DviddLeff
2012-01-19, 05:44 PM
https://sites.google.com/site/planetsidetactics/offence
Urban offence
When the fight reaches built up areas such as towns or bases commanders have several routes to success. In the example battle zone found in the Strategy overview Dahaka could be the mission target; to capture it a commander must decide which method to use.
https://sites.google.com/site/planetsidetactics/_/rsrc/1327011115038/offence/preassault.png?height=400&width=331
Each method has advantages and disadvantages, some will be slower yet safer, others faster yet more reckless; a good commander must evaluate the troops he has and those he is facing before making a decision.
Envelopment: The urban area is isolated by surrounding it with friendly forces to prevent support reaching the area. This can take time to make the envelopment secure and will also take a large number of attacking troops to make sure that each area is secure. It will however decrease the capture time of the main base, and delay any reinforcements the enemy may try to call in.
https://sites.google.com/site/planetsidetactics/_/rsrc/1327010811087/offence/envelopment.png?height=400&width=308
Turning movement: Used to capture key routes leading toward the area to deny easy resupply and allow ease of assault. This was often seen in the original game as base towers were captured before the main base was assaulted as they provided the attacker with a secure spawn point in case of a spirited defence from the facility. Capturing the tower would take this alternate spawn point from the defender, restricting their options for organised counter offensives.
https://sites.google.com/site/planetsidetactics/_/rsrc/1327010879438/offence/turningmovement.png?height=400&width=308
Infiltration: Units move into key areas using stealthy means avoid raising the alarm until they are ready for a coordinated strike. Depending on the skill of the infiltrators and the awareness of defenders they may be able to cripple equipment and distract defenders allowing for a small attacking force to overrun the facility. Infiltration can take time however and if caught the assault can be thwarted.
https://sites.google.com/site/planetsidetactics/_/rsrc/1327010908673/offence/infiltration.png?height=400&width=306
Penetration: Forces are focused on a key area or areas, ideally attacking from multiple directions simultaneously. Once captured exploitation must be made immediately otherwise the defenders can stall the attack as they fall back to strong points. Penetration assaults should use combined arms; infantry of various types supported with both armour and aircraft to punch a way into the facility.
https://sites.google.com/site/planetsidetactics/_/rsrc/1327010948189/offence/penetration.png?height=400&width=307
Frontal attack: Only effective when the attacker clearly has the advantage as this will result in the most loss of troops. The assault force moves directly to the enemy position fire teams and squads supporting each other as they advance.
https://sites.google.com/site/planetsidetactics/_/rsrc/1327010977154/offence/frontal.PNG
Urban offence
When the fight reaches built up areas such as towns or bases commanders have several routes to success. In the example battle zone found in the Strategy overview Dahaka could be the mission target; to capture it a commander must decide which method to use.
https://sites.google.com/site/planetsidetactics/_/rsrc/1327011115038/offence/preassault.png?height=400&width=331
Each method has advantages and disadvantages, some will be slower yet safer, others faster yet more reckless; a good commander must evaluate the troops he has and those he is facing before making a decision.
Envelopment: The urban area is isolated by surrounding it with friendly forces to prevent support reaching the area. This can take time to make the envelopment secure and will also take a large number of attacking troops to make sure that each area is secure. It will however decrease the capture time of the main base, and delay any reinforcements the enemy may try to call in.
https://sites.google.com/site/planetsidetactics/_/rsrc/1327010811087/offence/envelopment.png?height=400&width=308
Turning movement: Used to capture key routes leading toward the area to deny easy resupply and allow ease of assault. This was often seen in the original game as base towers were captured before the main base was assaulted as they provided the attacker with a secure spawn point in case of a spirited defence from the facility. Capturing the tower would take this alternate spawn point from the defender, restricting their options for organised counter offensives.
https://sites.google.com/site/planetsidetactics/_/rsrc/1327010879438/offence/turningmovement.png?height=400&width=308
Infiltration: Units move into key areas using stealthy means avoid raising the alarm until they are ready for a coordinated strike. Depending on the skill of the infiltrators and the awareness of defenders they may be able to cripple equipment and distract defenders allowing for a small attacking force to overrun the facility. Infiltration can take time however and if caught the assault can be thwarted.
https://sites.google.com/site/planetsidetactics/_/rsrc/1327010908673/offence/infiltration.png?height=400&width=306
Penetration: Forces are focused on a key area or areas, ideally attacking from multiple directions simultaneously. Once captured exploitation must be made immediately otherwise the defenders can stall the attack as they fall back to strong points. Penetration assaults should use combined arms; infantry of various types supported with both armour and aircraft to punch a way into the facility.
https://sites.google.com/site/planetsidetactics/_/rsrc/1327010948189/offence/penetration.png?height=400&width=307
Frontal attack: Only effective when the attacker clearly has the advantage as this will result in the most loss of troops. The assault force moves directly to the enemy position fire teams and squads supporting each other as they advance.
https://sites.google.com/site/planetsidetactics/_/rsrc/1327010977154/offence/frontal.PNG