Post by Captain America on Feb 2, 2009 13:14:06 GMT -5
The objective or objectives of a woodsball game is generally the fourth item a commander will think about in developing his or her strategy and counter-strategies. At this point, it is important to consider common woodsball game variants.
Depending upon the game variant, a commander may consider a number of different strategy sets. Whatever the specific strategy, there are two basic goals that almost always must be considered in making the decision. Most important, a commander must work toward gaining the objective. To illustrate, we will assume a standard two flag CTF game. Depending on the rest of the game variables and overall situation, a commander may choose a careful, methodical assault, or a fast hit-and-run attack to seize the flag. In his or her attempts to seize the enemy flag, the commander will usually want to either avoid enemy forces or obliterate them utterly without much loss. This leaves one's OP force at full capacity, allowing greater odds of success when attacking the enemy's flag defense.
In most games, a team will send the bulk of its numbers in the OP force to attack the enemy, while leaving behind a fraction of the team's full strength to guard the flag. Usually that fraction is about a third to about a fifth of the team's full complement, but this figure understandably changes and fluctuates with respect to individual strategies. If the two opposing teams are roughly even in numbers and both maintain this pattern of large OP forces and proportionately small D forces, then a commander's OP force will outnumber the enemy D force.
As always, here should be applied the general woodsball strategy of utilizing one's advantages while exploiting the enemy's weaknesses. The OP force's advantages include superior numbers, although there are possibly others. Thus, the plan of battle should include this advantage. In order to do so, the team commander will probably order an enveloping action or flanking action, so that more of that commander's forces can come into play and his or her superior numbers utilized. Similarly, if he or she had fewer paintballers than the enemy defenses by whatever circumstances, then that commander would do better to order a sharp, pinpoint strike in the defenses, where his or her meager forces can do the most damage most efficiently.
Once the flag is in friendly hands, it usually must be returned to one's flag station. Depending upon the situation and the commander's own strategy, it may be best to simply send the flag off with a runner and a small, fleet-footed escort, freeing the remainder of the OP force to hold the enemy base against the enemy's return with one's own flag. If the enemy is likely to catch the flag-bearer, or if one's own base has been seized, then the OP force may leave a skeleton force to guard the enemy base and escort the flag-bearer home while simultaneously sweeping the field for enemy flag-bearers. Once the enemy flag is hung beside one's own flag, usually at one's own flag station, victory may be claimed.
Victory is seldom brought by the hands of the OP force alone. At the same time as the main attack, the commander must keep his or her own flag from the enemy. The most common way of doing this is to leave a defense at one's flag station. Usually, objective defense (in this scenario, flag defense) is given to a well-seasoned squad commander who oversees all squads and other elements placed on 'D', allowing the commander to concentrate on the 'big picture' or command the OP force personally. Appointment of a D commander is especially common in large teams, when team commanders have a lot more work on their hands and need such subordinates as D commanders and OP commanders.
Defense forces are usually outnumbered by the enemy OP force, creating an almost instantaneous disadvantage. Additionally, the traditional D force cannot maneuver in battle like an OP force can (hence the fluid defence force discussed above). As a result, defense forces almost always have paintballers garrisoning the flag base, which often has extensive fortifications surrounding it.
The goals of the defense force should be two things, both relying heavily upon the attrition strategy: first, the flag must be kept from the enemy. Second, the enemy must be worn down as much as possible before the defense force is destroyed or circumvented.
The flag must be kept from the enemy for obvious reasons, and usually this simply boils down to not letting the enemy break through the D force's lines. As casualties occur, the D force should withdraw into successively tighter perimeters around the flag station to close any gaps that might have been made. This is imperative, as opposing players can stream through such gaps and suddenly their superior numbers can be felt on yet another angle.
Attrition should be used by the D force against the enemy attackers, to wear down their numbers and numb their fighting spirit. When the OP force returns from having captured the enemy flag, they will be facing a numerically inferior enemy with weary bones. If indeed the D force is defeated or the flag captured, then the remnants of the D force should pursue the flag-bearer and his escort and wear them down as much as possible so that the OP force has a greater chance of success against them.
Depending upon the game variant, a commander may consider a number of different strategy sets. Whatever the specific strategy, there are two basic goals that almost always must be considered in making the decision. Most important, a commander must work toward gaining the objective. To illustrate, we will assume a standard two flag CTF game. Depending on the rest of the game variables and overall situation, a commander may choose a careful, methodical assault, or a fast hit-and-run attack to seize the flag. In his or her attempts to seize the enemy flag, the commander will usually want to either avoid enemy forces or obliterate them utterly without much loss. This leaves one's OP force at full capacity, allowing greater odds of success when attacking the enemy's flag defense.
In most games, a team will send the bulk of its numbers in the OP force to attack the enemy, while leaving behind a fraction of the team's full strength to guard the flag. Usually that fraction is about a third to about a fifth of the team's full complement, but this figure understandably changes and fluctuates with respect to individual strategies. If the two opposing teams are roughly even in numbers and both maintain this pattern of large OP forces and proportionately small D forces, then a commander's OP force will outnumber the enemy D force.
As always, here should be applied the general woodsball strategy of utilizing one's advantages while exploiting the enemy's weaknesses. The OP force's advantages include superior numbers, although there are possibly others. Thus, the plan of battle should include this advantage. In order to do so, the team commander will probably order an enveloping action or flanking action, so that more of that commander's forces can come into play and his or her superior numbers utilized. Similarly, if he or she had fewer paintballers than the enemy defenses by whatever circumstances, then that commander would do better to order a sharp, pinpoint strike in the defenses, where his or her meager forces can do the most damage most efficiently.
Once the flag is in friendly hands, it usually must be returned to one's flag station. Depending upon the situation and the commander's own strategy, it may be best to simply send the flag off with a runner and a small, fleet-footed escort, freeing the remainder of the OP force to hold the enemy base against the enemy's return with one's own flag. If the enemy is likely to catch the flag-bearer, or if one's own base has been seized, then the OP force may leave a skeleton force to guard the enemy base and escort the flag-bearer home while simultaneously sweeping the field for enemy flag-bearers. Once the enemy flag is hung beside one's own flag, usually at one's own flag station, victory may be claimed.
Victory is seldom brought by the hands of the OP force alone. At the same time as the main attack, the commander must keep his or her own flag from the enemy. The most common way of doing this is to leave a defense at one's flag station. Usually, objective defense (in this scenario, flag defense) is given to a well-seasoned squad commander who oversees all squads and other elements placed on 'D', allowing the commander to concentrate on the 'big picture' or command the OP force personally. Appointment of a D commander is especially common in large teams, when team commanders have a lot more work on their hands and need such subordinates as D commanders and OP commanders.
Defense forces are usually outnumbered by the enemy OP force, creating an almost instantaneous disadvantage. Additionally, the traditional D force cannot maneuver in battle like an OP force can (hence the fluid defence force discussed above). As a result, defense forces almost always have paintballers garrisoning the flag base, which often has extensive fortifications surrounding it.
The goals of the defense force should be two things, both relying heavily upon the attrition strategy: first, the flag must be kept from the enemy. Second, the enemy must be worn down as much as possible before the defense force is destroyed or circumvented.
The flag must be kept from the enemy for obvious reasons, and usually this simply boils down to not letting the enemy break through the D force's lines. As casualties occur, the D force should withdraw into successively tighter perimeters around the flag station to close any gaps that might have been made. This is imperative, as opposing players can stream through such gaps and suddenly their superior numbers can be felt on yet another angle.
Attrition should be used by the D force against the enemy attackers, to wear down their numbers and numb their fighting spirit. When the OP force returns from having captured the enemy flag, they will be facing a numerically inferior enemy with weary bones. If indeed the D force is defeated or the flag captured, then the remnants of the D force should pursue the flag-bearer and his escort and wear them down as much as possible so that the OP force has a greater chance of success against them.