Commander Manuevers
The commander should have a battle plan (BP).
BP Purpose
To create some kind of team cohesion and not just have units scatter to all ends of the map.
We don't have to take over all the bases, only those that give us the advantage over enemy. When things are going well, then we can take over the rest of the bases.
Objectives
The areas that give us the advantage should be the objectives of the commander. (Read squad maneuvers for more about objectives.)
Game Start
When the battle starts, the cmdr should have certain areas ready for troop deployment. Depending on the terrain, not all the areas can be created. Ex. you might have to leave out a flank if the map has rough terrain there.
Area of Operation (AO)
this is not the whole map, but the areas in which we will deploy our forces. These areas are SR, FLK, MLR, and Rear. These areas make up the battle formation which the cmdr should maintain. This makes it easier for the rest of the team to follow.
Battle Formation
We are 2 forces advancing towards each other. Why not use a formation that helps us gain the advantage.
ex.
=======================> <==== FLK R
=== enemy LOA (line of advance) > <== SR <=== MLR === Rear
=======================> <==== FLK L
Surveillance and Recon (SR)
this area should be created in the beginning of the game. Send assault troops to secure a head/FOB and later have snipers cover this area. This SR covers the next advantage position. Advance other units along SR secured routes.
Flanks (FLK)
once SR is secured then secure a perimeter on the left and right side of the SR (depending on the terrain). Use this to block enemy outflanking or outrear maneuvers.
Main Line of Resistance (MLR)
this area should include the objectives (areas of advantage). The main force is here and ready to deploy to SR, FLKs and Rear. When not on a mission/operation, then they defend.
Rear
This is the HQ area or area we started at. The cmdr can be here or at MLR, the cmdr should avoid being at SR and FLK. MLR should have a defending squad there.
Battle Movement
We should move in this battle formation with squads assigned to certain areas. If we are 5 squads, then have 1 spuad per area.
If we are nine squads, then use 2 squads per area except at the Rear.
One squad can support the maneuvers of the other squad.
Depending on the situation, the cmdr can add or remove squads to certain areas to counter enemy. This gives the battle flexibility and keeps enemy guessing.
Once the areas are created, it will be easier for others to follow and help out. They will know which areas to cover and where to advance or fallback.
Fallback
All areas fall back to MLR and then MLR falls back to the Rear.
Advance
Start with SR and advance it ahead of the next advantage position, then advance the FLKs. Once AO is secured MLR moves to the advantage position.
If We are Winning
Send fire teams to secure other enemy bases, but still maintain the battle formation.
Operations
A more advanced commander can use operations that involve certain areas. Once the battle formation is created, the cmdr can use manuevers (operations) to gain terrain and have squads work as a team.
Ex. Penetration assault operation using SR, FLK and MLR on center area of the enemy.
Ex. Wing assault operation using one FLK, SR and MLR on one side of the enemy area.
Ex. Probe operation using only SR or FLK to find enemy weak areas.
Ex. Encirclement operation using FLK to surround the sides of the enemy and MLR to come to the rear of the enemy.
These are just a few of the many operations I have, when we get to this level.
"Just using combat IQ"
Sorry about the length, but I hope it is enlightening.
And yes it works, since I use it when I am commander.
Over
__________________
The game outcome of egotistical players is finite ...
The game outcome of team players is infinite ...
Waiting for the chipmunk revolution.
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