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P.O.W. #2:

Information Void


<<April 4, 1998>>

"SIR!"

One of your perimeter scouts is running towards you, and you think to yourself that next time you're going to have to tell your men not to call you "sir" while they're still all together. These 15 v. 15 games were pure chaos with anything but the most elite troopers, but even they needed to dispense with the formalities now and again.

"Sir," he repeated, apparently ignorant of etiquette, "they're coming down from the north."

You sigh, tired of insufficient information. "Listen up, soldier, this is important. WERE YOU SEEN?"

Suddenly his eyes find their way to his boots and he mumbles, "Yes, sir."

Not the answer you were hoping for, but what could you expect from a green? Shutting off your eyes and ears so you can concentrate, you examine your options.

Theoretically, your opponent would want to attack from the north, because it gives them the downhill advantage and practically eliminates the cover your defenders can use. That was why you put the most scouts up there.

But this scout had been seen. That meant that the enemy knew he was expected from the north, and could change angle of attack, spread out, surround, or whatever. He also might just try and make an instant attack before you could get fully ready, but that would mean that any organization that he hadn't already done couldn't be done for lack of time. A blitz seemed unlikely, but not impossible.

You quickly reviewed your options. There were still one or two scouts guarding the perimeter that hadn't come back with a similar report, but you still had most of your forces for guarding the base. You were strictly defensive this time: if one oppoenent set foot inside the building designated as the base, everything was lost--and your opponent had remembered to get a rule in the book that would prevent locking the doors.

To your north, the hill inclined up at about 20°, and everything was clear terrain except for a couple of trees, most of which weren't close to your base. You also had two entrances to guard on the north: a large, sliding door, and a smaller, conventional door. Both were closed, but could be easily opened. However, the sliding door was heavy enough to stall a single operator for as much as 5 seconds. The conventional door was only good for a 1-2 second delay, but could only be worked on by one person at a time.

Your south seemed like an unruly choice for an attacker, but it was the only other side which featured a door (another sliding one of the same kind as the one on the north). The area immediately around the south side was open, but blackberries krept closer by the year. At first glance, it seemed that they were impenetrable--but you know that tunnels have been carved of the vines, and that a slow but determined force would undoubtedly get through unless it was guarded.

To your east there was no door, but that didn't mean that an attacker from that direction couldn't move around the corner and reach one of the other doors. A fence extended from a tree just beyond the northeastern corner of the base straight to the east, so attackers from those two directions would have a difficult time collaborating, but there was a gate a little farther down the fence which would allow the attackers to switch sides. On the southern side of this fence there was a dense forest, but several paths led through. From this side, both attackers and defenders would have the most cover available.

Your west flank featured several man-made obstacles which made superb cover for defenders while slowing down the attackers which would be out in the open. However, an attacking force could still sneak very close to the defenses without being seen, and then it would only be a short sprint before those same barricades could be used by the enemy force unless they were already held.

You look over your forces again. You've currently got 5 men on the north, and two on each other side. Your scouts from the north and west have returned, but you've still got a couple out patrolling the east and south. Any yelling would more likely be heard by the enemy than the scouts, so you were outnumbered until they got back.

You make a quick glance down the list you prepared before the match of the equipment available:

-SuperSoaker 25 (this you found buried under junk in your garage)
-SuperSoaker XP 105 (5)
-SuperSoaker XP 150 (3)
-SuperSoaker XP 250 (2)
-SuperSoaker XXP 175 (2)
-SuperSoaker XXP 275 (1)
-SuperSoaker CPS 1000 (2)
-SuperSoaker CPS 2000 (2)
-SuperSoaker CPS 3000 (1)

Suddenly you realize that you're down two of those XP 105s unless your scouts return.

Mumbling under your breath, you quickly turn and prepare to give the orders that could determine victory or defeat . . .


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The simplest idea to turn your lack of firepower into an advantage is to get up on the roof with one XP 105 and send another man to the underbrush behind your base. Fire from off the roof and use the building as a cover. Once your man in the underbrush is detected have him throw a weapon to another teamember. That teammember should join you on the roof. You should be able to send off another person to gather the scouts back. After the rest of the scouts are back you will be able to secure the base location and prevent them from coming closer.

~Thomas Warwick

Pretty vague defense, Warwick.

First off, using the roof (if it is safe) is an excellent idea, but don't you think that it'd be better to use something a little heavier than a 105 to do it? Like maybe the CPS 3000? It's not as if you'll be attacked while pumping up there.

Next, why are you sending someone into the blackberries to the south? Concealed tunnels aren't designed for speed, so I think it was probably a bad idea . . . plus, why send him in there just to toss his weapon out when and if he's ever found? Wouldn't that just get him killed?

Also, I don't think that climbing up onto the roof is something you want to spend battle time doing--I suggest that you get people either up or down as desired before the battle starts.


   I would have three of my soldiers, two armed with CPS 2000s, and one armed with a CPS 1000, rig up a lever piled with rocks and rubble near the entrance to the blackberry tunnel, so it could be tipped down at a moment's notice.  I would tell them to wait until, if they saw or heard any enemy soldiers coming through the tunnel, they would wait until the last possible moment, tip the lever, (which would block up the exit) and then start soaking the soldiers, who could only retreat at a certain speed due to the thorns on the blackberries (evil grin). After completion of the lever trap, the XXP 275 soldier would also join the south defense squad.  If the enemy soldiers didnt attack from the tunnels, then they would still have three guys to go through before they could get to the south door.

Actually, I think that they'd still have four guys to go through (or rather, past) before they could get to the south door.

This trap, while very intriguing, would take a lot of time and materials to set up--which, quite frankly, you probably don't have. Also, why bother waiting till the last second? In addition, how are you going to soak them once the tunnel is blocked? And how do you know that there's not more than one way out of the tunnels on the south side?

Plus, that uses up most of your heaviest weapons on the south side, which you'd have the most (although still not too much) time to prepare for, since it's not easy to go through blackberry tunnels (trust me, I speak from experience).

   After it was rigged up, one of the CPS 2000 soldiers would go to the west of the base and install himself in or near one of the "man-made obstacles which made superb cover" and wait for an attack there with 2 XP 150 soldiers and another CPS 1000 soldier.

Now this is a better use of manpower--I like that idea, it gives a good defense without overly draining your resources--hopefully.

   On the east side, I would have my two most agile and accurate soldiers climb the tree.  I would then give them an XP 150, two XP 250s, and the CPS 3000.  Primarily they would use the CPS 3000 and the XP 250s, but in case they ran out of water, there was some backups.  From there they could even bombard (with limited effectiveness) any enemy soldiers coming down the grade, and easily soak the enemies on the east side of the base.

Not a bad idea, although it would probably be more effective (not to mention comfortable (morale issue)) to move them onto the roof.

   I would have the remaining four soldiers, armed with the two XXP 175s, the three XP 105s, and the SuperSoaker 25 guard the north, so, because it was the most likely side of attack, they would have plenty of backups.  When the south asn east scouts got back, I would have one go to the north side and one go to defend the east side.

Good use of manpower, although I'm not sure how four soldier are going to manage 5 medium weapons . . . those weapons take two hands to fire accurately and effectively, and invariably take two hands to pump (althought he 25 comes complete with a holster).

   One last thing I would do.  I would instruct my soldiers to shout out their direction from the base if they saw a soldiers come. For instance, the soldiers in the tree would shout "northeast".  If someone shouted "west", for instance all sides would scan their areas briefly, and, if there was no enemies near their area, one soldier from each ADJACENT side would go to the west.

~ScHuLzE11

I think that if there are no enemy soldier nearby, you probably only need to leave one or two soldiers to guard each side. Good over-all plan.


In this situation, it would be of great value to know what side the enemy is coming from.  Defense is of most importantance, so it wouldn't be wise to let more than 5 troops stray too far from base.  I would try to hide 5 people in the blackberries.  From there, it would be pretty easy to ambush the enemy.  I would proceed to split up and hide the rest of my men at the obstacles to the west.  Some men could easily set up another ambush in the forest, and I would try as best as I could to hide a good number of people on the north side. Hopefully these places are all relatively near my base.  The idea here is that no matter where the enemy comes from, the area will appear abandoned.  If they are not let too close to the base, I would be able to give them a really good soak without letting them win.  The north side may even be weakly guarded because a warning from the returning troops might give enough time to station guys there.  Or ya might just hope they turn back.

~Ultimate Blast

Interesting . . . preparing an ambush from anywhere . . .

Your most obvious mistake seems to be putting so many soldiers in the blackberries--it probably makes a good ambush point, but you can't dodge in there, and it would take some work to get out and help defend from another side (the way you have it set up, no one side could withstand an all-out attack by all enemy forces without reinforcements or extraordinary luck).

Everything else seems to be more or less accounted for, although somewhat vague. Try to be more specific next time, please.


Arm yourself with the 3000 and a 105 as a backup, the 25 is junk, just give it someone for a spy mission, and evenly distribuite the other guns. You can't lock doors, but did it say you can't hold them closed with your hands! (I love loopholes!) Send 2 to the south door (including yourself) and send the rest to flank. Wait for your scouts to return and give the cheap ol' 25 and their current 105. Send them to the blackberry bush. Get ready, and attack from all sides!

~C-House

Well, I can't really argue with the loophole, if your opponent doesn't get it in the rules, they can't stop you during gameplay . . . although it's still not foolproof: the particular type of sliding door I was thinking of (I know, I should have said) isn't easy to hold closed (bad handholds for one person, others pretty much have to use friction or improvise, pushing too hard causes door to swing outward, although not enough to get through underneath, but maybe at the side).

Other than that, my only complaint is your vagueness . . . and the fact that you seem to have left the north effectively unguarded.


Send the people with 150s and 105s in opposite directions, send the people with the 250s to defend the people with the 105s, put the people with the 2000s at the south and west on the outer regions of your base since that's what direction the enemy will most likly be coming from if they get through the first line of defense. Have the people with the 1000s go to the northwestern part of your base just incase they do come from the north but they can also cover the Western part. Have the guy with the 3000 to defend you since you are the general and you have a right to get mad at the people on your team if you get wet, this leaves your hans free to run if needed except for the handy 25 that you found in your trash so you can defend your self if you come across any enemies while you're running although you can of course run faster than him because he will most likly have at least a 105 or a 110.

~Steeve77733

First, you're leaving the north and east pretty much undefended (although it's hard to understand the "send them in opposite directions" part), which is not a good idea, given that except for the element of surprise everything would indicate that they should attack from the north--including the fact that 2 of the 3 doors are on that side.

Also, I get really angry when people think that as the commander you're above fighting--you're a soldier just like everyone else, and the only reason that you can order other people around is that you have the skills necessary to do so more effectively than anyone else on your team. That skill is indespencible, but since the enemies can't stop you from giving orders even if they have some way to kill you . . . . .


Here goes nothin'...

The whole thing depends on how fast your fastest guy is. He has to round everyone up, armed with the XP 25 so he can easily run. After everyone is rounded up, all of the following directions are carried out. If the fence is a short one, on of the XP 150s and the guy with the XP 25 can try and gather the two scouts still away and launch a small attack on the advancing enemies, just to slow them down a drain some of their water.

To the North, you mentioned that ther were a few trees. Have guys with the three XP 105s take up rather suicidal positions in the tops of the trees to shoot down on the enemies when they come in. In the south are those blackberry bushes with the tunnels. The guy with the XXP 275 moves into the tunnles, while one of the XXP 175s covers him.

Other tunnels can be guarded by the XP 250s. To the east, you mentioned a fence. At the gate, post your other XXP 175.

Protecting the rest of the fence is your XP 150s. At the west, the man-made obstacles should be used by the CPS 1000s. Inside your fortress a second line of defense is set up. One of th CPS 2000s guards the door to the south, and your othr CPS 2000 guards one of the doors to the north. The CPS 3000 guards the other northern door. I hope I didn't us to many guys.

~Matt Lindsay

I'm afraid that you did use too many troops. Don't worry, you're not the first ;)

All right, this looks like a pretty good all-around defense with no major complaints except that most of your weapons are manned by ghosts.

Pretty much the only problem with this is that any particular side only has a few guns guarding it, so if all 15 enemies attack the same place simultaneously . . . . . . . . . . . . . well, if you can't figure it out, sufficeit to say you're in trouble.


Okay, I'm not going to pretend I have any actual real-world experience in fights like these, but hey - I'm bored. :)

You were thorough enough to make me decide to draw up another map, and that's a good start ;)

The way I see it, there are really two main options the enemy has - either make an attack with everyone on one side of the building, preferably on a side with an entry to get in quicker, thus reducing the time that I had to send in reinforcements. Otherwise, a pincers movement could work - split up the offense into two sections, and have them attack on either side of the building about a minute apart. Not only would their forces be split up, but my forces would have to split along with them, and I still have to guard the base. They would also be able to dictate when the battle starts - the more control the enemy has over the situation, the worse.

So, let's start out with a full-on attack on any of the sides. The last information I got from my errant scout was that an attack was pending from the north. Sure, plans will probably change now that the scout has been seen (not sure if it's true, but it's best to be prepared) but the important thing is that the enemy's last known position was on top of that hillside, and it will take time for them to move to any favourable position, i.e. somewhere where you can't find them before it's too late. Obviously, unless the enemy has teleportation technology, I'll be encountering the force at either the east or west side. But before we get to that, we have to ensure that the enemy hasn't decided to strike from the north anyways. I'd send out 2 CPS1000 guys to sweep the perimeter off to the north and north-west - not too far, though, since they'll be alone if they encounter the enemy. I'd like to keep them within viewing distance of each other, so that they can assist the other if needed. Not only will the CPS1000s serve as a possible defense in case the enemy attacks through the north as planned, but they will also be attempting to cut off any possible route to the west (which will be both less protected and more likely to be attacked). Meanwhile, two CPS2000s will be stationed by the northern sliding door to serve as a last-ditch defense. If necessary, they can be moved to the east gates to assist if they see the enemy approaching the gate (which is presumably not out of sight of the sliding door... :)

Using up a lot of heavy artillery there . . . I guess that I didn't specify whether the sliding door was on the east or west end of the northern side, so I'll ignore the fact that your assumption seems to contradict mine (since neither are based on anything).

More likely, the enemy will move off to the east or west and try to get through to the south. From an enemy standpoint, the east offers potential cover and the advantage of surprise, except for the fact that a) I could already be hiding in the trees, and b) they'd have to get past the gate bottleneck, and anyone inside the forest could figure out what the they were doing. The west side would allow them faster access, and the lack of cover, although dangerous to them, would also make it easier to spot resistance and take them out. Here, it would be best to send out a scout to patrol the west side with an XP150, while two men with XP105s tried to make use of any cover there was in case the enemy decides to take that route.

I thought you said that the west side wasn't going to be as well guarded? It's not looking that way :)

Off to the east, the first area to be guarded should be the gate itself - one defender with a XXP275 should be sufficient, unless there was evidence of a pincers attack in progress (I'll get to that later).

Hidden in the forest, meanwhile, would be backup in the form of an XP150, as well as a scout with an XP105. Hopefully, it'll be possible to recover the other patrolling scout to serve as extra defense here, or on the western side via the south.

You've already sent out 5 more scouts than were originally out there and you've got a man all the way at the gate far down the fence off to the east (or at least I assume that's what you meant). Sounds like you're spreading your forces pretty thin.

Last resort, should the enemy break through on one side and make haste towards the door on the south, would be the two XXP175 men patrolling the edge of the nasty pseudo-tunnel system. This allows for two possibilities - either the enemy will attempt a lightning strike towards the door with pursuers on their tail, at which point the XXP175s can close and hopefully trap the force in a vise with the pursuers while the CPS3000 on the roof (oh, did I mention that there was a CPS3000 on the roof? :) assisted in any way possible. If, on the other hand, the force were to come through the tunnels, trying to maintain any sort of surprise advantage, they would have to come out of the tunnels one by one and there would be a delay before any tunnelers could get up to speed and attack. In this scenario, the XXP175s can pretty much pick people off at will.

Yeah, that leaves the south side well enough defended that they could probably hold off any attack until reinforcements could arrive.

Finally, there will be a CPS3000 on the roof to serve as both as reconaissance and extra close support for defense. Because the CPS3000 will have the highest perch on the battlefield, save for possibly the enemy force on the hill, it should be his job to warn for incoming enemies, especially by the east gate (so he can alert the CPS2000s to get a move on to the gate for assistance). Suggested places to provide support would include the west side (because there are no pesky trees to get in the way, it's easier to hit people :) and the south side (as part of the last resort). Finally the CPS3000 should serve as a coordinator - if people can hear him, it should be tried - at this point, it won't matter too much if the enemy hears you warning of an incoming attack on the west side, because it doesn't give away any of your ground positions - just that there's some freak on the roof that can't be hit with a big gun.

Yeah, you mentioned the CPS 3000 in the last paragraph. And I think that the hill would have to incline for a *LONG* time (or the building be really short) for the roof to be lower than the hill.

However, I think you're overestimating the distance the guy on the roof could see through the trees to the east. All the way to the gate is a bit much--I think warning of enemy passage through the gate should be the responsibility of the XXP 275 you've already got over there.

After that scenario, it's relatively easy to guard against pincers, since the ideas will be the same, only with less people. More defenders will see action at the same time, but they'll be defending against a more spread-out force. If the coordinator on the roof can sight the pincers moving, he should redirect (if possible) the CPS1000s to the west and the CPS2000s to the east. Of course, if he sights a three-pronged attack, it would be wiser to keep the CPS weapons near the north side of the building to dispatch the frontal attack quickly before moving to assist the flanks.

I'm almost absolutely sure I've missed some major type of attack, and I'm not even going to try to counter double-agents/feints/etc. Usually my water fights don't get that involved :) Awaiting criticism and biting commentary... :)

~ Wesley Fok

Well, by my count, you didn't go over the limit on personnel or equipment.

Let's see . . . looking a this, the main problem I see is that the northeast (ie slightly north of fence) is almost entirely unguarded, so your troops had better be able to shift around quickly and your CPS 3000-user had better see them coming.

Also, so many of your troops are out scouting that I'd expect a sudden, full-force attack from any angle to get through, unless the guy on the roof could manage to see it coming from a *LONG* way off.

And I think that the only TYPE of attack you missed was one where you were surrounded, which your defense (whether by design or coincidence) is set up to handle that type of attack (very thin attacking forces) very well.


Since it probably easy to assume that the enemy won't send all of their troops ( and leave their base unguarded) let them come.  Have some sort of signal before hand (like a whistle) for all  troops to return to base.  If you outnumber them chances are you'll survive.  If all fifteen do come let a couple of the smallest and greenest men to slip out unnoticed with some light rifles (an XP65 for example) with one goal in mind, to completely and utterly ravage their base.  Steal any extra guns, take hoses if the have them, if they have kiddie pools full of water tip them over all sorts of stuff.  Then, have them slip back into the fight and deliver the extra ammunition to the defenders.  If the enemies retreat it'll take them a fair amount of time to recover, leaving them open to attack.  do not, however, send all you men for the same reason, and do not do a heavy attack.  Send a couple troops in at a time for hit and fade attacks, until the enemy surrenders.

~Reid

All right, the problem is that even after I said that you were strictly defensive, you presume it your duty to send troops on offense.

. . . offense . . . to where . . . ?

The idea, although you shouldn't have needed to know this to solve the POW, is that the enemies don't have a base. They had a confidential meeting place to group and discuss initial tactics before their attack. Your sole duty is to defend the base, theirs is to attack it.

In other words, all fifteen will almost undoubtedly attack at once, and the only good reason you'd have for sending troops out would be a counterattack.


I've taken the liberty of adding paragraph breaks wherever you switch which group of people you're assigning positions to.

Send out your trusted spy with the 25 to confirm the scouts report. You will be sure of what he says because he is your TRUSTED spy. Call back all your forces. Now you will only have 12 men assuming that there are 2 scouts out. Send out 4 men out to the west side at the man made defenses...Let's assume there are three ok? Have them armed with a 1000 a XP250 a XXP175 and a XP150. The 1000 and XP 150 will be at the barracade closest to the base ready to fire. Before I go any farther everything is pressurized and fully filled. The XXP 175 will be at the barracade farthest from the base.He should stand As close to the barracade as possible to see everything in front of him. I'm assuming  that the other barrade is withen viewing distance of the farthest one. The 250 will be at the other barracade watching the farthest one so that if an enemy tries to Attack quickly and quietly the 250 only needs to yell for backup.

By now the trusted spy has returned confirming the report and probably being seen.  Send out the 150's out to the north side and have them position themselves in the trees. If the ememy attacks through that side or part of them attacks have them ready to wait until the enemy passes their location, then drop out of the trees shooting them in the back and fleeing to the east side, then edging to the north and south entrance to provide support.

Put the 3000 on the strongest but slowest person have him get on the roof and make him shoot any enemy within the range of his aim and the gun's range.

Now you should have six men including yourself. Positon one with the 2000 in the east tree... I like trees.... And have him ready to start firing at a moments notice.

Send out two people with the 105 and 175 near the edge of the forest so they can see an enemy approaching. Have one looking southeast and one southwest to monitor the berry patches.

Let's assume that at least one of the scouts  came back because he got homesick or lonely or whatever.... have the remaining four people (including you) arm themselves with the 175 the 2000 the 1000 and you will take the 275. You will guard the north entrance along with the one with the 175. the 2000 will guard the south and the 1000 the smaller north door. have the 250 ready at the south door for the guard to use when and if he needs to change guns quickly because of pressure or ammo. the three 105's would obviously be for you and the other two people guarding the north entrances. Have everybody call out if they see an enemy and in what direction so that nearby guards can help them defend if they aren't busy being occupied by a CPS at their head. Now all you can do is wait..............

~Chris Jones

I don't have available paper & pencil to draw a map, but judging from as much of that as I can reliably remember at a time . . . . I'd say that the biggest problem is that if you get high enough in a tree to sit easily without being seen, you're likely to be stunned by the drop whether it was intentionally or no -- trees are good cover as long as you're on the ground, because you can move around the tree to get cover from any side, but climbing into the tree is generally a bad idea.


My solution is to post everybody in the building with all the guns. (This is a defensive mission). However I would  post a 1000 and a 2000 on the roof. with such a volume of firepower you could easily take any attacker.

~Mike Nee

I think that with everyone (or even almost everyone) inside you'd have a hard time holding them off at all the doors -- if they can get within one step of victory without significant opposition (they just have to get inside), what makes you so sure you can stop them at that last step?