WEEK #14: BATTLE TACTICS (armor)
I'm going to preface this with the fact that it's still the holiday/new year season, so this Weekly Focus is going to run for the next two weeks. Happy holidays, motherfuckers!
I recently started reading a book about military battles from Megiddo to Desert Storm. I was reading a lot about Graeco-Roman and Crusader tactics. I don't plan to introduce siege warfare to Subterranean Nanite Analysis, but I think that if we introduced combined arms tactics to our armor battles, we could have quite a bit of fun.
So, how does sticking to the rules of your battle commander make for more fun than a chaotic skirmish of death? Well, I don't really know, but I think that a heightened chance of success might be exhilarating.
So what exactly are our tactics?
In the old days, armies were comprised of a mixture of cavalry, heavy and light infantry, archers, and officers. We don't have the numbers to exactly imitate the legions of old, but I think the key to a more wide-scale command could lie in the Emerald TR's new home, Republink. If we get enough heads together, we can have small forces of coordinated air and armor. For now, we'll be taking a look at single-squad armor formations.
The main pieces of our formations are a right flank, left flank, center, and rear guard. Often, cavalry would make up the flank, and infantry would create the center and rear guard. We may all be running armor, but we have several types of vehicles to represent these groups.
The place of MBTs:
I plan to have our MBTs create the center. At the very least, we should have two fully-manned MBTs provide the bulk of our forward firepower. I figure this is a fitting place for our MBTs because we need platforms that can soak up enough shots to allow our cavalry - our flanks - move into position.
The place of Lightnings:
Any single-squad armor column should have 2-4 Lightnings. There should always be two Lightnings to make up the rear guard, following the MBTs. Excess Lightnings should add themselves to the flanks. Their ability to add heavier firepower than Harassers and more mobility than MBTs allows them to add adequately to the fight regardless of their position. For that reason, if the column already has two Lightnings to bulk up the flanks, then the Lightnings of the rear guard should move up to support the MBTs in a front-facing engagement.
The place of Harassers:
Two Harassers will form the flanks of the column, one Harasser per flank. Because Harassers can move across terrain extremely quickly, they can move to attack enemy armor from the rear, while the center continues their bombardment. As most of us know, a 2-on-1 fight against armor is often devastating, and quick. Any tank, even a shielded Vanguard, won't last long with a Vulcan up their ass and an AP Prowler down their throat.
The place of Sunderers:
Despite their ability to soak up a lot of damage, Sunderers require a crew of three to operate effectively, and their damage output isn't worth it. They're also big targets, as they have the potential to hold 12 meaty cert bags.
The place of Flashes:
No. Well... actually... The suicide flash has potential. I wouldn't call for it often, but like a stealthy fireboat, they can deal a lot of damage, with a small sacrifice.
The place of assorted air:
If possible, a second squad of Liberators and/or ESFs could keep the air clear around an engagement, as well as saturate enemy infantry and Sunderer positions. We've all seen what a Lancer squad can do to an armor column, and I believe a handful of Banshees or Zephers could deal with that threat.
That's all for now. I might continue with this idea after the new year.
I realize that this isn't privy to everyone's desire, there's really nothing in the world that's best for literally everyone. That said, I appreciate everyone's input. This is something that I feel would be received well by the players who want to have fun and care less about their SPM/H. Personally, even though I'm not a tanker, I think this would be fun. And I'm willing to bet that some other TR players would agree, enough to make up a squad or two, at the very least.
The things people care about in this game:
Fun - having an enjoyable time regardless of the conditions of other concepts in this list.
Certs 'n Swag - having the coolest cosmetics, weapons, and insults in the game.
MLG - for the competitive ones out there, your statistical value among other players.
Objectives - how well you contribute to the efforts of your empire.
The armor tactics has the potential to apply to all of these things, but at the very least, as previously mentioned, it'll cater to the guys who want to have fun. We also have the potential to farm a lot of certs, it might not always be particularly fruitful, but it's a possibility. I don't think the most competitive players really care about vehicle action, but for those that do, this might help. Finally, depending on the situation, we could really help out the TR. Or maybe just waste time. Doesn't matter to me, but there's a lot of ways to make it work.