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Laser-Skirmish
–
The Basics
This article aim is to explain to players new to
Laser-Skirmish the basics of the game. Many of the
comments in this article also apply to airsoft and
paintball competitions especially the formation
moves.
Aiming
The most basic skill of laser skirmish is to learn
how to aim effectively.
The first thing to realise is that you have to hit
the sensors to make hits, therefore you should aim
at the sensors (either on the head or the gun).
Even if you can see the players head or part of the
gun, you should in most cases hold fire until you
can actually see the sensor. Remember that shooting
gives away your position and wastes ammunition so
you really only want to shoot in most cases when
your confident of making a hit. The exception to
this is where you are trying to lay down suppressive
fire.
When you do start firing, especially with a long
rifle with a large clip, its possible to create an
area effect on the target by firing on fully
automatic and creating a tight circle with your
weapon. Simply move your rifle aim around the
target area. The result is that even if your
target moves he/she is still likely to be hit.
If
you are using a telescopic scope, the scope is
mounted such as it is between 10-15 centimetres
above the actual barrel. Each week we zero the
scopes in to make sure that that scope and the lens
assembly are in parallel so the sight is correct out
to any distance. With telescopic scopes, one needs
to keep your eye steady and around 6 centimetres
(varies from scope to scope) back from the back of
the scope to see through it clearly. Too close or
too far away and the vision will be black or very
narrow. Using telescopic scopes effectively takes
practice however they do allow very accurate fire at
range.
With Red Dot scopes, typically found on Spitfires,
Berserker Mark II’s and Commando’s you should make
sure you can see the red dot in the scope and keep
the red dot near the centre. You then put the red
dot 5-10 centimetres above the targets sensor.
With Mini-Spitzis and Berserker Mark I, they have an
iron sight on the top. With the iron sight, you
have to look through the two holes on the top so
that you can see the enemy’s sensor. Because the
iron sights are mounted on the barrel (lens
assembly), you aim directly at the sensors.
Ambush Area Fire
If
you are able to ambush a group of enemy players,
especially at close range, you need to take into
account that the sensors only take hits once every 3
seconds. To do maximum damage you need to rotate
the targets so that you hit each player every 3
seconds so that each one of them has their gun
disabled and cannot return fire. What I do is
start shooting on the left most player and work my
way across over the course of about 1.5 seconds so
that every target takes a hit. I then swing my
rifle from right to left over the next 1.5 seconds
to catch anyone that I missed the first time. Then
the process starts again as I swing from left to
right…
Of
course the enemy should be hitting cover, once they
can effectively return fire you should quickly
retreat so you live long enough to setup another
ambush position.
Avoiding hits
Usually the best way not to be hit, in
Laser-Skirmish, paintball and airsoft, is not to be
seen! If you move carefully and are constantly
looking around and listening, you can often spot the
enemy before they spot you. The human eye is
attracted to movement, so if you stop and hide
before the enemy has spotted you, they will
typically not see you. Looking around including
behind you is a good skill to get, new players tend
to look at the ground in front of them or look
forward to where they expect the enemy to be. The
enemy however is often not where you expect, so if
you have to expect the unexpected. Keep looking
and listening all the time and stay alert!
If
you do come under fire, you probably should be
seeking cover. The best cover is often vertical
oriented objects such as trees. The bigger the
tree trunk the more angles it cuts off and therefore
better cover. Anything the blocks light in
Laser-Skirmish or in the case of paintball or
airsoft, any physical cover counts as cover.
Once the enemy knows where you are, you should try
to move as soon as you’re not pinned, sometimes you
have to be brave. You never want to be where the
enemy expects or knows you to be. Often
retreating and approaching the enemy from another
direction works well.
Pin and Flank
One of the standard problems faced in combat games
like paintball, airsoft and Laser-Skirmish is how to
effectively destroy an enemy force that is behind
cover. No matter how much you fire at the target,
your rounds will not penetrate the cover. If you
simply advance forward the enemy will pick you off
as you try to cross open ground. In this
situation you have basically two viable options.
One is to form a skirmish line (see next section)
and charge the position hoping to rush the enemy.
The other option is to pin and flank the enemy, this
option takes some team work. Generally those
players who have long guns in the group (this could
be one person) apply significant suppressive fire
onto the enemy position, this is not expected to do
significant damage but it should force the enemy to
keep their heads down and therefore not be in a
position to spot or at least effectively engage
those forces doing the flanking. While the enemy
is under suppressive fire the flankers usually
choosing the flank with the most cover move around
the enemy position to hit them from the sides.
You will find that most cover in combat games is one
directional and therefore if you shoot at the enemy
from two directions at once they will be exposed to
effective fire.
The pin and flank movement is often used when
players are working in pairs. One player pins and
the other flanks, but can used with large formation
moves as well.
Skirmish Line
Often simple plans are
the best. One of the most simple plans and yet
extremely effective to is to simple form skirmish
line (also known as an extended line) and then match
towards the enemy while keeping all of your team in
one straight line. The key to an extended line is
that players are at least 10 metres apart from each
other, therefore if you have a squad of say 10
soldiers, your line should extend 100metres or
more. You should not be so far apart than you
loose contact with the next friendly to your left
and right. Generally I position myself as the
force commander in the centre so I can make sure
everyone stays in line. With very inexperienced
players the force commander may have to walk up and
down the line making sure everyone else stays in
line and keeps advancing despite enemy fire.
A skirmish line is
effective due to the following factors
a) Its simple,
remember Laser-Skirmish players are typically not
trained soldiers and therefore complex plans are
doomed to failure.
b) Players remain in
contact with each other so adding inter-player
communication
c) Each player
provides cross fire support to every other
player. By spreading out significantly the enemy
finds it hard to find effective cover against fire
from the flanks of the skirmish line
d) The formation
provides the maximum amount of forward directing
fire possible with no risk of making friendly hits.
WEAPONS TACTICS
Using
each weapon to best take advantage of its strengths
to achieve mission success is vital in
Laser-Skirmish. For tactical purposes there are
basically 3 classes of weapons to consider broadly
before delving into the details of each particular
model. Squad leaders should consider carefully the
assignment of their weapon assets to their squad
members to maximize the total squad’s effectiveness.
We class the weapons systems as long guns, short
guns & mines. The exception is the Commando Carbine
because it shares characteristics of both long and
short guns.
LONG GUNS
The Morita, Pulse Rifle and M16 are all examples of
long guns.
These models share similar characteristics.
First they are relatively heavy so these weapons, so
they should be assigned to those in your squad with
enough strength to hold them steady. Especially when
trying to use a telescopic scope typically found on
long guns, it’s vital that the player holds the
rifle steady to aim effectively.
Long guns have approximately 50% more maximum range
than the short guns. Therefore long guns are best
used at long range so the enemy can be engaged at
lower risk to the firer. As most long guns have a
telescopic scope, the long guns when properly zeroed
in are effectively more accurate at range as well so
making the effective combat range closer to 70%
greater than a typical short gun. In defence,
soldiers should be looking for long fire lanes to
cover with these weapons or areas where the enemy
must approach over open ground. Longs guns are
ideally suited for combat in excess of 50 metres.
At
ranges less than 20 metres, long guns are at a
disadvantage because being heavy they take longer to
aim. When in engaged in Close Quarters Battles (CQB),
being able to quickly get off the first aimed shot
is vitally important. To make matters worse, the
long guns typical telescopic scopes are hard to use
at very close engage. The weakness at short range
is partially addressed with the scatter gun mode
available on all long guns. The scatter gun mode
provides a 20 metre burst fire, much like a canister
round in a M203 grenade launcher. The challenge
with the scatter gun mode is the slow rate of fire.
The long reload time typical of long guns, also
means that a soldier is very exposed while reloading
so care should be taken about having support nearby
to provide cover when this occurs.
Long guns are also not very effective when making a
fast moving assault. It is difficult to
simultaneously move and shoot accurately with the
long guns due to their sheer size and weight.
When making assaults on enemy positions fire teams
of 3-4 soldiers should be formed. The role of the
long gun in a fire team is to pin the defenders at
range with sustained, accurate long range fire in
order to prevent the defenders seeing the advance of
the rest of the fire team. A fire team of 1 long
gun (especially the Morita) and 2 short guns can
work very well in assaulting a position. The short
guns are used to flank and advance to get close
enough to overrun the defenders. If the fire team
has 4 members, 2 long guns and 2 short guns is a
good combination.
SHORT GUNS.
In
this category you will find the Spitfire, Berserker
and Mini-Spitzi models. They are all universally
light being less than 2.5kg. They are also short in
length therefore reducing their bulk. This category
of weapon suites the players that have less strength
or want maximum flexibility.
Short guns typically have a maximum range of around
80 metres and an effective combat range of around
45-50 metres. Because they are quick and easy to
aim, they have a distinct advantage over long guns
in CQB, especially anything below 20 metres.
Short guns have either a red dot scope (Spitfire,
Berserker Mark II) or iron sights (Berserker Mark I,
Mini-Spitzi). The red dot is especially effective
in low light conditions because the soldier can
still see the dot in the dark whereas with a typical
telescopic scope or with an iron sight, it’s hard to
see the cross hair (note that the new illuminated
cross hair telescopic scopes solve this problem).
Both types of scopes used on the short guns are easy
to use and therefore suit beginners.
Clearly a player with a short gun should attempt to
avoid long range engagements with enemy long guns.
This can be done by positioning oneself in dense
cover to reduce engagement range. One can also
reduce engagement ranges by moving rapidly towards
the enemy position while under the protection of
friendly long gun fire taking advantage of the
ability to run with the short guns. Short guns are
ideal for over-running enemy positions because one
can shoot and move at the same time with relative
ease.
In
defence long guns and short guns should be
interspersed so that the short guns can protect the
long guns against close assault.
Typically a squad should try to have an even number
of short guns and long guns. However if you are
defending a base then, if given a choice, the force
commander should be looking for 60%
long guns. Conversely if you are attacking then
you’ll want 60% short guns. Of course terrain,
deployment, quality of troops available and specific
mission objectives will impact the choice as well.
CLAYMORE MINES
The Claymore mine is a defensive weapon. It fires
only once but has a huge bank of unlensed emitters
that are forward facing. It also has a single
emitter firing backwards. The claymore mine is
triggered by a button at the end of a 20metre
cable. The Claymore is usually best used to cover
obvious approaches to a base. To be truly effective
the defenders need quite a few Claymores so they can
cover all the approaches, so no matter which way the
attackers come from, they take a significant risk of
taking damage from one of the claymore mines. The
claymore effective range forward is around 20 metres,
although hits at longer range are possible. The unit
fires for 5 seconds continuously and therefore can
make up to 2 hits on anyone in the affected zone.
The tactical disadvantage of the claymore mines is
that it tends to make the defenders too passive and
predictable. Soldiers get too tied to the position
of the mine/s rather than responding to the changing
threats posed by the enemy. In Laser-Skirmish
players should always try to keep the opponents off
balance. For defenders this may involve having a
small proportion of your force on mobile patrol (not
recommended at night due to concerns over friendly
fire).
M16A2/M203
This model is designed primarily for military and
security training purposes unlike all the other
models which are designed primarily for civilian
use. To reflect this, the weight is realistic for an
M16 with an M203 attachment i.e. heavy!
If
this model is used on a commercial field with other
guns from the Laser-Skirmish armoury, it is best to
configure this with the Canadian C7 program or even
better request the pulse rifle (75rnd clip) program
at time of manufacture to maintain game balance.
The default 30rnd M16A2 program with 1 canister
round per clip is under powered when used with the
other weapons but ideal for force-on-force training
purposes.
MORITA LMG/SNIPER RIFLE
Typically the Morita is used as the squad area
weapon (SAW) although on semi-automatic mode, can be
used as a Sniper Rifle as well. The Morita now has
an option to make it simulate a bolt action rifle.
It can fire 99 rounds before requiring a reload on
its default configuration. The fire rate in fully
automatic mode is 350 rounds per minute so it is
able to put down an extremely powerful and sustained
burst of fire. For sheer firepower the Morita is the
most powerful weapon in the entire laser skirmish
arsenal. At almost one metre long is also the
largest unit normally seen in service on a
Laser-Skirmish battlefield. Depending on the scope
used, the weight is normally around 4.5kg. Watch out
for the reload time of 15 seconds.
The Morita also has the longest range of any model
available. The latest Morita’s out distance a
pulse rifle by at least 25% by using a narrow
beamed light system. The result is the Morita
requires better aiming than a Pulse Rifle and
therefore should use a telescopic scope.
PULSE RIFLE.
The Pulse Rifle is now the standard combat rifle on
most battlefields. The 75round magazine at 350
rounds per minute provides a powerful burst of fire
that is adequate for most roles. It weighs roughly
the same as a Morita but is shorter and therefore a
little easier to handle in dense cover. Reload time
is 12secs. It should be considered a heavy assault
rifle.
COMMANDO
The Commando is best classified as a carbine. With
a typical scope and battery it weighs about 3.5kg.
It has been designed with an adjustable stock and is
very well balanced, which means it can be used
effectively by most people. In its primary
configuration it has a 50rnd magazine. Either a red
dot or telescopic scope can be used with a Commando,
although generally the red dot scope is the most
popular with new players. The Commando also has
exceptional range, with a well zeroed telescopic
scope; the Commando has the same range as a
Morita. Tactically the Commando can be effectively
used in almost any role including that of a Sniper
with a telescopic scope to a rapid assault with a
red dot scope. Our experience is this is the most
effective all round weapon available.
SPITFIRE
The red dot scope (usually a 30mm Red Dot scope)
mounted on most Spitfires provides a Laser-Skirmish
gun that is easy to use in day or night conditions.
The red dot tends to track with the firer's eye so
making it easy to aim even when moving and is often
a little more accurate than iron sights so making
the effective range a little longer. The Spitfire
comes with a 30round magazine and takes 6 seconds to
reload. The rate of fire is 200 rounds per minute.
BERSERKER
The Berserker has the most firepower of all the
short guns. The fire rate is 200rounds per minute
and it has a 50 round magazine. The range is the
same as all the short guns. With the Mark II
Berserker, there is an integrated 30mm red dot sight
that makes this unit easy to aim and therefore is
very popular with new players. Even many of the
regulars take the Berserker as the weapon of choice
because for its weight, it has excellent stopping
power and easy aiming for short and medium range
work.
Base Defence
Typically in
Laser-Skirmish, most clans are actually better at
offence that defence. Often the attacking team is
able to easily create a local numerical superiority
at some point of the front and rush through the
defenders perimeter over-running the defenders HQ.
In more advanced
base offence games, a defending team that is not
currently in control of their HQ, cannot get
replacements (re-spawns) until retaken so the loss
of the HQ is often fatal for the defenders.
In military
operations, the defenders are expected to hold out
against at least 2 to 1 odds often more whereas in
Laser-Skirmish the attackers often win on 1.2 to 1
ratio typically applied.
There is no doubt
the number of hit points used does impact this, the
higher the hit points are, the better for the
attackers because they can afford to take a couple
of points of damage as they close with the
defenders. With the regulars, hit point values from
2 to 4 are typical to give the defenders a fighting
chance to heavily damage the attackers approaching
their position.
However the
main problems for clans performing defence are
caused by tactical errors. Players, especially
beginners, become virtually immobilized when
defending a position so even when spotted they wait
until the attackers can get on their flanks and
eliminate them. In Laser-Skirmish most times when
the enemy knows your exact position it is advisable
to move, even if its only 5 meters to another piece
of cover.
Remember battles
are won by fire and movement.
As discussed in
August edition of Lock and Load, the use of patrols
can be an effective way to disorient the attackers,
see
http://www.laserskirmish.com/0208lockandload.pdf
The other tactical
error that almost all teams do including some of the
best regular clans is not maintaining an adequate
reserve uncommitted to the perimeter defence
directly under the control of the force commander.
Clans typically
work out a plan of defence usually including a
perimeter and maybe a long range patrol element but
once the mission commences have no effective way of
adjusting their plans to counter enemy movements or
even to cover breaches in the perimeter caused by
friendly casualties.
Virtually all
military books on tactics talk about the vital need
to maintain reserves because battles are not totally
predictable and adjustments such as taking action
against weakened section of the front, patching up a
broken front line or even to respond to an enemy
advance from an unexpected direction all require a
reserve element. Because reserves are not committed
to the front, they are not likely to be pinned down
under enemy fire or weakened. Also by being adjacent
to the force commander, orders can be quickly issued
to these troops by the commander and he/she can see
his orders are carried out in person.
A simple example of
using a reserve element for a base defence is the
following scenario of say 1 section of defenders (10
players) versus 2 sections of attackers (20
players).
The defenders have
a position where the enemy has 2 main avenues of
approach. If as is usual all the soldiers are
committed immediately to the perimeter defence and
they are evenly divided between the 2 avenues
leaving 5 soldiers at each approach.
Now lets say the
enemy hits one approach initially with a feigned
attack of 5 soldiers and then once the defenders are
committed, hits the other avenue with 15 soldiers,
the attackers gain a local numerical superiority of
15 to 5 (3 to 1) which is enough to overrun most
positions even given the inherent advantages such as
improved cover of defending. If on the other hand,
the defenders maintained a reserve element of say 4
soldiers, the force commander once he/she has
identified where the main attack is coming from, can
quickly move the reserve to support the defenders
positioned against the main attack.
The ratios then
become 5:3 against the feigned attack and 15:7
(closer to 2 to 1) against the main attack.
Of course correctly
moving the reserve effectively requires the force
commander to be fed accurate information about the
enemy movements.
Classically this is
done most often by the force commander positioning
him or herself in a good observation point. With the
advent of radio communications which are often used
by the clans in battle, the use of radio equipped
forward observers to accurately report enemy
movement and strength information to the force
commander is vitally important.
The use of reserves
and effective battlefield communications are vital
elements to victory and are all components of the
necessity to have on strong and effective
leadership. The importance of leadership was
discussed in more detail in
http://www.laserskirmish.com/0201lockandload.pdf
. An
excellent general discussion of urban tactics can be
found in March 2002 edition of Lock and Load
http://www.laserskirmish.com/0203lockandload.pdf
THE PATROL
For
all Laser-Skirmish players we highly recommend
reviewing the previous editions of Lock and Load
battle tactics to gain vital in-sights on how to
fight and win at laser skirmish. You can download
them from
http://www.lasertag.com.au/0201lockandload.pdf
and
http://www.lasertag.com.au/0203lockandload.pdf
This edition we are covering the application and
execution of patrols. Quite often in Laser-Skirmish
a patrol formation is the most appropriate although
under utilized option available to a squad. A patrol
formation works well when the soldier to space
ratio is low and location of some or the entire
enemy is un-known or where you have to "sneak" past
the enemy. A good space ratio to maintain in a
patrol squad is the line of sight. You can see each
other and hand signals, hear whistles, low voices,
but can-not be hit with one shot from the enemy. A
patrol of only six to ten people (for example) can
be very successful, as its small enough to go
undetected, large enough to do serious damage to any
opposition, and flexible enough that the players can
swap between roles as their direction or intent
changes. Even when performing a base defence it can
make a lot of sense to have small very stealthy
patrol working around the enemy, this can really
disorient the attackers who are expecting all the
defenders to be around the base. Beginners in
particular tend to only look in the direction they
are expecting the enemy to be so a small group
working around their side or rear can often surprise
the attackers. There is also a general principle
than whenever possible, you should never be located
where the enemy expects you to be and if you know
you have been spotted, you should move ASAP. A
patrol formation can also be appropriate when moving
into assault position.
This is because the enemy may well have placed
snipers well forward of their positions and in fact
may have laid a forward ambush or even placed their
own patrols as a type of forward defence. In all
these scenarios, it is quite probable the enemy will
get the first round of fire off first and typically
from an advantageous position.
The Patrol formation is an absolute must when
hunting for snipers in the sniper mission, over a
large area, anything else is plain suicide!
So what is a patrol formation and how does it help?
Well there are few different patrol formations that
one can choose, but for Laser-Skirmish some thing
very basic is all that is required. The most
important position in the squad is the point person
(scout). The point moves well ahead of the main body
of troops anything from 30-40 meters to 200 meters
depending on the situation. In the heavy bush
battle-field we tend to work around 50 meters
whereas in more open terrain, more like 200 meters.
The principle is that it’s much harder for the enemy
to spot one person than a whole squad so the point
man has a greater chance of spotting the enemy
sniper or ambush first than if the whole squad had
moved up. The point man can then return to the main
group and report the enemy
presence to the squad leader. Even so, the point is
often spotted first by the enemy and therefore comes
under effective fire, still this means only one
soldier is killed not the whole squad and the enemy
have given their position away to the rest of the
squad who can then engage or retreat as appropriate.
If the point comes under attack, the rest of the
squad typically should fan out left and right and
quickly move forward to engage the enemy.
A sweeper is also useful position in a patrol. The
sweeper stays behind the main group ensuring that
there is no threat from the rear. The sweeper’s job
is to warn the squad if there is any enemy following
them or have moved behind them. Most encounters
happen in the direction the squad is moving, so the
sweeper is not quite as vital as the point, but
still highly recommended.
The squad leader typically is near the front of the
main body of troops. Adequate levels of
dispersement as discussed in earlier Lock and Load
editions should be kept in mind. Way too many
players bunch up and are slaughtered by a
numerically inferior force for this reason. Also be
dispersing somewhat the enemy can be fired at
quickly from multiple directions which is important
in laser skirmish because most cover provides
protection from only a single direction. The patrol
however also maintains a significant local
concentration of force which means it has the
firepower that can be quickly employed to counter
enemy forces. This can be particularly useful when
you’ve got more than one squad out in the field and
one or the other requires support.
The leader has to be positioned to get the best
possible view of his/her own troop positions and
that of the enemy. If enemy are reported by the
point or other member of the squad, the leader may
well choose to perform a leader’s recon before
committing the squad to an attack. If the force
(including the point man) come under enemy fire the
squad leader must issue immediate and appropriate
orders and to do this must be positioned within
sight and hearing range of the majority of the
troops under command.
It
is quite possible that the point and/or sweeper have
not spotted the enemy before the main squad comes
under fire. This is much better than having your
squad spread out so much that they can't assist each
other (or any other squad) effectively or even be
properly led by the squad leader.
The soldiers in the main body of troops should be
clearly told where they should be looking in
relation to themselves. For example the first
soldier could be looking left and second looking
right and the third looking up (watching out for
snipers in the trees).
For those clans looking to be truly successful we
recommend that specific immediate action drills be
trained in order to counter threats from different
directions and types.
Tactics - VIP Escort
The VIP escort is the classic exfiltration mission
that is run at many Laser-Skirmish fields around the
world for both corporate groups and regular
sessions. Typically the VIP has 2 hit points, the
escorting Guards 6 hit points and the enemy ambush
force have 4 hit points. The goal for the escort
team is the get the VIP from one end of the field to
the other without the VIP dying. The ambush team
deploys in the other 80% of the battlefield and lay
waiting in ambush. The VIP wears usually a white or
red hat so that he or she is very obvious. This
mission works well for bucks parties (the buck is
the VIP) and for corporate groups where the boss is
the VIP usually. If the battlefield has dense cover
the VIP typically gets 2 hit points and in more open
battlefields especially urban environments, the VIP
has 3 hit points. No respawns are available to
either team typically.
For the escorting team, they have a few basic
tactical options that have all worked in practice
when well executed or against poorly coordinated
enemy forces.
The classic tactic is for the escort team to form a
patrol formation, the point (scout) person and the
"tail end charlie" having the most important roles,
both must be careful and alert. The patrol
formation and use was discussed in length in August
2002 Lock and Load, page 2, see
http://www.lasertag.com.au/0208lockandload.pdf
Usually the VIP is placed 2nd or 3rd last in the
formation. The risk with a patrol formation is
that the point may miss the enemy lying in ambush,
especially if they are smart and hold their fire,
allowing the enemy to take down the VIP in a hail of
fire. Also there is chance with the patrol
formation that a flanking sniper can pick off the
VIP because the patrol formation tends to be quite
linear. The tail end soldier must take care as
well, because the ambush team may well let the
patrol pass them by and then attack from the
rear. The advantage of the patrol formation is
that all the escort team is defending the VIP for
the entire journey which often means there is
adequate concentrated firepower to deal with any
ambushes found along the way.
The next option is to hide the VIP with perhaps 1 or
2 guards usually fairly close to the deployment zone
and send the main body of troops forward to find and
eliminate most if not all the enemy forces before
moving the VIP forward. This tactic has the
advantage of allowing the escorting team to
concentrate on finding and destroying the enemy
without being constrained by having to protect the
VIP, it essentially becomes a classic search and
destroy mission. Ideally the VIP party and the
leader of the search and destroy section will both
have radios because communication can easily break
down. There are two major risks associated with
this plan. The first is if the ambushes realise
what the escort team are up to, and infiltrate
through their lines to find and destroy the poorly
defended VIP. The second risk is that the search
and destroy force may be badly mauled by the ambush
force to a point they are no longer an effective
fighting force or able to communicate what is
happening to the VIP party.
A hybrid tactic is to have a wide formation that
probes forward looking for the areas of enemy
strength and weakness navigating the VIP through the
safest path found. Usually one soldier stays with
the VIP all the way as a guide and as the last ditch
defence. By having forces that span the field, a
careful well coordinated team can make sure all
enemy snipers are detected and then evaded or
destroyed before they can attack the VIP. This
tactic works best on relatively narrow fields or
with large formations involved because it is vital
the ambushes do not slip through the net. The
major problem is with maintaining formation in
rugged terrain or when the force comes under enemy
fire. It is vital that formation remains in a line
across the field to prevent gaps forming, this can
be remarkably hard to achieve if leadership is
lacking or the soldiers lack discipline under fire.
For the ambush team there are also some options
available. To some extend the ambush team is
looking for mistakes from the VIP escort team. If
enemy escorts do not make any mistakes, then you’re
facing an uphill battle.
The classic plan
is to deploy throughout the battlefield well hidden
snipers and lie in wait for the perfect shot on the
VIP. Given that the Morita and Pulse Rifles will
make accurate hits at long range, long range
sniping is definitely an option.
Most battlefields have plenty of good sniper hiding
points with good fire lanes. The key for the
sniper to remain undetected yet be positioned so as
to have a good view of the battlefield. The risk
for the snipers is that because they are so spread
out, an alert escort team can destroy your team in
detail.
If the team excel at base defence, the ambush team
could position themselves entrenched around the VIP
destination point. However because the attackers
have 6 hit points versus the defenders 4 hit points,
there is considerable danger the attackers (escorts)
will overrun the defenders (ambush). This
strategy is recommended for night missions because
at night, defenders have the advantage plus at night
tight control is required of ones forces to minimise
friendly fire.
A bold tactic that can be employed by experienced
forces is to maintain most or all of your force in a
mobile formation that tries to outflank the enemy
and if the VIP is not with the main enemy party to
actively search for the VIP.
In summary, there is no right way or wrong way to
approach the VIP escort mission. The force
commander must consider the terrain, lighting, the
enemy’s likely tactics and the skill of the forces
under his/her control. For the VIP escort team the
most conservative approach is the patrol and for the
ambush team, placing well hidden snipers covering
the different approaches. Of course in battle,
fortune often favours the brave!
Leadership
Winning at Laser-Skirmish requires a lot of
different skills. The most important of these is
leadership. A strong, smart leader that has the
respect of those under his/her command is vital for
winning consistently. The leader when planning and
executing the mission has to consider factors such
as the objective/s, the likely composition and
location of the enemy forces and the assets
available in terms of weapons and forces. Orders
should be issued to each squad member clearly
(use their name so they know its them being spoken
to, something like "three of you go over there" is a
very poor command and always causes confusion) or in
the case of larger forces, fire team or squad
leaders should be given the orders directly and
clearly.
On a individual level, each squad member needs to
work as much as possible towards the team plan laid
down by the force commander. It is also important
to ensure that one only fires at the enemy, take the
time to ensure it is in fact the enemy you are
firing at, not your allies. Too many inexperienced
people shoot their team mates, doing un-aimed or
careless fire.
Having everyone in an appropriate formation for the
maneuver being attempted can make a huge
difference. The basic idea is to be position to
maximise the amount of fire, preferably from
different angles upon the enemy while minimising the
risk of shooting ones own allies. The last thing
you want is someone on your team firing a Morita
through your ranks, it does happen and the results
are horrible. If you know where the enemy is, the
simplest and very effective is a line formation.
The problem with a line formation is that it is very
vulnerable to flanking fire, remember the area of
effect of a machine gun is narrow but long, so a
machine gun shooting down a line can be devastating
(a point that should also be remembered when moving
along trails). Despite the flank attack
weaknesses, line abreast is simple to execute and
control and can be very effective. More advanced
formations require training.