Spacing between elements
Posted: Wed Nov 14, 2012 12:48 am
Comrades, something that I have been wondering about lately is the degree to which we space out, or even split up, the elements in our platoon - and whether we are tending to overestimate the combat power (or at least resilience) of individual squads and fireteams.
On the one hand, it's great that COs are not simply defaulting to the squad or platoon wedge and attempting to move around the AO in a single tactical blob. A few months ago there was some certainly some chatter amongst the mission makers and hosts about trying to encourage plans that saw different parts of the platoon tackling separate tasks in parallel. However, there is a danger that we're going too far in the opposite direction, assigning squads and individual fireteams tasks that leave them a little isolated, diluting the effectiveness of the overall platoon (particularly when we field under-strength squads of 2 fireteams).
I'm not sure why this happens, although I have a suspicion that part of the reason is that when COs place movement markers it can sometimes be hard to truly understand the distances between positions on the map. I know that I have found this challenging in the past - assuming that my plan on the map will see the elements easily able to support each other, only to find the reality 'on the ground' to be different. A MilSim community I went to 'visit' for a session once had some interesting thoughts about the importance of COs not relying too heavily on the map, and instead getting 'eyes on' the terrain before firming up their plans. The tempo at which that community played its missions made such an approach possible - I'm not sure we would appreciate such long periods between the mission start and first contact (there was a lot of recon), but it's a point worth thinking about. There is an argument that we could slow things down a tiny bit without destroying our experience.
Another thought is that perhaps we already have the answer: taking the red/blue team co-ordination that comrades Tigershark and Carson are bringing to fireteams, and scaling up that or similar concepts to work between fireteams and squads. Perhaps there are other factors / levers open to us.
What do you think?
On the one hand, it's great that COs are not simply defaulting to the squad or platoon wedge and attempting to move around the AO in a single tactical blob. A few months ago there was some certainly some chatter amongst the mission makers and hosts about trying to encourage plans that saw different parts of the platoon tackling separate tasks in parallel. However, there is a danger that we're going too far in the opposite direction, assigning squads and individual fireteams tasks that leave them a little isolated, diluting the effectiveness of the overall platoon (particularly when we field under-strength squads of 2 fireteams).
I'm not sure why this happens, although I have a suspicion that part of the reason is that when COs place movement markers it can sometimes be hard to truly understand the distances between positions on the map. I know that I have found this challenging in the past - assuming that my plan on the map will see the elements easily able to support each other, only to find the reality 'on the ground' to be different. A MilSim community I went to 'visit' for a session once had some interesting thoughts about the importance of COs not relying too heavily on the map, and instead getting 'eyes on' the terrain before firming up their plans. The tempo at which that community played its missions made such an approach possible - I'm not sure we would appreciate such long periods between the mission start and first contact (there was a lot of recon), but it's a point worth thinking about. There is an argument that we could slow things down a tiny bit without destroying our experience.
Another thought is that perhaps we already have the answer: taking the red/blue team co-ordination that comrades Tigershark and Carson are bringing to fireteams, and scaling up that or similar concepts to work between fireteams and squads. Perhaps there are other factors / levers open to us.
What do you think?