I feel that this is more important than the actual battle report itself. Every war is unique and teaches its own lessons. So let's get at it:
This war was not decided by the guns. This was truly a battle of skill and application of knowledge. When you have even numbers, player ability is challenged directly. I found out that the Founder Defense has limits. When you're fighting as two split squads in fast action, you can't always bail the other out of a tough situation. You've got to trust that your guys can handle themselves without a "commander". When your two new guys get separated from your two vets, you can't worry about them, since it won't change anything. All you can do is execute your part and wait.
Progressive Fluid Command
I altered the command system a bit for this war and it paid off. The RM empowers anyone with the ability to call the shots, particularly when in a squad formation. When as a group, I asked the rest for ideas when there was time. We acted on several of them. Most traditional commanders won't accept any challenges to their orders, but I encourage them. Ideas going back to the top often are more effective than the ones going down. Involving everyone in the command process gives everyone an extra stake in the battle and experience that may save them 5 minutes later. Your newest member also may come up with the best counter.
Aggression not simply for aggression's sake
One of the things I did not do is most of the attacking. I yielded before Waterbridge much more often than usual. In past years, constant aggression was one of the keys to winning. However, now I think offense can be molded into a more refined weapon when withheld only for the right moments. Waterbridge did not do a good job of attacking, something I took advantage of by "forcing" them to attack more often and where I wanted them to attack. By doing this, I confused Waterbridge's traditional definitions of what an advantage is. I will definitely write more about how offenses can be wielded more like ideas and less like physical tactics. When you put both together, you suddenly have new options as to what to do with the Initiative. Speaking of...
Make sure you actually have the Initiative before acting like you do
Waterbridge made this mistake. Advancing and attacking more often than normal does not always indicate that you have the Initiative. They were lulled into a false sense of control and I loved every moment of it.
Don't be afraid to take the Initiative by sheer force
Both teams traditionally don't lose the Initiative until someone makes a mistake. However, we didn't wait for mistakes this time. The RM took it by force in two critical engagements. The first was our daring shift of positions at lightning speed to end one squad battle before the other squad could counter from their position. The second was giving Waterbridge the Initiative in order to spring our ambush. Local numerical superiority can give you true Confidence. Beware of such a feeling. We couldn't have possibly sprung it without Waterbridge acting as they did, attacking us and dropping their guard.
Read your enemies
In that ambush, Zach and I got into a tight 2v4 situation. Waterbridge did not pick up my intent - to simply swap positions with Nick and Matt, which pincered Waterbridge between the RM. When they allowed us to do that and chased us, they left a single guy in the rear, while we had both Dave and Dan there. Bad mistake.
Speed is more decisive than once thought
Speed obviously helps in just about any war, real or water, but the RM showed what you can really do with it. Quick moves open up opportunities to break a stalemate and make kills. We survived the ambush gambit with well-timed uses of speed, we overwhelmed an enemy squad 4v2 and covered the original position with a well timed use of speed.
Pay attention at all times - win the heads up plays
This was one of the mistakes made by the RM. Waterbridge rushed us right after we took the Grove St Bridge and we weren't ready for it. That was a bad lapse and we paid for it. As for Waterbridge, they weren't golden here either. When someone yells "watch out!" your reflex should not be to jump out into the street. Grove is really busy and dangerous. However, confusion does that to people when nobody knows what is going on. Many kills in general are made when someone isn't paying full attention. Usually they just don't see it coming. You've got to be alert at all times. Founders can't help you in some of those situations - when I hear "watch out!" my reflex reaction is to sprint away to avoid a potential double kill.
Analysis of the Season Opener
Nice analysis. I suppose with posts like these you'll be able to better organize your thoughts and adapt.
Sounds like fluid command is even more difficult than I thought. I guess it takes a while to get a group functioning as a whole and reacting to each other, especially with 11% turnout like you mentioned.
The difference between the initiative and attacking seems to have become even more stark. People knew you could keep the initiative by hiding or fleeing...but pretending to give the enemy the initiative? Controlling them? That's amazing. I look forward to your articles!
Sounds like fluid command is even more difficult than I thought. I guess it takes a while to get a group functioning as a whole and reacting to each other, especially with 11% turnout like you mentioned.
The difference between the initiative and attacking seems to have become even more stark. People knew you could keep the initiative by hiding or fleeing...but pretending to give the enemy the initiative? Controlling them? That's amazing. I look forward to your articles!
Fluid Command is easier than it used to be. Then again, we have a long tradition of it, but the version presented in the Season Opener was definitely better than before. I still give commands, such as "fall back a bit" or "move up a tree", but members may modify these if something comes up.
Funny thing is, the 11% turnout comes from up and down the roster. Two wars are rarely composed of the same people. I also still can't explain the transformation of a newbie to a vet at the blazing speed that I've seen in our wars. Dave and Dan now have veteran-quality experience after a single 2 hour war. In fact, they had it by the very first engagement. The RM gives off some kind of aura - new members can feel it the moment they step into the park. I guess some people spend too much time playing Ghost Recon 3. :laugh:
I'm just now figuring out more about the Initiative. My first article simply stated what it is, but in battle I get to see what I can do with it. The Initiative isn't really associated with aggression anymore - you can pick it up after 5 straight retreats. Now I also have found out that any SuperConcept except Time and Tempo can be faked. Do you have Momentum because the enemy is folding before you every time you advance? Pressure is very easy to fake, as are feelings. Not just your feelings, you can give your enemy false feelings that they make themselves!
This war also created a new tactic - the Defender's Gambit, which is an ambush with maneuvering to create a pincer as the ambush is sprung. It is a Strategic Tactic best used as a trick to force a reverse upon an advancing and/or attacking enemy. It is also kinda risky, though good use of Speed should help pull it off.
Funny thing is, the 11% turnout comes from up and down the roster. Two wars are rarely composed of the same people. I also still can't explain the transformation of a newbie to a vet at the blazing speed that I've seen in our wars. Dave and Dan now have veteran-quality experience after a single 2 hour war. In fact, they had it by the very first engagement. The RM gives off some kind of aura - new members can feel it the moment they step into the park. I guess some people spend too much time playing Ghost Recon 3. :laugh:
I'm just now figuring out more about the Initiative. My first article simply stated what it is, but in battle I get to see what I can do with it. The Initiative isn't really associated with aggression anymore - you can pick it up after 5 straight retreats. Now I also have found out that any SuperConcept except Time and Tempo can be faked. Do you have Momentum because the enemy is folding before you every time you advance? Pressure is very easy to fake, as are feelings. Not just your feelings, you can give your enemy false feelings that they make themselves!
This war also created a new tactic - the Defender's Gambit, which is an ambush with maneuvering to create a pincer as the ambush is sprung. It is a Strategic Tactic best used as a trick to force a reverse upon an advancing and/or attacking enemy. It is also kinda risky, though good use of Speed should help pull it off.
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
Who is online
Users browsing this forum: Bing [Bot] and 28 guests