05-15-2008, 11:48 AM
Warning, this is an extended Rant,
and is just my thoughts on the coming battles this round as most players have never really played the S&D format and probably even less in an Assault/Defend battle which creates a very unique situation for both players.
This is about the two following factors
a.) Search and Destroy battles (battles with no VHs, winning is via who gets the most points for destroying enemy forces)
b.) Assault/Defend battles (where on player is dug in and awaiting the attacker)
The combination of these two can produce an interesting tactical situation for both the attacker and the defender.
In the attackers case they know they have to break through a defended line/perimeter and do it quickly and with minimum casualties.
In the defenders case they must defend a large stretch of map front and due to the relatively static nature of their defense once located they can be destroyed.
Both player have very different sets of problems they have to face, and unlike the normal ME battles where its just a case of the same ol same ol, this kind of situation requires a lot more thought and preparation, which as in the case of any Assault/defend would.
In this case I will list the following priorities.
Attacker.
a.) the need for decoy attacks, ie DECEPTION
b.) the need to achieve a quick break through before the enemy can counter with their own arty, ie SURPRISE
c.) pre bombardment of positions, both decoy and real, ie SUPPRESSION
d.) well chosen approach routes. ie SPEED
It is likely that the defender will have setup cover on the most likely approaches and will also have laid mines and set forward defenses/sentries so committing a main force along a few axises of attack is likely to be moving into a preplanned fire zone. without the DECEPTION the enemy can zero all fire on you. If you have many decoy attacks then you split the enemies fire, reduce the chances of loss and SURPRISE the enemy. Also working to help this is SPEED, mounted units which can be quickly moved are important. Finlay SUPPRESSION, with 15% arty allowance the Russians have plenty of points to buy arty with, and lots of cheap rockets/Kats as well as heavy arty to use on enemy positions. use of SUPPRESSION can either pin enemy forces preventing movement by targeting enemy approaches or covering a break-in, it also has the power of being also used to DECOY the enemy by hitting positions and then switching to another point where the real attack is.
Defender
a.) The need for concealment, ie DECEPTION
b.) The need for planned defences, ie DEPTH
c.) the need to survive from concentrated enemy arty, DISPERSION
d.) The need to respond quickly, ie SPEED
The defender is more likely to concentrate his defenses but given that the enemy is looking to locate those defenses and then anihalate the enemy with superior firepower and numbers the defender must consider the following.
Setback defence
staggered defence
Fluid defence
A setback defence sacrifices DISPERSION to DECEPTION by placing forces well back
A staggered defence utilizes DEPTH but looses speed and also spreads forces very wide
A fluid defence relies on a mobile force to avoid the main attack or to plug any gaps in the line, utilizing SPEED and DECEPTION.
None of these defenses are absolute and must be tailored to the terrain and the forces at hand. As a defender it is likely that mines will play an important part as well as other earthworks and barbed wire but the map size removes the chance of an impregnible defence and as such only if an opponent easily spotted and countered will such a defence work. In the face of heavy arty DISPERSION will be essential. The longer the defender can maintain DECEPTION the better their chances of winning.
and is just my thoughts on the coming battles this round as most players have never really played the S&D format and probably even less in an Assault/Defend battle which creates a very unique situation for both players.This is about the two following factors
a.) Search and Destroy battles (battles with no VHs, winning is via who gets the most points for destroying enemy forces)
b.) Assault/Defend battles (where on player is dug in and awaiting the attacker)
The combination of these two can produce an interesting tactical situation for both the attacker and the defender.
In the attackers case they know they have to break through a defended line/perimeter and do it quickly and with minimum casualties.
In the defenders case they must defend a large stretch of map front and due to the relatively static nature of their defense once located they can be destroyed.
Both player have very different sets of problems they have to face, and unlike the normal ME battles where its just a case of the same ol same ol, this kind of situation requires a lot more thought and preparation, which as in the case of any Assault/defend would.
In this case I will list the following priorities.
Attacker.
a.) the need for decoy attacks, ie DECEPTION
b.) the need to achieve a quick break through before the enemy can counter with their own arty, ie SURPRISE
c.) pre bombardment of positions, both decoy and real, ie SUPPRESSION
d.) well chosen approach routes. ie SPEED
It is likely that the defender will have setup cover on the most likely approaches and will also have laid mines and set forward defenses/sentries so committing a main force along a few axises of attack is likely to be moving into a preplanned fire zone. without the DECEPTION the enemy can zero all fire on you. If you have many decoy attacks then you split the enemies fire, reduce the chances of loss and SURPRISE the enemy. Also working to help this is SPEED, mounted units which can be quickly moved are important. Finlay SUPPRESSION, with 15% arty allowance the Russians have plenty of points to buy arty with, and lots of cheap rockets/Kats as well as heavy arty to use on enemy positions. use of SUPPRESSION can either pin enemy forces preventing movement by targeting enemy approaches or covering a break-in, it also has the power of being also used to DECOY the enemy by hitting positions and then switching to another point where the real attack is.
Defender
a.) The need for concealment, ie DECEPTION
b.) The need for planned defences, ie DEPTH
c.) the need to survive from concentrated enemy arty, DISPERSION
d.) The need to respond quickly, ie SPEED
The defender is more likely to concentrate his defenses but given that the enemy is looking to locate those defenses and then anihalate the enemy with superior firepower and numbers the defender must consider the following.
Setback defence
staggered defence
Fluid defence
A setback defence sacrifices DISPERSION to DECEPTION by placing forces well back
A staggered defence utilizes DEPTH but looses speed and also spreads forces very wide
A fluid defence relies on a mobile force to avoid the main attack or to plug any gaps in the line, utilizing SPEED and DECEPTION.
None of these defenses are absolute and must be tailored to the terrain and the forces at hand. As a defender it is likely that mines will play an important part as well as other earthworks and barbed wire but the map size removes the chance of an impregnible defence and as such only if an opponent easily spotted and countered will such a defence work. In the face of heavy arty DISPERSION will be essential. The longer the defender can maintain DECEPTION the better their chances of winning.


)