You are on page 1of 5

October 12th 2015

First Edition

.. Page 2
Page 3
... Page 4

Page 1

Id like to start off by pointing out that none of the strategies or outlines described in this text are meant
to be followed rigorously. This is merely a compilation of concepts meant to inspire an organized and
dynamic experience for the average player and help the two communicating leaders to achieve synergy
in their exchange.
Familiarity with these plays will be necessary only to the Commanders; the average player will
only have to worry about following orders as is the standard for the realism game mode. The
instructions and orders they will be given will by no means be any more complicated than those that
would be ordinarily issued during a standard realism game.
Keep in mind that the ultimate goal of creating a fun and exciting gaming experience according
to this philosophy will often result in strategies that are easily countered and extremely inefficient,
which is why it is imperative that both commanders communicate and cooperate for the sake of the
greater good.
Artillery should be utilized exclusively when it is suggested; otherwise it will nullify the possibility
of the plays being used. Artillery is an extremely powerful tool that can completely flatten large troop
movements and deny significant parts of the map for extended periods, so discretion is unquestionably
Players should always default to infantry so that the officer can remain in the control of the
commander and machineguns are not used without direct permission. This is necessary to ensure that
the game progresses with as few accidental bloodbaths as possible.

Page 2

In this strategy, the CO will quickly organize his entire team into a line by ordering them to line up
behind him and move to the forward trench position. The CO will then spread them out evenly so that
they are as spaced out as possible to avoid clumps. The officer will then lead the infantry on an advance
where they will all walk forward uniformly ( as possible ). The defending team must hold their fire until
shortly after the attackers begin to advance and abstain from the use of machineguns for maximum
effect. At the discretion of the COs, an artillery barrage on the frontline of the defense may be used to
allow the attackers to close in a little more safely. At the discretion of the CO squads may be assigned
with various tasks, such as to attack certain positions to hold certain strong points at the far end of nomans-land

This strategy uses artillery extensively and if the coordination of the two COs allows it can achieve great
superficial effect. The attacking team will assemble in their front trench and then the attacking CO will
launch an artillery barrage such that it lands just beyond his own front line ( will require practice and
experience to pull this off safely ) and shortly before the initial barrage ends a second one will be
launched just forward of it. As the Artillery strikes move forward the entire attacking team should
advance slowly behind it until the final artillery strike hits at the frontlines and allows them to advance
into it either during or shortly after its conclusion. Due to the predictable nature of the troop
movements and density of the attackers any defensive artillery should not be used as it may inflict
severe casualties on the attackers.

All units should be ordered to use bayonets only for this one, as it is a highly aesthetic battle plan. Both
teams will assemble in their forward trenches and then their commanders will launch rapid gas attacks
in the no-mans-land through which the attacking team will immediately push through. The Defending
team should be instructed not to use machineguns and if possible wait until melee range to fire their
guns. Alternatively, both teams can be ordered to charge into the no-mans-land simultaneously or the
defending team can split their force in half and reinforce the front line in a dramatic charge once the
attackers have reached the front.

Page 3

The defenders establish a series of strongpoints where they hold specific positions, 3-5 at a time, in a
line so that the attacking team must slowly progress through them. On some maps it may work better if
the defenders outer boundary is extended but the commanders must communicate that they are taking
some of no mans land for this purpose. The defending CO could send reinforcements to points that are
under attack. Visibility should be taken into consideration for this strategy, as the potential effect may
be lost if all the strongpoints can fire at the attackers simultaneously.

The defending CO will divide his team into several groups, all of which will stay in their spawn. A
skeleton deployment of troops will be sent to the front line, optimally consisting of no more than 2 men
per defensive line. The CO will monitor the progress of the attackers and send out squads to specific
areas as he sees fit. This strategy is extremely poor against a rushing enemy force, so communication
between the two commanders is necessary to ensure that the attackers do not simply storm the
frontlines and create a very messy situation.

The entire defensive team conceals themselves in the rear defensive position and waits until the enemy
is reaching the front defensive position before launching a total counter-attack. The attacking CO can
improve the effect of this by hitting the front trench with artillery while his team advances, creating a
tension as they approach the front line. This strategy is great for bayonet-only orders.

Page 4