ShermansWar
09-10-2005, 01:43 AM
Author Topic: GAME STRATEGY :THE WILL TO FIGHT
shermanswar
Officer
Member #3
posted August 09, 2004 13:52 In warfare, destroying the enemies will to fight is paramount to acheiving victory.We can see this clearly as we study history and battles of the past, but how do we measure this effect in SB? Is this a dynamic in gameplay,and if so, how can we destroy our enemies will, and what can we do to safeguard our own will, and that of our teamates?
It is definitely a factor in an SB game, just as much as during a real battle.How can this be so, if we play only a 60 minute game?
Concentration, effort and focus are all factors that come into play during a game, and a player frustrated by the scenario conditions,victory conditions, ammo loadouts, terrain he is dealt, comms on his team, his level of confidence in his teams planning, his level of confidence in his teamates ability to execute,the understanding of the commanders intent,his confidence in his own force level as relates to his ability to accomplish his mission are all factors within the game. External factors such as fatigue, hunger, and distractions around the house also affect ones concentration, and his ability to focus and put forth ones best efforts to win.this in turn affects ones will.And we haven't even discussed the actions of the enemy as of yet.suffice it to say,Planning, understanding of the mission, practice and preparation all affect confidence and the ability to deal with the unexpected.These are factors we have control over, and preparation breeds confidence, and the knowledge we have planned and are prepared helps us even at points when our game goes poorly.
When a player becomes frustrated, he becomes sloppy in gameplay. After a few blunders,he becomes distracted or annoyed, His will sags,his game goes to shit, and he either quits, or plays halfassed, and winds up losing his personal game in his area.The rest of the team may be doing well, and a continued effort might help bring the team victory, even if he is bested in his 1v1 contests. It is important to stay in the fight and involved,even if your own game sucks.Defeatism is a contagion, and spreads in an SB game just as in a real battle, we have all seen it many times.Conversely, One may be kicking the shit out of the enemy on his side of the map, and he suddenly sees his flank, guarded by his teamtes, has collapsed. This also can lead to frustration.We can lend assistance, contract our flank, hand out tanks, or whatever. The point is to not be too harsh, or too excited, as this can breed resentment, panic, and contempt.Our will to fight is measured by the way we deal with frustrations, distractions, annoyances, and the unexpected during gameplay.
Then there is the enemy to be considered.
During a game, he will seek to suprise us, deceive us, misdirect us,confuse us, all for the purpose of distracting us so that we do not react with the appropraite counters to his actions.
Further, he will try and best us in a direct engagement if he thinks he is a better gunner simply to sap our confidence in our ability to cope with him directly, and make us tentative in our decisions and movements.
We must not allow this.
We must not allow the enemy to dictate the tempo and pace of the game.
For this reason, Initiative is all important.
The player or team with the initiative can dictate the tempo and pace of the game, and force his opponent to react to him, as opposed to being forced to react to his opponent. If a player or team is constantly being forced to react, it disrupts tempo, timing and planning, and leads to a sense of frustration , (which is how we measure the will to fight in SB). This in turn will make the enemy tend to make mistakes, mistakes we can capitalize on.
We must take every advantage and capitalize on it, and ignore the false distractions he creates for us.If we do not, we lose focus, and teamplay, comms, planning breaks down, all leading to an opponents victory.We must seek to create these distractions for him, in any way we can.If we know our opponents and their playstyles, we can make plans to thwart or disrupt their predisposed tendencies and add to their frustration, even if such actions do not have an immediate tangible effect on the engament at hand.To disrupt an enemies tempo and timing is as valuable in the longterm as ambushing an enemy platoon.To throw him off his plan, by whatever means, be it arty,or a well placed minefield , sniping , decoys , feints or appearing at an unexpected place at an unexpected time all add to our advantage.
A tank in the enemy rear is not a game winner, but an assault coupled with a Scud or a Cushman popping up behind the enemies resrves can create enough confusion and panic to give us time to acheive our objective, for instance.
We need to use our imaginations, and deny the enemy time to use his, by holding the initiaitve, dictating the game tempo, and keeping him responding, as opposed to allowing him time to create situations we must respond to.
shermanswar
Officer
Member #3
posted August 09, 2004 13:52 In warfare, destroying the enemies will to fight is paramount to acheiving victory.We can see this clearly as we study history and battles of the past, but how do we measure this effect in SB? Is this a dynamic in gameplay,and if so, how can we destroy our enemies will, and what can we do to safeguard our own will, and that of our teamates?
It is definitely a factor in an SB game, just as much as during a real battle.How can this be so, if we play only a 60 minute game?
Concentration, effort and focus are all factors that come into play during a game, and a player frustrated by the scenario conditions,victory conditions, ammo loadouts, terrain he is dealt, comms on his team, his level of confidence in his teams planning, his level of confidence in his teamates ability to execute,the understanding of the commanders intent,his confidence in his own force level as relates to his ability to accomplish his mission are all factors within the game. External factors such as fatigue, hunger, and distractions around the house also affect ones concentration, and his ability to focus and put forth ones best efforts to win.this in turn affects ones will.And we haven't even discussed the actions of the enemy as of yet.suffice it to say,Planning, understanding of the mission, practice and preparation all affect confidence and the ability to deal with the unexpected.These are factors we have control over, and preparation breeds confidence, and the knowledge we have planned and are prepared helps us even at points when our game goes poorly.
When a player becomes frustrated, he becomes sloppy in gameplay. After a few blunders,he becomes distracted or annoyed, His will sags,his game goes to shit, and he either quits, or plays halfassed, and winds up losing his personal game in his area.The rest of the team may be doing well, and a continued effort might help bring the team victory, even if he is bested in his 1v1 contests. It is important to stay in the fight and involved,even if your own game sucks.Defeatism is a contagion, and spreads in an SB game just as in a real battle, we have all seen it many times.Conversely, One may be kicking the shit out of the enemy on his side of the map, and he suddenly sees his flank, guarded by his teamtes, has collapsed. This also can lead to frustration.We can lend assistance, contract our flank, hand out tanks, or whatever. The point is to not be too harsh, or too excited, as this can breed resentment, panic, and contempt.Our will to fight is measured by the way we deal with frustrations, distractions, annoyances, and the unexpected during gameplay.
Then there is the enemy to be considered.
During a game, he will seek to suprise us, deceive us, misdirect us,confuse us, all for the purpose of distracting us so that we do not react with the appropraite counters to his actions.
Further, he will try and best us in a direct engagement if he thinks he is a better gunner simply to sap our confidence in our ability to cope with him directly, and make us tentative in our decisions and movements.
We must not allow this.
We must not allow the enemy to dictate the tempo and pace of the game.
For this reason, Initiative is all important.
The player or team with the initiative can dictate the tempo and pace of the game, and force his opponent to react to him, as opposed to being forced to react to his opponent. If a player or team is constantly being forced to react, it disrupts tempo, timing and planning, and leads to a sense of frustration , (which is how we measure the will to fight in SB). This in turn will make the enemy tend to make mistakes, mistakes we can capitalize on.
We must take every advantage and capitalize on it, and ignore the false distractions he creates for us.If we do not, we lose focus, and teamplay, comms, planning breaks down, all leading to an opponents victory.We must seek to create these distractions for him, in any way we can.If we know our opponents and their playstyles, we can make plans to thwart or disrupt their predisposed tendencies and add to their frustration, even if such actions do not have an immediate tangible effect on the engament at hand.To disrupt an enemies tempo and timing is as valuable in the longterm as ambushing an enemy platoon.To throw him off his plan, by whatever means, be it arty,or a well placed minefield , sniping , decoys , feints or appearing at an unexpected place at an unexpected time all add to our advantage.
A tank in the enemy rear is not a game winner, but an assault coupled with a Scud or a Cushman popping up behind the enemies resrves can create enough confusion and panic to give us time to acheive our objective, for instance.
We need to use our imaginations, and deny the enemy time to use his, by holding the initiaitve, dictating the game tempo, and keeping him responding, as opposed to allowing him time to create situations we must respond to.