| home | roster | sponsors | forum | history | black-book | credo

:: Article : know thy Enemy

Based on Sun Tzu's The Art of War, we formulate our most elementary battle plans beginning with a detailed assessment of our enemy's strengths and weaknesses. The best enemy is the one who is willing to do our bidding :)

Leadership Ability:

Who is charge? How deep is the command chain? Have they worked together? Describe the teams? Are they lead? Have they placed an XO? Will they stick to the plan, will they follow the General? Will they manipulate the field staff games master? Are they studying us right now? Have they planted spies with in our army?

Communications:
A great army is easily defeated if their communications aren't up to speed. You see, A chain of command is only as strong as its weakest link. And we attack the whole chain, looking at each link. Are they running UHF/VHF? 2w OR 4w CB? Family radio? Scanners? Cell phones?

If their plan starts to fail, how well can the adapt? A good example of this is send a mission team up to do an impossible job. They get overwhelmed and retreat. Can you get them reorganized to move on the NEXT mission while still forward?

The key to communications is front line leadership. If good intelligence information makes it to the front, and your front lines cant act on it, the effort was worthless. You have to have solid front line leadership with strong communications to the command chain. Period.

Will they adapt with developments on the battle field, or die with the plan. Here you need a "fluid" font line. Never die with the plan, well almost never. Strong intra-squad and inter-squad communications are required to get a whole front line to move to a new objective. Defeating a line without this ability is easy. Just flank them. On large fields it actually takes a decent line of communications to fix weak points in a line. Without it a side will fall, and no one will try to fix it. Likewise they cant call for help.

Will you be facing a single assault, or a multi-angle coordinated assault. Solid inter-squad communications are the prerequisite to make this happen. Solid experience is the next.

Before preparing for battle, assess the enemy's communications, then attack its weakest link.


Technology
Do they have scanners to intercept our communications? And are they willing to commit the resources to act on it? Do they have night vision? How good is it? How many sets? In the same team? 3 or 4 sets of NVG in a well coordinated team can have devastating effect. Do they plant spies?

Before preparing for battle, assess the enemy's technology assets. Then defend against them.

Fighting Ability
Teams are groups of guys that know how to play together. They generally are "shooters", "looters", or "opportunist".

Shooters:
The first two are by far the most common. Shooters look for the fire fight, and go shoot. Generally they have little effect UNLESS well directed. (Place a liaison with them)
These guys are great for base sieges, tower sieges, etc.

Looters:
Looters a re a bit more mature. They run behind the lines flipping flags, running missions, generally willing the war. If you are lucky enough to pick up a team of looters, challenge them to loot, not shoot.

Opportunist:
Blend the two, and the subversion and the deception and the destabilizing aspects of warfare. This is scenario field craft. Blitzkrieg, The Night Owls, White Feather, Mother, Variable, and us. Its a short list. Shooting and looting get a little boring at times. Putting a mind job on the staffers, now that's fun.

Assess the enemies fighting ability. Do they think? To they play? Or are they just shooters?