as to what I would do for the particulal scenario: I would take Silent Guy's approach and enter concentrated on the thicker left. I would not bother with stealth, as both the manuever and pushing through reed stalks would make an incredible amount of noise. The key would be getting in FAST. Once "inside", we would be just as invisible as the enemy. Now here is where I would make a gun swap. #3 and either #4 or #5 would switch guns, putting the 3200 into the hands of someone who knows how to use it. The 4100 an 3200 would now advance slowly, 4100 on fan and 3200 on typhoon. I myself would set the 2500 to the skirmish nozzle [5x] and move on the left furthest out, with my other 2 players anchoring the right, but moving the slowest. Hence an oblique line would form. Once well inside, I'd start the Swinging Gate by moving gently right. In anticipation of a fierce firefight, I'd have my line hold their fire and keep behind stalk clusters. On first sight of an enemy, the center 2 would open an Armaggedon Ambush using the fan and typhoon nozzles. This should shock the enemy into initially giving ground. If I met any enemies on the left, I'd open up suppressing taps, as the 2500 can yield LOTS of them. There are three main ways this could play out. A: The enemy is eventually pushed out of the grove and chased. B: The enemy manages to make a stand, utilitizing the 2000s, in which case both #5 and I would exit and re-enter further down the grove to attempt a triple envelopment of the enemy positions. Risky, but when down and low on time, there is no room for the usual caution. C: The enemy sends one or two if its own players to triple envelop me. In that case, I would call to regroup near wherever the center of my line appears to be. Using the reed stalks as cover and crouching/lying down, we'd wait for the enemy to press in. Kill Exchange time. Mark your man and rush him. The goal would be to at least fire at the same time and get him if you go down. With luck, at least one or two would survive to Kill Exchange against another enemy.

In either of the scenarios, this would be really, really close and the battle could go either way.

Here's a twist: Here's how I would defend if I were the enemy in the grove.
Even in a dense place such as this, one can use a textbook Mirror Defense. I'd spread my line with orders to re-concentrate if the fringe is breached. Watching the enemy move and moving with them would be the goal. Now it is not likely that I'd be able to defend the whole darned grove, so I'd set up a unique kind of Distraction Ambush. I'd have 3 players demonstrate on one of the flanks and hide #2 on the other flank. I'd stay at the center to coordinate. Naturally, the enemy would shrink away from the well defended flank and enter on the weaker side. If they smell a rat and enter from the rear center of front center, I'd have to call for re-concentration. While doing that, I'd try and block the closest entering enemies. The ideal time to strike would be the moment they cross through the fringe line. It takes a moment to adjust to the lighting and the surroundings, so there's when I'd pull the trigger. If they are able to force entry without taking losses, my re-concentrated line would have the choice of hunkering down for a tough blind fight or getting the hell out. Knowing me, you know what I would pick: both. Engaging the enemy, I'd try to get them all in sight. If they are all in sight, I would be assured of the rear's safety and I could slowly back my line towards the fringe. Once at the fringe, a simple Tactical Retreat would be in order, with my 1500 on the skirmish nozzle and me out last to cover. I'd have #2 back me up. If I could not back out and were to be doubled/tripled [envelopments], I'd have the team go for the loner closest to us. 5 on 1 or 5 on 2 is good local numerical superiority. They'd be forced back and we could either go for them or sweep them aside.

Odds for the defending team are much better than for the attackers, mainly due to the lead they start with.


Last edited by Lewis on Mon Jan 01, 2007 6:30 am, edited 1 time in total.


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PostPosted: Mon Jan 01, 2007 7:43 pm 
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Very nice. Definitely incorporates some elements of the environment that we couldn't possibly know about and that we wouldn't likely use anyway. Not me, at least.

Now for the defense...

Your defense seems like a very smart one, utilizing your score advantage. But remember, 5 vs. 1 or 5 vs. 2 is a good time for the enemy to use the outnumbered strategy, especially with a lower score and little time to waste. They'd come in blazing if they were smart, and that loner might take out two people.

I, as one person, would stay near the fringe of the Grove and do a mirror defense. Ideally, with my sight advantage and all, I would take out at least one of their attackers before going down. Either way, it would just be a method to slow the enemy down while the rest of my team escaped. They would be long gone assuming the enemy stops for just 15 seconds to engage me. And because there's only one defender, there's no possible way for them to make up for the defense's 2-point lead.



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PostPosted: Mon Jan 01, 2007 11:20 pm 
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I'd need to do some personal re-training for this, as you can tell that I've never actually had my brainchild used against me. Good spotting the danger in using a 5v1 or 5v2 Overrun. The Outnumbered Defense is the perfect counter to it. Depending on the speed of the retreaters and attackers, I could lose 2 guys to one. Assuming that the attacker would be killed, I'd still be up by a shaky point. If there were 2 attackers, I'd have a slightly better chance of countering the OD, though it is really not easy to. A smart enemy would barrel into the weaker part of my line, and you can't do much about it if you don't have veterans in supporting range. Who knows how spread the line would be at that point?

Either way, this battle would probably be decided after the grove. Your strategy for self-sacrifice to allow the team to flee is definately sound. If you spread quick shots all across the enemy, one man can hold off five for long enough for the team to gain a very good head start. After that, it is up to the speed of players on both sides, which could vary quite a bit. Locally, both the RM and WB are heavily saturated with track runners and other athletes. For us, one wouldn't be safe even with a quarter mile lead. We once had an engagement end with a dramatic half mile+ chase, resulting in the desired kill.

It would also depend on if the Outnumbered Defense could triumph over the Overrun Charge. That would be up to the character of the people involved. Even the most hardened veteran may falter in the face of a determined Overrun attack and likewise, even the most hardened veteran may get pwned by a determined Outnumbered Defense. Like in football, when two strong tactics [which are the counter of each other] collide, the more desperate side with more of their heart in it will likely prevail.


Last edited by Lewis on Mon Jan 01, 2007 11:24 pm, edited 1 time in total.


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PostPosted: Tue Jan 02, 2007 3:19 am 
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Good points about the chase. On further thought, whoever stayed back to defend would likely be one of the slower people, although that makes little difference in the end. The runners would be smart to set up an ambush if needed, and I likely would do that anyway. Or what about the sprinters' ambush? Now that would be neat.

Just pulling at straws here.



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PostPosted: Tue Jan 02, 2007 4:58 am 
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They're good straws though.

A Sprinters' Ambush could work depending on the terrain and how fast the enemy is pulling up behind them. Now the surrounding terrain is rather undefined in this scenario, but in real life you'd have to put quite some distance between you and the enemy in order to pull off any hidden ambush. If left from the grove, there is little cover that will support a defense against a desperate attack. There are plenty of reeds, though shorter and spread out. A single person could, however, quickly drop down into a prone position without being noticed.

If right from the grove, you'd have to make it to the Grove St Bridge safely. In that case, you wouldn't need to set up an ambush, as you could simply hold the bridge. Storming the bridge is near impossible with even numbers. In this scenario, attempts to ford the brook would take too long; time would expire long before they are able to jump down from the bank, wade across, climb up the other bank, knife through the thick reed fringe on the other bank, and finally reach the desired flanking position. However, with more time on the clock, the retreating team would keep going past the bridge and plunge into the reeds on either side of the East Bank [this is at Waterbridge]. If you split up to both sides, you could set up a Split Ambush. By the time the pursuers reach the open, you have totally vanished, so they will advance cautiously. Normally, they can stay in the center of the right of way and be out of range of either side. Here's the time for a Staggered Split Ambush. One side knifes into the enemy like a normal ambush. The enemy naturally recoils away from that side and leaves their backs extremely vulnerable. The window of opportunity is brief, so the other side has to jump out right at the right moment-not too soon and not too late.

If the enemy is somehow educated on how to counter a Staggered Split [and in real time, since this kind of ambush is very swift], they won't back up, instead they'll get the hell out of there. In that case, I'd reconcentrate and jump back into one side. After all, I'd be up in score with no obligation to engage in an open firefight.


Last edited by Lewis on Tue Jan 02, 2007 5:00 am, edited 1 time in total.


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PostPosted: Wed Jan 03, 2007 11:49 am 
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I've never been a tactician, so I have to keep things simple.

I know that in a raw engagement, I have the advantage against most opponents, simply because of more firepower, range, experience and agility. However, that doesn't extend to my team (most of the time). However, I never assume that any engagement is already won.

My tactics are extended to stealth, flank attacks, surprise attacks/ambushes, and perhaps a few nasty ploys and counter-tactics. So, I do my best to hold together coherant assaults, and if my brother is around, I leave the tactics to him.



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