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For Shagrath: Village Defence

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For Shagrath: Village Defence Empty For Shagrath: Village Defence

Post by Fiq_Al_Mata Thu Sep 09, 2010 1:28 pm

There is an interesting thread on this subject over on the TW forum: Village Defence

Having been in, and spectated, a few village rapes the following occurs to me:

Should it become necessary for us to make a village defence suceed, or be horribly costly to the attackers I propose the following strategy.

1/ Commander is "Eye in the sky" spectator and not on the field, controlling the various elements on TS.....with strict radio discipline (only supreme and squad commanders speak. Mute the other grunts if necessary.)

2/ Randomers are given a leader who is on TS with instructions to hide in the village and bleed the attackers with missile fire. They meet each attack INSIDE the village with an ambush, directed by the "Eye in the sky".

3/ Clan groups under their own commanders flank wide to both sides with the objective of meeting at the enemy spawn and raping it in force. Avoid enemy flanking manoeuvres...Leave them to the village defence party... GET TO THE SPAWN AND RAPE IT!

4/ Respawns join the village defence party. Don't go wandering off alone to try to catch up with your clan.

5/ When the attackers fall back to defend their spawn, as they surely will, that is the moment to attack with ALL the village defenders...At the direction of "The eye in the sky". Catch the attackers between a rock and a hard place and grind them up. (high levels and champions pursue hard, peasants smash shields and rape archers.)

This will be hard to co-ordinate well, and may only work once, but it could give some poor "Joseph" a very bad day.



Discuss:.
VILLAGE DEFENCE
Fiq_Al_Mata
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For Shagrath: Village Defence Empty Re: For Shagrath: Village Defence

Post by Fiq_Al_Mata Thu Sep 09, 2010 1:34 pm

Older than "Never divide your forces in the face of the enemy"?

DIVIDE

This is going to be risky and puts alot of onus on the Commander "eye in the sky" for superb timing. We will have to practise with our allies from the shogunate. But it could be a horrible force multiplier and a nasty fright for some poor bugger. Terrain and spawn separation will be major elments too, as will discipline and the abilities of flanking parties to avoid the temptation of getting entangled with enemy flankers...going off "half-cocked".

It's basic deep flanking from the cavalry manuals, or the Zulu "Horns of the bull", instead of the half-assed flanking we already see in Strategus. Risks include being seen split into 3 by their "eye in the sky" when a good opponent will split into 2, one part to hold spawn and the 2nd to hit one of our flanking parties, Counter to this is for our commander to retreat the threatened wing at the right moment to draw them out into the wilderness while other flank and main party hit the holding force.... It gets like a game of chess with move and countermove until someone screws the pooch.
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