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Old 02-02-2013, 01:27 AM
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Lightbulb [Test] After Action Analysis Tactics Thread (pic heavy)

I have many instances where I was playing woodsball and where a particular skirmish went exceptionally well due to any number of factors. I have often wondered how things COULD have gone differently. I am sure that I am not alone in this sort of thinking.

What I am wondering, is if there is interest here in an in-depth discussion a few key scenarios. I mean full analysis of that terrain, tactics, players on the field and how each side could have secured the win. The end goal is to develop a better tactical understanding of the battlefield and how best to react in a given situation.

Due to the depth of analysis, we would have to limit things to small fights (maybe 8 on 8 or smaller?). Is any one interested?

Last edited by LordKyleOfEarth : 02-09-2013 at 01:35 AM.
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Old 02-03-2013, 02:03 AM
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Re: [Feeler] After Action Analysis Tactics Thread

As in a debrief?
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Old 02-03-2013, 02:23 PM
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Re: [Feeler] After Action Analysis Tactics Thread

A Debrief and an AAR are two different things. A Debrief is required in order to build an AAR. The AAR would be utilized later to provide a combined factual report to be used to change training methods, tactics, or reinforce working training and tactics.
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Old 02-04-2013, 12:06 PM
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Re: [Feeler] After Action Analysis Tactics Thread

I was thinking more along the line of group arm-chair general session.

As an example, there was a battle that I had some years back. I was commanding a squad during an 8x8 battle. The 16 of us has played together for a couple of years at that point, but it was the first time that someone had decided to heavily utilize terrain features to force an advantage.

By moving my squad into a dry stock tank, and using the berm walls to provide cover, we were able to eliminate the opposing force while taking only a single casualty. The open terrain inside the tank allowed for rapid movement, so, as commander, I was able to adjust my forces to counter pushes from the op-for. But I wonder how victory could have been achieved had Tony's squad reached the tank first (and used the same strategy).

To analyze the battle, diagrams showing terrain features and troop positions would be used, as well as personnel list, to indicate any non-standard player abilities ('sniper', heavy gunner, fast runner. etc).
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Old 02-08-2013, 06:03 PM
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Re: [Feeler] After Action Analysis Tactics Thread

I guess that the best way to illustrate is by example.

This is a battle that took place back in the mid 2000's, when we had a group of ~20 rougeballers who would gather for fights in the woods. On this occasion, we broke up for an 8x8 game near a shallow dry creek bed and a dry stock tank (known as slimy pond). The terrain was moderate density mesquite trees and scrub brush, with a patch of light density trees on one side of the tank, and some heavier density on the other side.

I was leading the Red Team, which consisted of myself (Ghillie suit, Stock Class Phantom), and 7 other players of average skill and standard equipment (98s and A5s for the most part). The Blue Team had a sniper in a Ghillie (he had just made it, and had zero experience using his Ghillie) and their commander was more of a heavy gunner (loved to dump paint). The rest of the Blue team was average skill/equipment.

The field (large view)


Per standard, we started at opposite corners and moved until there was contact. However, this time I decided to pull my team into the slimy pond, to utilize the heavy berms for partial cover. I set my team prone in various locations, with only their guns and heads exposed. Team members shouted enemy movements in real-time to me. I remained in the center, and reallocated my forces in response to pushes from the Blue team. In the end, I lost only a single player (who broke ranks and exited the berm perimeter to point out an enemy position).

Battle at Slimy Pond


For the most part, the Blues attacked the highest berm side, where the tree cover was the thickest and thus gave them the most protection. Their sniper did attempt to flank around to the low side, but I spotted him and he was eliminated without taking a shot.

I know what I did right, but I wonder what they could have done differently in that situation. Given the terrain, the Red team had a significant advantage. Excellent cover to fire from, easy and safe movement within the pond, and easy communication. The Blues had to navigate more difficult terrain, and were exposed constantly. Communication and organization were also impeded.

My best guess is that victory would require the Blues to split the Red forces into two groups (high berm and low berm) and then mount an offensive against the low berm, where cover was the lowest.

Split the Reds


To accomplish this, I'd leave the sniper and one player in the high density woods. The Sniper (indicated as G) would attempt to break visual contact with the defenders, in an attempt to draw additional forces to that end. The remaining 6 players split into 2 groups and begin working their way to the low side.

Reds respond


The Red team would reallocate to the new positions.

Blue Attack


Blue's Heavy (marked as H) provides suppression fire while another player moves in for a kill along the low berm. The rest of the team provides suppression fire to keep the reds pinned down/occupied.

Red responds


I'd expect Red to respond with directed fire against the player on the south berm, and get an elimination.
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Old 02-08-2013, 06:03 PM
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Re: [Feeler] After Action Analysis Tactics Thread

I guess that the best way to illustrate is by example.

This is a battle that took place back in the mid 2000's, when we had a group of ~20 rougeballers who would gather for fights in the woods. On this occasion, we broke up for an 8x8 game near a shallow dry creek bed and a dry stock tank (known as slimy pond). The terrain was moderate density mesquite trees and scrub brush, with a patch of light density trees on one side of the tank, and some heavier density on the other side.

I was leading the Red Team, which consisted of myself (Ghillie suit, Stock Class Phantom), and 7 other players of average skill and standard equipment (98s and A5s for the most part). The Blue Team had a sniper in a Ghillie (he had just made it, and had zero experience using his Ghillie) and their commander was more of a heavy gunner (loved to dump paint). The rest of the Blue team was average skill/equipment.

The field (large view)


Per standard, we started at opposite corners and moved until there was contact. However, this time I decided to pull my team into the slimy pond, to utilize the heavy berms for partial cover. I set my team prone in various locations, with only their guns and heads exposed. Team members shouted enemy movements in real-time to me. I remained in the center, and reallocated my forces in response to pushes from the Blue team. In the end, I lost only a single player (who broke ranks and exited the berm perimeter to point out an enemy position).

Battle at Slimy Pond


For the most part, the Blues attacked the highest berm side, where the tree cover was the thickest and thus gave them the most protection. Their sniper did attempt to flank around to the low side, but I spotted him and he was eliminated without taking a shot.

I know what I did right, but I wonder what they could have done differently in that situation. Given the terrain, the Red team had a significant advantage. Excellent cover to fire from, easy and safe movement within the pond, and easy communication. The Blues had to navigate more difficult terrain, and were exposed constantly. Communication and organization were also impeded.

My best guess is that victory would require the Blues to split the Red forces into two groups (high berm and low berm) and then mount an offensive against the low berm, where cover was the lowest.

Split the Reds


To accomplish this, I'd leave the sniper and one player in the high density woods. The Sniper (indicated as G) would attempt to break visual contact with the defenders, in an attempt to draw additional forces to that end. The remaining 6 players split into 2 groups and begin working their way to the low side.

Reds respond


The Red team would reallocate to the new positions.

Blue Attack


Blue's Heavy (marked as H) provides suppression fire while another player moves in for a kill along the low berm. The rest of the team provides suppression fire to keep the reds pinned down/occupied.

Red responds


I'd expect Red to respond with directed fire against the player on the south berm, and get an elimination.
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Old 02-08-2013, 06:06 PM
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Re: [Feeler] After Action Analysis Tactics Thread



Blue develops a strong numbers advantage on the High Berm side and concentrates fire against the low side.

Check


At this point, Red is essentially defeated. Blue has too great a numbers advantage, and the ability to pick off the stragglers at will. Red's only option is to fall back and regroup. The most obvious route is through the low berm.

Red pushes out





But as Blue collapses in on their position, it's all over.

Last edited by LordKyleOfEarth : 02-09-2013 at 01:13 AM.
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Old 02-09-2013, 01:34 AM
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Re: [Feeler] After Action Analysis Tactics Thread

What I don't know, is if this Blue victory is actually possible. It would require quite a bit of coordination that would be difficult to achieve in the field (without radios, it would be impossible).

Do any of you see it going down differently? At any step, do you think it would/should have played out under a different plan?

Lets discuss.
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Old 02-26-2013, 10:20 PM
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Re: [Feeler] After Action Analysis Tactics Thread

Wow..I already thought this was way over-thinking a simple paintball game BEFORE you posted your visual aids...

Have you ever played the "Close Combat" game series before?

Close Combat (series) - Wikipedia, the free encyclopedia

They are WW2 based "real time tactical" simulations dealing solely with small unit combat at the squad and platoon level. I'm particularly fond of CC3 which is set on the Eastern Front from 41-45. You can command just about any type of infantry, armor, or support unit that was fielded by either side during the war, and can create your own scenarios with them. The original series of CC games are no longer made but can still be bought on amazon/ebay. However, several were improved and re-released by Matrix games a few years ago and either are easy to find.

This game series is DEFFINATELY up your alley.
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Old 03-01-2013, 02:10 PM
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Re: [Feeler] After Action Analysis Tactics Thread

Thanks Dusty! I may have logged too many hours of table top strategy games already, but CC sounds good enough to investigate.

I have a twin brother and we are normally forbidden from being on the same team, as it's viewed as an unfair advantage (we both knew the terrain/field better than anyone else, because we played on our family land). However, we were both fiercely competitive, so it devolved into an arm-chair general fight.

It sure did make us good at scenario/woods ball games though. We once played a game at Petty PB (not a scenario, but 40+ players in the woods) during a birthday party. Our 5 man unit, armed with 98 customs, A5s, and my Phantom, eliminated the entire opposing force and then half of our own team (we came under fire and they wouldn't believe us that we were on their side) before the refs called things. We took zero losses.
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