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Hovis
Saturday, 5th February 2005, 02:29
Okay guys now we had a good night (Friday 5th Feb). We fucked up a lot of Vanu and we helped break the TR but ultimately we lost. We should have won on Cyssor and it fucks me off that we didn't. Why did it go bad? Well it wasn't anything to do with our fighting skills, we were collectively very good. I'm not going to gush about how good we were because we all know that we've been that good before, we're that good usually and we'll be that good again tomorrow. That is the standard we have all come to expect, no more, no less.

Our problems lay in target selection and this is what I want to address with this mini how-to guide. If you don't want to take advice from a guy named after a thick sliced loaf then stop reading here, but for those of you that know me of old should know that I know my shit and this brainspew which I shall put here is wisdom known to very few.

Here are, in no particular order, are the founding principles which, in my opinion, every command level decision in the Legion needs to be based upon. Bear these words in mind when deciding targets and we'll do well.

1. Reb said it best. "He Who Controls The Legion Controls The Fate Of Auraxis." This is no word of a lie. With a good sized platoon firing on all cylinders Renegade Legion is the single most influential force on the server. The enemy can do nothing which we cannot prevent one way or another and without us our own faction is next to worthless. We're worth thirty extra guys over the poplock easily. When making command decisions you have to consider therefore not only where you are moving the Legion to, but the situation you are removing the Legion from. It's a team game and we need to watch out for the NC just as we expect backup from them. When we cut loose on our own we need to be certain that we'll have enough support that we can move out of the area again. You need to select targets that are important and targets that can be reached by other friendly forces.

2. The NC zerg is not capable of acting without us, and conversely to actually win a continental fight we cannot win without them. This means we must act to assist them. The most effective method of doing this is by simply smashing the target directly ahead of them. Another method to do this is by drawing enemy forces away from the front line. Acting as a distraction can be very effective too but there are caveats to it, one needs to always consider what the next move will be after the initial one.

3. Do not plan two moves ahead, plan shitloads of moves ahead, but be willing to adapt. When attacking a new continent from the time you set the first hack down you should already be planning for the second, third and fourth base take downs. Watch the progress of the zerg, dismantle obstacles in its path.

4. Move fast. This applies right down the chain of command. This game is won or lost on SECONDs. Accept no delays and don't invite them by giving orders that require a soldier to face possible delays. If we can land and load our Galaxies within two minutes we are worth forty guys doing it in four. Our greatest weapons are skill in combat and our turnaround time. We think fast we move fast and we bring down the pain. Keep orders simple and insist that they be obeyed with a quickness. We all play this game for fun, it is not fun waiting for people, show respect to your squadmates and move as fast as humanly possible. Ditto for orders. Make the call, make the right call, make the wrong call, but make it fast, carry it out, win or lose and go again. A commander needs to learn to see the right move on reflex just as a twitch gamer with a jackhammer does and those lessons are learnt by experience and trial and error. By that same token listen to the platoon, on any given night there's twenty to thirty years combined of Planetside playing experience in the platoon. That's a resource you can use, but use it fast.

5. Look at the terrain. An obstacle is only an obstacle if it is defended, but in many cases such an obstacle can become a slaughterhouse. Look at the map, think about what you know when you make the decisions. For example you don't take tanks across a bridge against, well anyone, that's an obstacle that requires an air drop to clear. Towers that command key road links are another example. Air towers are a vital strategic resource and should be seized and mined whenever possible. Consider the path the zerg will take, look at where it could get stuck, look where you could create an ambush for the enemy.

6. Just because a target seems lightly defended doesn't mean it is not important. No target is beneath us and we do what we must do to win. If you cut the enemy slack in order to coax a decent fight out of them you are insulting them and betraying your comrades because nobody wants to fight alongside somebody who isn't giving his all for the win. If you see a gilt edged chance to put the knife if and snap it off go for it.

All in all one must remember that while we are a hugely important crew in the affairs of the NC victory is the result of keeping the zerg moving. A healthy, happy zerg can soon learn to act independantly but a zerg that is being shat all over won't move, won't support us and won't win shit.

Okay that's my two dubloons. Go nuts.

Fusion
Saturday, 5th February 2005, 02:57
Actually I think all Rebb said was "Schlag", but I will let that one slip :)

Good stuff, you've earned some positive reputation for this.*

* This should be a hint for you guys to all click on the Reputation icon (the scales) next to the post number and Report Bad Post icon in the top right of Hincey's post...