| Battle
Strategies Foreword: You will notice that many of these strategies are based off of deception and stealth. It is the way I fight, so naturally it is the way I develop tactics. Rarely will you find a tactic which I have written based off of brute force. Tsun Zu believed that the way to win is to deceive your enemy, and I share that belief. I believe the most important elements (besides general organization) are speed and stealth. If you operate as a team and have good speed and stealth you will succeed. Assault: Hostile Marching For a
squad of four or moreUses: moving through hostile territory Objective: This formation was used in Dominator War II to much success. This is a great formation if you do not know exactly where you are. The Pointman serves as a sniper/scout. The Pointman usually stays a good distance from the others, but not to far. Unlike a scout the Pointman does not head into hostile territory to find the enemy, but works with the team, still serving as its eyes. Anyone who is smart, quick, and has a good eye makes a good pointman. A XP 150, XP 110, SC 500, or XP 270 makes a good weapon for the pointman to use. The Grunt behind him usually caries a nice weapon, usually larger than the pointman. If you have a CPS 1000, CPS 1200, or CPS 2100 user on the team this is a could position for them in this formation. This way there is decent waterpower behind the pointman. In the middle of the regular line is the artillery. Any artillery is good to use, and is protected front and rear by grunts with small fast weapons. Since this formation is used for marching instead of fighting any guns available can be used. The rear guard (grunt) has to guard the rear and watch for enemies. The Max D 6000 is a good weapon. If attacked from the sides, the team can just pivot one way, and soak the enemy in an all out charge. After this step, you can use any of the three following attacks. Advantages: Simple maneuver. You know where your teammates are. Works well in small areas. Sides are well protected. Disadvantages: If the enemy sneaks up on you from behind (hard to do) they can pick you off one at a time. Wall of Water ![]() For a squad of four or more. Uses: Assault, moving through hostile territory Objective: Players form a diagonal line which will stretch from the bottom of the field to the side, thus eliminating any 'surprise' attackers from behind. You will attack the enemy in a diagonal manner. As the other team becomes eliminated, the team can push forward. Advantages: Simple maneuver. You know where your teammates are. Works well in small areas. Sides are well protected. Virtually eliminates being snuck upon from behind Disadvantages If a person on your team gets out (elimination game) early, you will have to stretch your line more thinly to cover the area. Stealth Maneuvers For two or more soldiers Uses: Sneak attacks Objective: Players use a basic 'follow the leader' pattern, leapfrogging until they have snuck behind the opposing team. You should then begin heading directly towards them (from behind). If you remain undetected, you can eliminate them before they even know it. Advantages: The element of surprise is on your side. Even if caught halfway, some of the opposing players will still be sideways, and can be caught off guard. Most players don't expect an entire team to sneak behind them Disadvantages : Requires stealth and extreme carefulness (this might not be a disadvantage if you are really stealthy. This isn't a maneuver that can be rushed. It must be taken slowly, Getting an entire team behind the opposition is extremely difficult Self-control will be needed to prevent giving away your position. Lines of Battle For a squad of five or more. Uses: Defense (counter attack) Objective: Players rush to form a straight line consisting of several soldiers outside the fort. The two remaining cover the side that was started from. The frontmost player on the left can communicate with the lowest player on the right as to where the opposition stands. The three man team can now attack the enemy from the flank while the Advantages Communication relatively simple. Enemy can't sneak behind you. Disadvantages The smaller team left defending the fort is at more of an initial risk and may be eliminated before the rest of the team can move up the side and flank the enemy. Jupiter Strike For a squad of six or more.Uses: Assault Objective: Once in range for the attack your pointman should be used for a scout. The grunts are distributed along the sides to guard, and the artillery in back. I added two more, because a usual mission of a Red Scorpion Squad involves 3-6 people per squad. The weapons will usually be whatever you started out with in the mission, though I recommend CPS 1000s, 1200s, or 2100s as the primary weapons of the grunts on the outsides of the formation wall. This formation was used by the Vermin in Vermin War I to take the base... it worked perfectly. In the battle the two inside grunts worked with the Scout, and had XP 85s (that gun sucks but that's all we had), the outside grunts had SC 600s. The artillery was a CPS 1000, though I recommend a larger gun especially the CPS 3200, or 3000. The enemy fort or team is stormed head on, and crushed by the larger guns to the outsides and back, while the frontal Commandos use smaller faster firing light weapons (i.e. XP 70, Max D 5000), or small weapons with large capacity of coverage (i.e. CPS 1-3-5) to clear out any pests before the heavier guns take them out. As always do not let your enemy see you until you are in range to strike. Advantages: Your squad (or team)'s power is maximized. You will be able to hit heavy, and hit hard. Disadvantages: This is a slightly bulky formation, and as such if you are detected before you begin the actual attack they will have time to form a defensive formation against you. Pillum Attack For a squad of six or more.Uses: Assault Objective: The Pillum attack formation is initially the same as the Jupiter Strike. The main difference is that the Pillum Attack should be used when attacking a particularly well defended stronghold as it keeps the power even more intact (you have a grunt in front and not a scout, also the formation is tighter). The Pillum formation is good for overtaking a highly defended tight area, where as the Jupiter Assault attempts to overpower the enemy over a larger area, and the Scorpion's Pincer attempts to flank it. The Pillum attack can split the lines of an enemy force easily, but beware of other enemies on your flanks. The Pillum (spearpoint) is headed by a grunt with a high powered XP or CPS (i.e. XP 110, XP 310, Max D 6000, CPS 2100). The side flanks should have slightly larger weapons (i.e. XP 250, CPS 1000, CPS 1200). The center is where the main power is, a CPS 3200/3000, XP or SS 300, or CPS 2000 are my recommendations, but as I said earlier, its whatever you started with. The left side is open more than the right (if the right seems more deadly then reverse this) so that the artillery can have a better shot at the enemy, and thus dissembler their main power. The pointman on the left side (or right if you chose) can guard the rear so that no one can surprise you. This formation can split an enemy defense easily. In Vermin War IV a Red Scorpion squad led by Gunny was trapped on one side of Mueller Drive. The other squad, formed a Pillum with a SC 400, two CPS 1200s, CPS 3200, XP 240, and an XP 310 in the woods across the street, and charged concentrated through the ranks of the enemy, getting right to the undermanned and trapped squad without losing a man. This is another good assault formation for a squad. Advantages: Power is concentrated in one area making it easy to break through tight situations. Scout guarding the back makes it harder to get ambushed. Disadvantages: If the enemy is spread out thinly do not use this position, use something more liberal. Death Trap For
an eight person squad/team or larger.Uses: Ambush Objective: Two even groups protect both sides of field. A group larger than the side group is put in the middle and rushes up the center. About halfway up the field, the center group should engage the opposition, then should back in an organized retreat. Once the main group gets behind the other groups they should turn around and fire on the enemy, just as the side groups fire. The results will be catastrophic if performed correctly. This was used successfully in Vermin War IV among several other wars. Note: the side groups must be hiding, they CANNOT be seen by the enemy in order for this to work. Advantages: The opposing team cannot sneak behind, Once a majority of the opposition is lured back, either side can encircle them. Disadvantages: If the enemy sees your squads on the flanks they won't take the bate. Scorpion's Pincer ![]() For a 10 person team or larger. Objective: Your team must get to the enemy base and overrun it without being identified early on, and you are slightly outnumbered. This comes straight from Vermin War 2, we had 11 warriors, and the enemy had 25. To make your team look vulnerable at one point you will have to split your forces. Attack with one group of around five or so by ambushing the enemy when they least expect it at their most vulnerable point, this will only work if they are spread out, we attacked 5 of their scouts; they were spread out so they were easily conquered. Then, just when the enemy turns their attention to this squad your other squad flanks them and hits them in the rear. This is basically what happened in V2, if your timing is right then you can catch them off guard. Advantages : Easy way to defeat large team with a smaller one. Causes panic among the enemy Disadvantages: If the enemy detects you they can take you out one at a time . Hard to communicate without walky talkies or cell phones Operation
Cumulonimbus (assault) Circle of Death This is not an attack, or a main plan, but an effective tactic that works in non organized warfare, and water wars itself. Basically, have two or more people with XP 110s, or XP 310s circle an enemy, running circles around it and soaking with torsos twisted in as to fire. This creates a semi permeable circle around the enemy, and basically a wall of water. You will definitely soak the enemy, but you are most likely to get pretty wet yourself too. Advantages: Increases the soaking power of an XP (or Max D) user. Disadvantages: Being that close makes it difficult to dodge. |
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