Iconoclast
Member
Hello All,
while reading Peter's Beda Fomm AAR, which I greatly enjoyed, one sentence struck me
I am not proposing a solution to this specific problem. But it reminded me that there are many different memory aids, and "heuristics" out there, that are supposed to help you to remember what has been tought to you, while being under stress. OCOKA is one example. Another one would be a phrase that I got drilled into my head during basic training: "Wirking vor Deckung", (loosley: "Firepower trumps cover"). The list goes on and on. I thought I collect a few useful ones here, not word by word, but add enough context to them as needed. I will edit the list during the next weeks to add more, since my documents are currently not available, since I am moving( to DC by the way, if anyone cares to have a tea, let me know.)
These heuristics here are not meant to be in-game tactics, nor universally applicable. But they are supposed to be a guideline once things heat up, and you feel like being overwhelmed by choices. To think that these are 'rules' is probably the worst approach you can take.
Apart from the military aspect, heuristics helped me a lot in exams at university too. I tended to be one of those that tried to reinvent the wheel, instead of reminding myself that these exams have been written with the intention to check you for knowledge, not for innovation. To take a breath and remind me of the basics, has helped a lot. This is a valid analogie to the military usage in my eyes.
Feel free to move the thread, critique, or add some own. I might sort them during the days too.
Tactical Heuristics
Centre of Gravity/Schwerpunkt: Always have one. Always. Create one through reserves, Combat Support, logistics, and space (by assigning a smaller AO to worry about). In the offense, put the Schwerpunkt, where the enemy shows weakness, and the terrain allows it.
Reserves: Always have one. Always. The golden Rule is the '1/3rd Rule'. 1/3rd of your force is the reserve, the other two thirds are 'abreast'. in case you don't know which force to take, choose the stronger over the weaker, the faster over the slower.
Recon: Harder to implement in CO, but: The less you know, the broader you deploy recon. Once intel comes in, let them converge onto the Areas of interests. Maintain contact once it is established, don't loose it.
Far-away/close Objectives: Is your Objective far away from the LD, Organize your Forces narrow and deep. That way, the follow-up units can easier protect the flanks of the main force, so they don't end up cut off. Vica Versa, organize your force broad and 'flat' when having a close objective, to bring more firepower to bear.
Combined Arms: Mix Tank and MechInf in unclear situations, Urban Operations or very close terrain. Attack with MechInf abreast to seize gaps, crossing points, or other kinds of choke points. Attack with tanks abreast to fight in open terrain.
Planning Cycle: Spend max 1/3rd of your time planning, the other 2/3rd are meant for your subordinates to implement the orders. (e.g.: Your got 3 hrs to seize village with your Coy, after an hr your brief your Plt Ldrs, so they now have the remaining two hours.)
Infantry forces the enemy into close combat: Don't let them catch you in the open. Don't put units directly at forest lines, or villages, pull them back into the depth of these terrain features, and force the enemy to close in. An often overlooked means to achive that, is the 'reverse ridgeline defence'.
AirborneOps: (relevant for Gary Grigsby's, or OCS Series) Only conduct if you can't reach the same objective in the same time frame with conventional ground forces.
The Persuit: Once the enemy disengages, do not loose contact. Chase him. This should become P1 in these situations, get into melee with him, give him no chance of getting into a steady defence again.
Always cover your obstacles: To see a few tanks run into a minefield is not nice, to see the whole company getting shredded into pieces while trying to clear a breach, and being under accurate direct and indirect fire, is even worse.
Costs of opportunity: Use your units in the role they excel, taking into account what akes them special to have proper 'economy of force'. Example: in Flashpoint: Campaigns, people tend to throw out their FASCAM at the first best occaision, usually an intersection on the Avenue of Approach. The enemy runs into it, looses a few units, and breaches it. Instead, normal Minesystems could have provided the same field ("in front of the enemy"), while FASCAM fields can throw mines between main and follow-up forces. Thats what makes them special, to lock these two bodies away from each other. FASCAM has a higher value in that role.
Starting point of every plan is the enemy situation: There is a reason why every Briefing starts with the '1A', the enemy situation.It is him who dictates what is necessary, not what you can/could do. Do not waste resources only because you have them.
Distance of Artilley: The rule of thumb is, one 1/3rd of your artillery's range to the action, two thirds beyond it. Artilley has not been developed to shoot 20+ kilometer far, so the enemy takes a step back and is out of harms way. Make sure your Artillery can 'accompany' your assault with fire support in the offence, and attrite the enemy early on in the defence.
Fire and Maneuver, Maneuver and Fire (Credit to Baloon): Both goes hand in hand. Never do the one, without the other. If direct fire can not be provided, substitute with indirect fire (happens often during disengagements)
FIX-FLANK-DESTROY-REPEAT Says it all. Remember that combat is not linear. Combat means to constantly outmanouver the enemy, the popular "hammer and anvil" being the most common example. This also applies for defense!
Fire can only contest temporarily. If you want to hold an area, you need boots on the ground.
If you want to seize an area, better do it today than tomorrow. Imagine the following: an eny Tnk Bn is moving to seize an currently unoccupied crossing point. He will arrive in 10. You have the chance to either send a Tnk Coy that arrives there in 5, or wait for the rest of the Bn and arrive there in 15. Right, send in the Tank Coy. Even if it is just a platoon, send them in.
Screen the areas in which an enemy advancement is unlikely. Use weak forces, not meant to hold, but just to give you eyes on an area, to free up proper combat units deployment where you seek to force the issue.
If you do not want to be seen, maybe because you want to infiltrate, or you are in the role of a small unit; move like the water flows. Use valleys.
I will come back to the list in a few days to add a few more. Thats what came up while writing that down in 20 minutes.
Cheers,
A
while reading Peter's Beda Fomm AAR, which I greatly enjoyed, one sentence struck me
Original by John Connor:
But what if they come over those 'hills' and down onto the positions? I could put units on the hills too, but that would spoil the surprise. It all sounds a bit too tactical really. As usual playing this game and having no military experience, I really haven't a clue......
I am not proposing a solution to this specific problem. But it reminded me that there are many different memory aids, and "heuristics" out there, that are supposed to help you to remember what has been tought to you, while being under stress. OCOKA is one example. Another one would be a phrase that I got drilled into my head during basic training: "Wirking vor Deckung", (loosley: "Firepower trumps cover"). The list goes on and on. I thought I collect a few useful ones here, not word by word, but add enough context to them as needed. I will edit the list during the next weeks to add more, since my documents are currently not available, since I am moving( to DC by the way, if anyone cares to have a tea, let me know.)
These heuristics here are not meant to be in-game tactics, nor universally applicable. But they are supposed to be a guideline once things heat up, and you feel like being overwhelmed by choices. To think that these are 'rules' is probably the worst approach you can take.
Apart from the military aspect, heuristics helped me a lot in exams at university too. I tended to be one of those that tried to reinvent the wheel, instead of reminding myself that these exams have been written with the intention to check you for knowledge, not for innovation. To take a breath and remind me of the basics, has helped a lot. This is a valid analogie to the military usage in my eyes.
Feel free to move the thread, critique, or add some own. I might sort them during the days too.
Tactical Heuristics
Centre of Gravity/Schwerpunkt: Always have one. Always. Create one through reserves, Combat Support, logistics, and space (by assigning a smaller AO to worry about). In the offense, put the Schwerpunkt, where the enemy shows weakness, and the terrain allows it.
Reserves: Always have one. Always. The golden Rule is the '1/3rd Rule'. 1/3rd of your force is the reserve, the other two thirds are 'abreast'. in case you don't know which force to take, choose the stronger over the weaker, the faster over the slower.
Recon: Harder to implement in CO, but: The less you know, the broader you deploy recon. Once intel comes in, let them converge onto the Areas of interests. Maintain contact once it is established, don't loose it.
Far-away/close Objectives: Is your Objective far away from the LD, Organize your Forces narrow and deep. That way, the follow-up units can easier protect the flanks of the main force, so they don't end up cut off. Vica Versa, organize your force broad and 'flat' when having a close objective, to bring more firepower to bear.
Combined Arms: Mix Tank and MechInf in unclear situations, Urban Operations or very close terrain. Attack with MechInf abreast to seize gaps, crossing points, or other kinds of choke points. Attack with tanks abreast to fight in open terrain.
Planning Cycle: Spend max 1/3rd of your time planning, the other 2/3rd are meant for your subordinates to implement the orders. (e.g.: Your got 3 hrs to seize village with your Coy, after an hr your brief your Plt Ldrs, so they now have the remaining two hours.)
Infantry forces the enemy into close combat: Don't let them catch you in the open. Don't put units directly at forest lines, or villages, pull them back into the depth of these terrain features, and force the enemy to close in. An often overlooked means to achive that, is the 'reverse ridgeline defence'.
AirborneOps: (relevant for Gary Grigsby's, or OCS Series) Only conduct if you can't reach the same objective in the same time frame with conventional ground forces.
The Persuit: Once the enemy disengages, do not loose contact. Chase him. This should become P1 in these situations, get into melee with him, give him no chance of getting into a steady defence again.
Always cover your obstacles: To see a few tanks run into a minefield is not nice, to see the whole company getting shredded into pieces while trying to clear a breach, and being under accurate direct and indirect fire, is even worse.
Costs of opportunity: Use your units in the role they excel, taking into account what akes them special to have proper 'economy of force'. Example: in Flashpoint: Campaigns, people tend to throw out their FASCAM at the first best occaision, usually an intersection on the Avenue of Approach. The enemy runs into it, looses a few units, and breaches it. Instead, normal Minesystems could have provided the same field ("in front of the enemy"), while FASCAM fields can throw mines between main and follow-up forces. Thats what makes them special, to lock these two bodies away from each other. FASCAM has a higher value in that role.
Starting point of every plan is the enemy situation: There is a reason why every Briefing starts with the '1A', the enemy situation.It is him who dictates what is necessary, not what you can/could do. Do not waste resources only because you have them.
Distance of Artilley: The rule of thumb is, one 1/3rd of your artillery's range to the action, two thirds beyond it. Artilley has not been developed to shoot 20+ kilometer far, so the enemy takes a step back and is out of harms way. Make sure your Artillery can 'accompany' your assault with fire support in the offence, and attrite the enemy early on in the defence.
Fire and Maneuver, Maneuver and Fire (Credit to Baloon): Both goes hand in hand. Never do the one, without the other. If direct fire can not be provided, substitute with indirect fire (happens often during disengagements)
FIX-FLANK-DESTROY-REPEAT Says it all. Remember that combat is not linear. Combat means to constantly outmanouver the enemy, the popular "hammer and anvil" being the most common example. This also applies for defense!
Fire can only contest temporarily. If you want to hold an area, you need boots on the ground.
If you want to seize an area, better do it today than tomorrow. Imagine the following: an eny Tnk Bn is moving to seize an currently unoccupied crossing point. He will arrive in 10. You have the chance to either send a Tnk Coy that arrives there in 5, or wait for the rest of the Bn and arrive there in 15. Right, send in the Tank Coy. Even if it is just a platoon, send them in.
Screen the areas in which an enemy advancement is unlikely. Use weak forces, not meant to hold, but just to give you eyes on an area, to free up proper combat units deployment where you seek to force the issue.
If you do not want to be seen, maybe because you want to infiltrate, or you are in the role of a small unit; move like the water flows. Use valleys.
I will come back to the list in a few days to add a few more. Thats what came up while writing that down in 20 minutes.
Cheers,
A
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