M. Offence
 M. Defense
 Principles
 Movements
 Use of Team
 Use of Terrain
 Supply
Tactical Movements

Tactical movements are movements made with the team. This can be either in a singular motion, i.e. an all-out attack, or through a series of triggers, i.e. squad one takes point A at which time squad B moves forward. The variations are endless. However, a few basic movements have stood the test of time and are considered to be classics. These movements are divided in Defensive and Offence movements, whereby it can be stated that virtually all movements have a logical counter movement, through which an enemy should, and would, be able to effectively ward of any enemy action.

Alexander the Great

To know these movements will also give you some trigger points through which you will recognise a movement when it is applied on your team. Equal strength teams in an important game will hardly ever use the normal �Lets all run to their base, then run back to ours and start again�-movement which you can find on every pub-game. A �feigned retreat� for instance is excellently qualified for luring enemies into sentryguns.

The movements recognized can be divided into two categories:

-Offence movements: those group actions which are designed to engage the enemy.

-Defense movements: those group actions designed to disengage the enemy.

With movement comes another essential variable into play: speed. Speed is of the essence in both offensive and defensive actions. In a match where both teams are about equal, and both teams have an equal understanding of tactics and strategy, speed will be a major issue. It can, almost, be said that he who runs fastest will get away with most. Take the speed factor into consideration when planning an attack. Four scouts will have more of a change to get to any flag then four hwguys, allthough the latter are better armed and protected. This is part of a simple sum which will become obvious to anyone who has taken a look at the mechanics of the game. Defending against a stationary target is pretty easy, you can take aim, shoot and kill. However, a fast moving target will have the benefit of all sorts of variables out of your control (ping, machine speed, etc.). More then once defenders will shoot invariably at spots where a scout was 2 seconds ago but not anymore. A hwguy moves slower so hit-rates are bound to be higher.

There is also the element of surprise, many a player will recognize the feeling of an unexpected enemy running past, coming from a place where logically they could not have been. Ever had it happen that a scout ran behind your back while you were in the process of turning?

In the defense speed is also of the essence, not only the speed with which you overview the situation, but more importantly the time that it takes you to position your troops, have them on their guard, and if necessary counter attack. To give the enemy time is to give the enemy victory. This is simply illustrated by the example of boiling water. If you have boiling water in a normal pot with a lid, you can control the amount of pressure by active intervention, i.e. taking the lid of the pot once in a while. You therefore do not allow the boiling water to take the initiative, and you are actively reacting to the situation. If you allow the boiling water time, and you do everything in a slow way, you will get a pressure cooker on your hand, and the lid will start to move, eventually falling off.

The success of people like Rommel and Patton was very much dependent on speed: they could in fact turn up where logically they could not be. They could attack with armies which were not expected.

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