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Ambushes
Mouse
Trap Ambush
This
was repeatedly used in Vermin War IV. I love doing this. It
is simple, and oh so effective. This is very similar to the above
ambush plan, but is used to trap individuals, or squads instead of
armies.
So that you can isolate and destroy. First you need a scout, we
used
someone with a SC 400. The scout runs at the enemy squad or duet,
and shouts something like "BITE ME SUCKERS!" then they rush at the
enemy,
soaking them and getting soaked them self. Then the scout backs
up
firing in wait for the enemy to attack. If the enemy attacks then
run back to where your team is ambushing (we used a person on each side
of the path with CPS 1200s and XXP 175s). If not then keep
taunting
or fighting until they do give chase. Once the chase is activated
have the scout run towards your position. Then its very
simple.
One only has to yell "ATTACK!" and soak the enemy. Your enemy
will
be surprised, and drenched.
L ambush
In
the L ambush one group of your team (the smaller of the two) makes a
line
accross a path or somewhere visable to the enemy as a defencive
formation.
The larger force finds cover, somewhere else nearby at a right angle to
the first squad, creating an L like shape. This was used once in
Vermin War IV... while I've said this alot for the above plans I do not
list all... for all do not work. Anywhoo this does. The
enemy should attack the smaller part of the L as it looks vulnerable
(the guys in the larger portion should be hiding). This can be
done with three or more people as long as you have less people on one
side. We used three for a squad entrapment,
then
had a Pincer movement done by the other to complete their
encirclement.
Now, as the enemy attacks your smaller open force have your main force
swing down like a door firing their blasters, and hitting the flank of
the enemy just as the enemy is in the heat of combat with your smaller
force. The smaller should have an artillery peice, and a hold out
gun (ie XP 110, XP 150, XP 250), along with maybe a few others
depending
on the units size. Your larger force should mainly be large quick
firing rifle. Nothing larger than a Monster X, or smaller than a
XP 105 since you will need both mobility and power. I reccomend a
CPS 1500/1700, XP 105, XP 310, and CPS 1200
to be the or apart of the larger flanking group. The flanking
group
"L" will sweep down the enemy almost into a circle. This then
surrounds
and anhialates the enemy, just have grunts with XP 310s, or XP 110s do
circle of deaths on the entrapped enemy.
One Person Ambush: Urban
When an enemy is hot on your heels and your a little ahead, and
slightly
faster do this. Simple, I have had this done on me lots of times,
and did this alot to enemies. You can use it in a one on one or
two
o two squirt fest with no rules, or in a highly involved war.
When
the enemy is coming after you run around the corner of a building put
your
gun on the highest setting, turn around and blast! Simple, and
effective...
just pray they don't have a SS MDS, even though you could kill them
anywhere
else it is extremely anoying when someone fires at you from around the
corner and then you go there and they are at another corner.
Reacting
to Ambushes
React to
Near Ambush
- Turn towards
the
enemy and fire
upon them, tactically retreat firing if you are outnumbered massively
- Send specialty
soldiers as needed
(flanking, snipers, etc.) to clog backup retreat routs by the enemy, so
they cannot retreat
- Suppress them
with
fire forcing
them back to your specialty units
- Clear enemy
units
as needed
React to
Far Ambush
- Get down and
take
cover
- Team in contact
lays down suppressive
fires
- Call out
distance
and direction
of ambush to confirm it is a far ambush
- team not in
contact
moves to flank
the ambush
- team flanks and
assaults through
(use predetermined signals)
- conduct
specialty
teams as needed
(flanking, snipers, etc.) to clog backup retreat routs by the enemy, so
they cannot retreat
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