Squad Tactics

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Squad Tactics: What they are? How to use them?

A squad is a group of units specialized for a specific purpose.

Squads can cover almost any roll in any mod, provided they are set up correctly.

Squad Tactics: What they are made of.

Squads should comprise of a versatile assortment of units, infantry, kbots, or whatever. A squad should have several artillery units in the case it happens to come across a defended position. Squads also need skirmish troops, or anything you send in to fight first. These guys are what commences the attack. You should always have a scout-ish type of unit or several. The increased sight radius will help the squad all the way around. Several slow and fast units could help in the tactical department. Medical aiding units are also important, especially if you are trying to get veterans.

Squad Tactics: Strategies and Tactics.

Strategies and tactics are what makes, and breaks, a squad. You wouldn't send a speedy raiding and scout party at a defensive line, just wasted supplies. Squads can be stand alone, which means they are given a standard order (attack the line, try to break through), or commander controlled. Commander controlled squads survive to fight another day quite often, and are normally veterans after a few missions. A mission is an order given to a squad by the commander, you. However, for commander controlled squads, these can be long and harsh, but can deliver unto your enemies a world of pain.

On to the actual strategies during a fight:

Flanking: Several fast units in your group may move around to attack the enemy from behind, this is moderately hard to do in flat terrain, but easier in forest or mountain terrain. This draws enemy fire in two directions, splitting his damage.

Drawing Enemy Attention: This tactic is most used for speedy raiding groups to keep the enemy guessing. When doing this, attacking economy, then the front lines could make him pull all his forces to the area you attacked, thinking that you may be mounting an extremely large offensive, when it was a small group of 5-10 units, just causing some hell and mayhem. Some times good to have an arty to give a "lasting" impression.

Defensive Breaker: This squad has artillery and units good at breaking defensive lines. Afterwards your main force can rush through the gap. These squads can be fast, slow, or long range. It doesn't make any difference in the long run under a good commander.

Flash: Flash, as in, gone in an instant. This squad is based around ultra speedy units, or even planes. These squads can be used for reconnaisance, raids, bomb runs, or assassination. These squads are good at most of the other things, but get slaughtered easily.

Assassination: Cold-Hearted Murder, just for all of you people that send hundreds of robots to the scrap heap everyday. Assassination squads can be planes, or speedy assault units. These guys rush past the line and attack the commander, normally a failed mission is the target not being destroyed.

Construction Squad: Used in tasks such as building walls, defences or mexes in enemy territory, this is the hardest, but most devastating. It's annoying to have an artillery attacking you from your own base, somewhere. Building mines in an enemies territory is also in this squad. Mines are destructive mean things to use, but only when they work. Mines can take a whole convoy from a commander who is not paying attention..

-Snipawolf

This article is of particular interest to Gundam RTS, E&E, Star Wars Spring and AA players.


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