Friday, December 14, 2012

LINES OF ADVANCE - A guide for advancing your troops to the enemy: Tactics and Strategy in FPS, RTS, RPG Video games

The following is a guide for advancing your troops to the enemy serving as Tactics and Strategy used in the computer video gaming world especially in FPS, RTS, RPG Video games of military or similar in nature.


Considerations and factors:

- Send scouts to maintain security
- Appropriate battle formations
- Tactical movements
- Appropriate movement techniques when approaching the enemy
- Maintain the direction of the advance but adjust according to situation changes
- Take advantage of terrain protection and ground features
- Actions to take and quick reaction under enemy fire and fast reaction times on enemy contact
- Selection and choice of a point of observation allowing best view of the terrain and ground
- Use of Reference points/Markers/Rendezvous points
- Nearby ground covers or terrain or any means of cover
- Boundaries passed by
- Notes of possible enemy locations
- Spacing and visibility between troops and teams
- Covering teammates during approach by firing on enemy
- Use of information on known and probable enemy positions
- Consideration of all the circumstances affecting the situation
- Anticipation of unforeseen events


Considerations for selection of lines of advance :

- detailed map study and usage of pertinent terrain tactical information and intelligence reports
- line of advance should provide the best positions for observation and fire
- line of approach should offer the best protection from enemy fire and observation
- high grounds provide good observation posts and fire positions
- use of dead grounds as covered lines of approach
- proper timing and reaction as to whether stop, halt, crawl, crouch, stand, walk, or run
- proper courses of actions and reactions under enemy fire and attack
- preparation for the unexpected
- direction of approach to objective should be without enemy detection
- foggy or smoky areas should be used to conceal movements especially in open fields
- element of surprise
- covered approaches should be used when troops are near the enemy position
- selected route or direction


Acronym: GROUND

 * General characteristics and features of the area -- open field, valley, hills, mountainous, slopes, rolling ground, flat and grassy, wooded areas and thick tree lines

 * Ridges and Prominent Points -- ridges, hills, mountains, high grounds

 * Observation -- good positions of observation (hidden and undetected by the enemy); places to observe without being seen by enemy; troop movement free of enemy observation

 * Undergrowth -- bushes, woods, trees

 * Non-passable -- rivers, oceans, deep bodies of water, canals, areas with civilian population

 * Dead ground -- covered lines of approach, pieces of ground that provide cover and concealment during advance


Acronym: COPPED

Cover and Concealment -- cover and concealment offered by the course of action, route of advance; camouflage for stealth; cover from enemy fire

Obstacles -- presence of obvious obstacles and how to escape and overcome these obstacles and constraints; freedom from obstacles to movement of your troops; obstacles, constraints and dangerous zones, areas, grounds

Positions for fire -- best position to fire to support the attack of your troops to the enemy; possible locations of enemy fire and enemy counterattack and counterfire; good fire positions

Positions for observation -- locations and areas to best observe the enemy without detection; possibility of being observed by the enemy during your approach

Enemy -- Acronym: SALUTE - Size, Actions, Location, Unit, Timings, Equipment; weakness and strength of enemy, probable enemy movements, probable enemy locations, probable enemy courses of action, tactics and strategy to defeat the enemy

Distance -- distance to the enemy, time of travel to the enemy; how long will I cover fire in order to approach the enemy, how far does the enemy think you are to them

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