Taking the Initiative

General questions and discussions on water warfare regarding tactics and strategies.
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DX
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Post by DX » Tue Apr 18, 2006 7:57 pm

I'm going to write up articles on some of my favorite concepts. Of course, I'm starting with the most complex and difficult to understand: The importance of the Initiative. Here goes:

Type: Fighting Concept
Works best with: Hardcore 1HK teams, although a watered-down version applies to any kind of fight, not just with water!

You are a commander of a team. You have retreated to a fortified position and intend to wait for the enemy to attack it. You chose to move there on your own, the enemy did not force you back. Well, you just gave away the initiative and will pay for that loss!

The initiative in a water war is a somewhat abstract concept. Dictionary definitions include:

A term that describes an advantage held by player who has the ability to control the game. The player without the initiative is often left no choice but to play defensively.

If your opponent's first priority is responding to you, you have the initiative. It's the dynamic element of being the Agressor instead of the Defender and is not necessarily a factor of positional or material advantage! Getting the initiative is the trick - consider the point below: Attacking - Attacking is a sure way to seize the initiative, just make sure the attack makes sense!

Nothing is more important than the initiative in a water war: not range, not output, not troop strength, nothing. Taking the initiative wins water wars, wins chess matches, wins lots of things. Think about the impact of momentum and intelligent aggression in football games! The initiative has even decided the outcome of famous battles throughout history such as the likes of Gettysburg.

As the dictionary definitions say, the initiative is basically the ability to control the battle, often via a [smartly made] showing of offense. It also involves control of the momentum of the battle and causing the enemy to react to you.

Suppose you have scored kills, driving the enemy from a position. You attack again, and the same happens. The momentum is well in your favor, and you have the initiative. You are setting the battle's tempo and have all the momentum. Of course this can change, if the enemy rallies and stops your advance, then you will lose the initiative. If the enemy starts making a stiff defense, successful counter-attacks, etc. they can shift the momentum and take back the initiative. This will get them back into the war and increase their chances of winning.

Sitting in a fort when you don't have to is bad, "camping" in one spot when you don't have to is not great either. When you have the initiative/want to take it, you should actively seek out the enemy and force a fight. When you have firm control of the initiative, your enemy is more likely to run and/or retreat. If they see that control of the battle is contested/contestable, they will fight harder and more lively. The initiative is really an extension of the physical battle into the brain, you don't think about it too much, but it determines the battle more times than not. The way you react in a given situation can be traced right to the status of the initiative.

When two teams try to control the battle with equal might, you get one crazy war! It is filled with offense, fighting, kills, and chaos. Those are the most fun type of wars, and you post scores like 8-7 unlike battles where one team has the initiative much of the time and crushes the other. Such as some 5-0, 5-2 victories we've had.

As stated in the dictionary, attacking often helps get the initiative if you don't have it, and helps you to keep it if you do. If you can get the enemy to do nothing but defend and try to counter your actions again and again, you have succeeded to great effect. If they are just reacting to you, they will most likely lose. Of course, you need to attack wisely and execute your offensive tactics well. Keeping the initiative is easy as long as you don't trip up or let early success go to your head. Arrogant teams tend to lose the initiative quite a bit due to underestimation of the determination of a team desperately fighting momentum against them.

Momentum and the Initiative are not interchangable ideas. Momentum is merely a piece of the Initiative, a big component however. Control of the battle requires all of the things that come with the Initiative. You can clearly tell if you don't have all of them: the battle will be even.

One last thing about Tempo. Another important component and one that anyone can control in the beginning of the battle. You can fight a slow, easy-going, lackadaiscal style war, or you can fight an intense, action-packed one, or a slow moving action-packed one. The choice should depend on the situation, like going easy if you are way ahead, or trying to slow the battle down if you lack momentum.

So there you go. Food for thought, especially if you never considered how complex a water fight could be. War is waged in the mind as well as on the battlefield. In the abstract as well as the real. So if anyone asks you what the most important thing to have in a water fight is, you will respond...a water gun of course! :wacko: But in all seriousness, you can vastly improve your chances of winning armed with the concepts of the initiative. When you start fighting with these in mind, you've discovered a whole new world and a whole new level of the hobby!

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Hannibal
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Post by Hannibal » Tue Apr 18, 2006 8:59 pm

Good stuff! It's always important to control the other player through your moves. "The best defense is a good offense" would also be a good phrase to keep in mind. Controling the initiative is important in real battles as well, but it works just as well with water warfare. Well-written, and important stuff!
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DX
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Post by DX » Wed Apr 19, 2006 8:01 pm

I have more where this came from. I just need time to write the other stuff. This article took me 45 minutes to come up with!
marauder wrote:You have to explain things in terms that kids will understand, like videogames^ That's how I got Sam to stop using piston pumpers

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Post by DX » Tue May 09, 2006 7:50 pm

Wow...you wonder why people don't write war-related articles very often? Because nobody reads them! Ok, a handful of people do, but it's funny how some random/not-so-intelligent topics get much more views than this, probably the most important wars article I will ever write! :laugh:
marauder wrote:You have to explain things in terms that kids will understand, like videogames^ That's how I got Sam to stop using piston pumpers

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Post by isoaker » Tue May 09, 2006 8:40 pm

Sad, but true.

I think the problem lies in things being text-heavy. Reading too much text to some feels like work/study. Lots of good info here for those who take the time to read and think on it.

:cool:
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Hannibal
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Post by Hannibal » Tue May 09, 2006 9:15 pm

I found this article really interesting and useful to know. I've been applying it in my past few wars. Am I the only one who feels this way?
EV Nova - Space action/RPG, for Windows and Mac!
http://www.ambrosiasw.com/games/evn/

"Look! a CPS 2000 10th anniversary edition! I'll buy two, one to keep, and one to use!"
*Takes them home, opens one, fills it, and pumps it up.*

"snap!"

"Oops, I guess it had a Max-D trigger."

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Post by forestfighter7 » Tue May 09, 2006 11:23 pm

I love to red war-related articles! This one was great, very interesting.
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Adrian
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Post by Adrian » Wed May 10, 2006 8:03 am

Very interesting...but if I haven't seen it before, others haven't either. I think this might've gotten shuffled around during the board change, because this is definitely new to me.

Keep up the good work!

Adrian
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Post by LtDan64 » Fri Jun 02, 2006 9:24 pm

Duxburian wrote:Wow...you wonder why people don't write war-related articles very often? Because nobody reads them! Ok, a handful of people do, but it's funny how some random/not-so-intelligent topics get much more views than this, probably the most important wars article I will ever write! :laugh:


Just because I didn't post here doesn't mean I didn't read (and LOVE) your article. Sorry I didn't at the time, which was within a day of you posting it. So here.
SUPER-KUDOS on your article. Excellent, and don't let number of views discourage you from pushing up stuff of this quality. It wasn't overly wordy, and if it's too long for some, then they don't have to read it, and they don't deserve such enlightenment.
Great job.
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