I was bored over the past week and, having nothing else to do, decided to create a basic combat doctrine for both CW and random battles. This will not only help build a combat practicum, but also a doctrine for the campaign focus as well. I do not claim to be an expert in military tactics, but I am willing (and bored) enough to start a discussion with more sound tacticians.
I am aware that much of the Art of War deals with morale, fear, and logistics, but still holds many useful bits if we look deeply enough.
Originally posted on my Unit's (The Praetorian Legion) Forum.
XI. THE NINE SITUATIONS
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1: Dispersive Ground
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On dispersive ground, therefore, fight not.
As is stated, dispersive ground is when a company/lance is on the defensive, and when one is on the defensive, do not fight. With my understanding, fighting while on the defensive does not always mean that you are defending a position, rather it is when a force is being driven back. An example would be a defending Company defeating a wave of invaders, then pushing out of the gates to fight nearer to the invading spawn. Here, the defending force has all of the advantages. They decide when, where, and how to fight. Therefore, it is good for the invading force to avoid conflict until they can regain a foothold and the advantage.
We (the Legion) had such a case against the 228th some time ago. They had pushed us hard and were driving us back to our spawn. We waited for them to attack. They chose when, where, and who to fight. We lost.
However, using the doctrine above, we should not have hunkered down and waited for them to attack. Instead we should have disengaged, partly or fully, and move away from the enemy force. This would remove some of their advantages, and given us some.
Overall, this situation would be left to the drop commander to fully decide, but the doctrine would best be remembered.
2: Facile Ground
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When he has penetrated into hostile territory, but to no great distance, it is facile ground.
On facile ground, halt not.
This one's fairly straightforward and simple, and mostly relevant to the Invasion type. HALT NOT! When your company has advanced towards an enemy position, don't stop to fire at 'mechs or to beat little turrets into submission. Yes, do take pot shots and focus lance/company fire on 'mechs, but don't bother stopping to destroy them.
This is especially urgent in the early minutes of a match, where every second counts. Typically, the strongest mechs will be used in the first wave, and it is from the success of your first wave that you may determine further courses of action. If your first push was successful and generators were heavily damaged/destroyed, then you may chose to devote subsequent waves to destroying enemies. But if it was not successful in doing so, then you must again push and HALT NOT. This may be the defining factor of a victorious force over a failing one.
3: Contentious Ground
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On contentious ground, attack not.
Now this one I don't have many words for, as we're gigantic walking killing machines. Basically, if both companies engage each other in open combat, with lots of large rocks, trees, buildings, Atlases; or over-arching cliff faces to protect from LRMs. Most fights in this territory would leave both sides bloodied and battered in any case. Attack not comes from the fact that the defending force already has set advantages over an attacking one. However this advantage can be removed, if the defending party was flanked, so it is somewhat left to the discretion of the Commander to decide a course of action.
4: Open Ground
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On open ground, do not try to block the enemy's way.
Again, fairly simple, although it applies most to a defensive mission. Instead of forming a firing line (in the enemy's path) during an enemy push, which, while a decent enough tactic, results in fairly large casualties. When we faced the 228th, they made great use of the 4th ground, making a firing line on the left of the gate. They had wide lanes of fire and a lot of open ground to hit us on. We didn't do much damage to them as we mostly were going the other way, but we were demolished.
Usage of this doctrine will lead to firing lines on either side of an enemy rout, where all 'mechs can get the most shots off without endangering themselves.
5: Ground of Intersecting Highways
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On ground of intersecting highways, join hands with your allies.
Sadly, not much use for this in MWO currently. Perhaps if they had prolonged engagements, where multiple companies duke it out for a while, in a manner similar to Planetside (unlikely, but one can dream) this would be really useful, but not now.
At best I would put this to use in CW. Don't just coordinate attacks and defenses with your own faction, but join with others of the IS or Clans to achieve a more sure victory on a planet.
6: Serious Ground
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On serious ground, gather in plunder.
Again, this situation, and it's solution, are of little to no use in MWO. Moving on.
7: Difficult Ground
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In difficult ground, keep steadily on the march.
While still somewhat relevant, much of the ancient problems of warfare don't really matter to us. We're in big killing machines after all, mud is no obstacle in this game. It was in previous installments, water would slow you down, climbing hills would slow you, and stop you if steep enough.
Best I can say for this is for commanders to avoid trying to advance on enemies in superior positions, such as hills, as they would be required to either toil their way over bugged terrain or find a way around. Really all I have to say about that.
8: Hemmed-in Ground
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On hemmed-in ground, resort to stratagem.
******
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Tzŭ's advice here is rather vague, but I'll try and interpret what I can from this. Some may do better.
As is said, it varies with every circumstance, and every drop commander may see the situation differently than another. When cornered, with no hope of maneuver or reinforcement, I think a mech company is rather screwed, unless it has some lights with JJs that can escape the area and try to lead enemies away.
9: Desperate Ground
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On desperate ground, fight.
If you are defending the orbital gun with only a short while left on the clock, or vice versa, don't be too cautious. If you die you lose, if you do nothing you lose. Best to fight and die with the possibility of success than to wait in safety with no chance of victory.
******
It's over, finally. Feel free to discuss, criticize, and more.
All images are credited to SpOoKy777, an amazing artist and he does a lot of battletech stuff among other things.