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guide:armor_combat:assault

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guide:armor_combat:assault [2014/06/25 14:22] – Page moved from guide_to_armor_combat:mission:assault to guide:armor_combat:assault wesguide:armor_combat:assault [2019/09/29 13:58] (current) – removed wes
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-====== Attacking roles ====== 
-====== Classic ====== 
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-===== Search & Destroy/Objective Chaining (Active) ===== 
-Similar to assault, you are given some intel or some suspicion an enemy is within a given area. You suit up, go out, look for them and destroy them. 
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-Unlike Assault, you'll be expected to function independently for an extended period of time. For this you should be kitted out in something which - above all - is reliable and capable of getting out of a bad situation very quickly. 
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-Communications and sensors in search & destroy are key above performance: More eyeballs (or sensors in this case) means greater coverage for your searching and more weapons means you can make use of your numbers over your sheer firepower to overcome a foe. 
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-// This is probably the most common tactic: Go there, walk around and try to see them before they see you. Very balanced.// 
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-===== Intercept ===== 
-Much like an ambush, an interception relies on you being able to make it to the target and with surgical precision destroy them or a particular part of their force that will make it extremely difficult to function properly.  
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-This will give Search and Destroy groups an advantage - meaning through coordination you can field smaller numbers and be less likely to give away the positions of your operations through the logistics of units returning for refueling or repair. 
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-//Relies on mobility and power. Stealth, defense and attack range are sacrificed.// 
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-====== Intel-Aware ====== 
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-===== Assault/Demolition (active) ===== 
-This is an attack mission whereby you have had prior intel on the target and have planned accordingly -- And have chosen to move to your target.  
-By doing so, it is more difficult for your opponent to get an advance on when they are next likely to be attacked and if done properly, won't give away your base of operations - leaving them in disarray and confusion. Surprise is key to making assault work. 
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-// The whole idea is to get in, do the damage and get out as quickly as possible before they realize what hit them.// 
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-Armor designed well for Assault will be speedy and well armed with top-tier communications and a decent sensor system. Speed comes before mobility and armor as your attack will often be made in a single pass. 
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-Armor designed for assault will lack staying power, making concessions in other areas to function better in their designated role - Assault units aren't there for a prolonged fight and don't need to be especially stealthy - or reliable.  
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-Performance and loadout is king. 
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-Coincidently, interceptors tend to make good assault units with little modification. 
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-===== Ambush (passive) ===== 
-The opposite of Assault, Ambush works by setting a unit or weapon in the path of an enemy and simply leaving it there, waiting for them to come to it. You can add a lure to make the area more interesting.  
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-Ambush can be as simple as laying a mine-field or as complex as hiding armor in swamps or under rubble and waiting for your enemy to be cornered into an area where you have an advantage (for example with high-tier ECM equipment setup, waiting to activate so your enemy can't call for help). 
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-Ambush is a critical component of any capture mission:  
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-//The whole idea is to corner your enemy, cut off their communications and take them out quietly - even picking them off one by one. 
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