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Old April 2nd, 2007   #1
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Fets' Tactics Quiz

I am going to start doing a series of threads where I pose tactical situations and you answer with what you would do.

Rules:

1. You can point out the flaws in other's theories, but do it in a professional manner.
2. Expect to have the flaws in your plan pointed out, learn from it
3. No one is right or wrong, it is all hypothetical.
4. Even if you don't think you have the best answer...try anyways. You can only learn from it.
5. Whatever other rules I make up as we go ...

Question #1

You and a small squad are bunkered up. You have been assigned to defend a key position. As you set up your defenses, you analyze what the enemy may do to over take your position. One of your greatest fears should be the OpFor using force multipliers against your fixed position.

What are the force multipliers you need to worry about from the OpFor's perspective? What force multipliers can you use to your advantage? Finally - How do you set up your defenders?

Assume the OpFor out numbers you 2 to 1.
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Old April 3rd, 2007   #2
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Not to sound like a dumb @$$ but I assume that the OpFor are the apponents and force multipliers are things that make them "stronger" like increased firing rate or tanks correct?

If what I said above is correct than here is my answer:

........*Thinks*.........*Thinks harder*.............*Double checks his answer*........
1.) Vehicles, terrain, automatic's, double troubles, height advantages (if any), flankable areas, and spies.

2.)Terrain, automatic's, hight advantages (if any), brush, open areas, and the bunker maybe.

3.)I cannot say really, I'd have to see a pic of this bunker at least before I makle a full answer. But to the best of my knowledge, a vietnam star formation should work. Just keep at least one guy in the bunker.

This is it unless I missunderstood or missinterpreted wrong...
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Old April 3rd, 2007   #3
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For the sake of this scenario I am going to assume that the defending team is NESOMUT and are playing in a larger scenario and the situation is ~30 to ~15. One of the first things I would take into consideration is any pre-game observations. Are these walk-ons we're facing or a team? If a team are they another spec-ops clone?

If playing against walk-ons:

If we are down 30-15 this should be a piece of cake. First of all always assume that you are going to be flanked (assuming of course the objective you are defending is not in a corner and thus flankable). I would set-up a staged ambush/retreat from N,S,E,W sides with three people to each direction. This allows for three sets of eyes in gaps in the the ambushes/staged retreats (everyone being in radio coms of course). Walk-ons are very likely to do two things...either group up too much or go lone wolfing. With three man squads lone wolfs will be taken out with ease, with big groups we can move a three man squad as necessary to flank one of the attacking squads and move back into position. Depending on the aggressiveness of the walk-ons will depend on how far away from the objective we set up the ambushes/staged retreats. If they aren't pushing much and just trading fire than we can setup futher from the objective with the remaining three staying back to watch for lone wolfs or a small group that one of the groups may have missed (but that would be unlikely).

If playing a team:

If they are spec-ops wannabes they will pull a strong arm or whatever it is called. Meaning about 20 of their guys will attempt to overrun one side. If not a sops clone then they will be very likely to do something similiar only splitting the team in half instead of 70-30/80-20. So, we do two four man ambush/staged retreats to either side of the objective and have 4 of the 7 remaning wait and then setup to the side where the strong attack is coming from to fortify that position (or 2 and 2 to each side if they are half and half). Leave three at the objective to watch for flankers/lone wolfers or the weak side flank from the sops clone opfor.


As the game plays on and assuming good radio comms, the ambushes/retreat areas/forward positions can change as necessary.

It's hard to do this without some sort of diagram and such. Maybe I'll whip something up in paint later if I'm bored hehehe
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Old April 3rd, 2007   #4
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Quote:
Originally Posted by Thorn in the Enemy View Post
Not to sound like a dumb @$$ but I assume that the OpFor are the apponents and force multipliers are things that make them "stronger" like increased firing rate or tanks correct?

If what I said above is correct than here is my answer:

........*Thinks*.........*Thinks harder*.............*Double checks his answer*........
1.) Vehicles, terrain, automatic's, double troubles, height advantages (if any), flankable areas, and spies.

2.)Terrain, automatic's, hight advantages (if any), brush, open areas, and the bunker maybe.

3.)I cannot say really, I'd have to see a pic of this bunker at least before I makle a full answer. But to the best of my knowledge, a vietnam star formation should work. Just keep at least one guy in the bunker.

This is it unless I missunderstood or missinterpreted wrong...
For the sake of this exercise lets assume a standard capture the flag type of game. No tanks, no spies, no double troubles, no auto fire.

The area you are defending is not a singular bunker but an objective. Perhaps a flag base such as the Ludendorf Tower or Seelow Heights.
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Old April 3rd, 2007   #5
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Ah, ok.

Then that narrows number one down to terrain, height advantages, and amount of flankable areas.

Almost keep the same for number two.

And of my knowledge about small squad defences I'd have to stick to my answer.
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Old April 3rd, 2007   #6
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Assuming my squad is at least 10 but hopefully 14. I would set-up 2 man teams at least 10-15 yrds apart to avoid mass elminations from mortar or rocket attacks. I would send I 2 scouts out with grenades and a loud fast markers to provide advanced notice of attackers and hopefully some early eliminations. The rest of the squad would be set-up in a slight V in front of the objective going out away for the objective to watch for flankers, and cause a funnel affect with the attackers. The scouts who hopefully has not been eliminated will lead the attackers into said funnel leading to the surrounding of the group for no chance of escape.
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Old April 3rd, 2007   #7
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Quote:
Originally Posted by koolaid View Post
Assuming my squad is at least 10 but hopefully 14. I would set-up 2 man teams at least 10-15 yrds apart to avoid mass elminations from mortar or rocket attacks. I would send I 2 scouts out with grenades and a loud fast markers to provide advanced notice of attackers and hopefully some early eliminations. The rest of the squad would be set-up in a slight V in front of the objective going out away for the objective to watch for flankers, and cause a funnel affect with the attackers. The scouts who hopefully has not been eliminated will lead the attackers into said funnel leading to the surrounding of the group for no chance of escape.
Interesting; however, Sun Tzu recommends in his writing to never completely close off your enemy; thus he will try harder--the corned animal situation. With this said, I would leave your enemy thinking that there is still a possible way out--which of course is only a perceived escape and not really an actual escape. Just a thought.
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Old April 3rd, 2007   #8
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Quote:
Originally Posted by Ghostman View Post
Interesting; however, Sun Tzu recommends in his writing to never completely close off your enemy; thus he will try harder--the corned animal situation. With this said, I would leave your enemy thinking that there is still a possible way out--which of course is only a perceived escape and not really an actual escape. Just a thought.
I find it true in paintball that these maneuvers are made difficult because of the few players who will always stay back and watch their friends rush forward. They like to let others spring the ambush and then they will start long balling instead of moving to the action.

These types of ambushes almost need to be spread out and coordinated with radios. You need to be able to either find a way to draw in the enemy or flank wide around them.

This is a tactic we really should work on at practice.
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Old April 4th, 2007   #9
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Originally Posted by Ghostman View Post
Interesting; however, Sun Tzu recommends in his writing to never completely close off your enemy; thus he will try harder--the corned animal situation. With this said, I would leave your enemy thinking that there is still a possible way out--which of course is only a perceived escape and not really an actual escape. Just a thought.

this reminds me of what happened to us at blackhawk down in the first game were we had the guys flanking us from behind and forceed us to rush the truck
 
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Old April 4th, 2007   #10
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Yeah, but half of us knew you were going to charge. All of us that just respawned heard someone yell "ready" so were all like, "oh crap."

Anyways, pairs would work too. wish we would be given a number too Fets.
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Old April 4th, 2007   #11
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Quote:
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Anyways, pairs would work too. wish we would be given a number too Fets.
Regardless of the number you are still out numbered 2 to 1. So it shouldn't really matter.
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Old April 4th, 2007   #12
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First thing I would do in this situation is take stock of who is with me. Being part of a team, you have a huge advantage in knowing the strengths and weaknesses of your teammates. I smaller group of people who play as a cohesive unit should be a stronger force than a group of attacking people at 2 to 1 odds.

Next, I would look at the lay of the land, and station minimal people at the most obvious points of entry. I would put some of my better, less mobile defenders in these positions because they should be able to hold off the most people with the least amount of support from their team members. The idea behind this is that an approaching force would attempt to use these points of entry to the objective in addition to less obvious ones. The better defenders can hold off the obvious threat with less numbers.

As for those others, I would station my smaller sharpshooters in forward positions to provide intel on enemy movements. These players would have the opportunity to take out players that attempt to flank. As the threat in their particular area is neutralized or overrun, they can fall back to a better defensive position closer to the objective.

The remaining force will defend the objective at all costs, and provide fill in bodies to the defenders of the obvious points of entry if they are being over run.

The whole idea behind this is to bend but not break, if you have to give ground to force the enemy to expose themselves, you can do it in a fighting retreat. If the Opfor numbers are thinned out along the way, ideally to the point of even numbers or less, the team defending the objective along with the forward deployed players falling back in, should be able to elimninate the remaining attackers, or stalemate at worst.

That's kind of a high level idea, but, you get the point.
 
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