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Oridaius
Vice Captain

PostPosted: Thu Dec 28, 2006 7:32 am


I just wanted to see how we would respond to different battle scenarios. Basically there are some battle scenarios below (more will come) and you just post how you would handle the situation. This also shows me who might be a good leader.

Zurg War:

1.
The war begins. In a surprise attack, the Zurg begin to bomb gaia towns and resistance bases, including the FDG. They then begin to send in ground troops with probes to strom the bombed bases. You have 100 able gaians at your command. What do you do?

2.
You lead an attack squadron of 20 elite gaians to destroy the mother ship. What is your plan of attack.



Battle System:

3. I know we don't know much about them, but what would you do if you fought any of these creatures?

User Image * Fluff: It doesn’t seem to matter how often you harvest these cute little critters for their cotton fluff, they just seem to appear again from nowhere, like dust bunnies under a bed.



User Image * Garlic: This “stinking rose” has a tendency to belch excessively on anything that startles or annoys it.



User Image * Alarmskeeter: Combining an alarm clock with a mosquito left the world with a critter that possesses the two most annoying sounds in the universe. The Alarmskeeter uses its highly irritating alarms and buzzes to aggravate a target’s inner ear and drive it mad.



User Image * Laceback Bootsnake: Yes…this creature seems to have once been a rubber boot. And yes…it seems to now be a snake. But it’s NOT “a snake in my boot”…so don’t say that.



User Image * Clutch: It used to be a lady’s handbag, but the handles became wings and now it flaps about like a bat. Never touch a lady’s clutch. It’s just not polite. And it bites.



User Image * OMG: The OMG has all the sympathetic, likeable qualities of a hungry shark. It uses its tail like a whip and it’s a tough cookie, besides. A nasty bit of work, they are.

Feel Free to Post your Own.
I'll post more ASAP.
PostPosted: Thu Dec 28, 2006 5:49 pm


Well an intresting scenario well you must first look Towards the location of the craft the bulk are positioned on the out skirts of Barton. I would begin by placing the best shots in holes dug around Durnem. Giving them limited Anti vechicle for the usage against any ungodly vechicles they may have. Equipped with 4 strings of ammo for a fully auto support gun (50 calibur mabeh) The rest would begin a system of creating encampments and machine gun nests. Rpg's would watch the skies and tunnels would be dug to assure safe escape should the ranks be over whelmed.
THe forward defence would be consistant of eliet gunners marksmen who apon first sight of trouble would retreat back into the city allowing the advancing zurg to come with in to the death trap machine gun nests and sword armed men would stor the streets from the alleys and sharp shooters would pick off zurg in the crowd.

Brother-Commisar Wrabley


no_shot
Captain

PostPosted: Sat Dec 30, 2006 10:33 pm


In your home base, you have the element of ambush. You know where you are, your enemy doesn't. Use Guerrilla warfare, make them feel like attacking you is a waste.

Also consider we don't have any projectile weapons.
PostPosted: Sun Dec 31, 2006 5:51 pm


Well, then, I'll try to test myself with these scenarios.

1. I would position troops in strategic places, including multiple sniper nests. Using hit and run guerrilla tactics, leading the attacks personally, I would take out strategic targets. One such strategy I'd use is with my snipers. Hide one in a good concealed area, and when the enemy marches he would shoot the second in line each time, switching positions after every shot. None of the Zurgs would want to "Follow the leader" and risk getting shot, and therefore the commander will have much less control over his troops. If he finds a way around it, I'd make sure to take out the leader, and find a way to cut their communications with their HQ. I would send small scouting parties to locate enemy positions and camps, and send some such parties to find allied Gaian defence forces. After meeting with the other leaders, I would make a proposition to sacrifice a base that is to be invaded and rig it with explosives to destroy the attacking force. I would listen to other's advice, of course, and make sure every allied force is properly equipped if needed. My last plan would be to ration the troops into defensive positions strewn about how our intel believes the enemies attack routes will be.

2. I would provide a distraction with a small group including myself and 10 others hopeful to direct most of the ship's defences and crew towards us while the rest make their way to the control deck and hold the captain hostage to negotiate with the Zurg. Even if I die in the process, it would be worth it to end the war. The distraction would include placing explosives in critical locations of the ship and hacking defence terminals if there are any.

Masamune no Hi
Crew


Strike Shadow

PostPosted: Tue Jan 02, 2007 11:36 pm


.....simple scemarios. I'll go by defense doctrine for the first.

1.) Set up fall back position within the heart of the city. Stinger nests would be set up on the tops of the buildings and out of any sight of any zurg (unless they appear above them). Sniper teams would be set around the city in concealed positions. The rest of the gaians would have supports and defensive positions setup at the fringes of the city. If lines are overrun, gaians would fallback to their fallback positions which were already fortified. Let's just say...it's a fight to the death or surrender when we know we can't win or hold out.

2.) Hmm...only 20 huh? Would be harder if it were just 5 gaians and myself. Okay. Taken that it just 20 and myself, we would sneak in the dead of night into any position near the mothership with camo. Have a team of gaians (5- cool be a distraction for the mothership and others (they would retreat back to the city after distracting). The rest would join myself into boarding the mothership. We would split into small groups and plant explosives (preferably C-4's) onto critical locations. Then, we would storm into the main control room and plant and explosive their as well. Abandon the ship ASAP and blow it to smithereens.
PostPosted: Sun Jan 07, 2007 4:22 pm


1. 100 soldiers? That's barely enough to defend fdg. My strategy is simple. I'd leave 50 soldiers there then while they approach, then i'd bring the other 50 to circle around for a pincer. We'd have the element of suprise since they expect us all to be there. It's vague, i know, but with only 100, it's either that or fight head on.

2. I'd position snipers outside to kill anything moving. Then once everyone that posed a threat was gone, i'd send in 3 with to plant explosions on side of the ship. The explosive group and snipers would attack from there, while the rest of us snuck on and fought our way to the control room. We'd try to hold our position and find a self destruct button/switch thing, then radio the explosives/snipers to get out of there, and we'd try to fight our way out.

lasttry123
Crew


Thats The Question
Vice Captain

PostPosted: Tue Jan 09, 2007 8:30 pm


Oridaius
I just wanted to see how we would respond to different battle scenarios. Basically there are some battle scenarios below (more will come) and you just post how you would handle the situation. This also shows me who might be a good leader.

1.
The war begins. In a surprise attack, the Zurg begin to bomb gaia towns and resistance bases, including the FDG. They then begin to send in ground troops with probes to strom the bombed bases. You have 100 able gaians at your command. What do you do?

2.
You lead an attack squadron of 20 elite gaians to destroy the mother ship. What is your plan of attack.

I'll post more ASAP.

1. use these 100 able bodied gaians to get the un able bodied ones out of the base before the zurg finds them and does god knows what to them

2. 20 isnt enough for an assault the mother ship is surrounded by the smaller ships reinforcements would be to easy for them to call. that leaves a covert mission which shouldnt have more than 5. a covert mission would also need a cammand center with the "background" people calling the shots telling them where to go and following there actions this would need another atleast 5. this leaves 10. these 10 would have to perform a diversion to draw the zurg forces away from the mother ship. the covert teams main objective would be to blow up the reactor. in the event that this objective can not be abtained the secondary objectives would be to 1. disable their weopons 2. disable their flight ability 3. disable their communications
PostPosted: Fri Jan 12, 2007 3:13 pm


1. 100? Not much, but it'll do. The plan: Take 5 people(the ones who are best at creative name-calling), and get them to cause panic on the scene. Ask for the guy in charge, then say it was that other zurg planning to take the position from him. Whisper lies here and there, heard but not seen. Get it? Then take another 35, give them the zurg energy drinks to turn them into zurg. I'll have red gambino drinks, for reversing the zurg drink's effects later. Let those 35 get some zurg weapons after being specialy marked as undercover resistance (that way we have less casualties. The mark will be small, visible if you know what your looking for, a battle mark to the untrained zurg eye). Once they have the weapons, allow them to start firing at the real zurg. The weapons will be, supposedly, defective. The weapons are 'out of control', our 'men' will say. The rest of the fighters (numbering 60) will start rounding up the panicked zurg, or what's left, as well as confiscating more zurg weapons, and disposing of the After the 'defective weapons', and the fighting amongst themselves over who was in charge of thier operation, they shouldn't be that much of a problem. Afterwards, turn the speacially marked 'zurg' back into the resistance fighters they were originally. We will rebuild base, question our captured enemy, and if we do it right, then problem two wouldn't be a problem. But just in case:

2. Again, use the zurg's energy drinks to our advantage to disguise our men as zurg. They will be specially marked, this time differently to change it up abit. We go in as average soldiers taking an "empty zurg bomb shell" (of course, it's full of explosives, but the zurg won't need to know that yet -^) in for repairs. Set it with a timer. The time set will be approximated to the time it takes us to get out. We leave, the bomb go boom on the mothership, and end of story, or so we hope. If we're lucky, the explosion will be large enough that the shrapnal from the mother ship will destroy the smaller ships surrounding it. We wil have underground shelter prepared, with red gambino to change us back. All surviving zurg will be taken as POW, and interrogated. Then, if need be, killed.

MilitaryPenguin


Masamune no Hi
Crew

PostPosted: Fri Jan 12, 2007 3:17 pm


h3x_gal
1. 100? Not much, but it'll do. The plan: Take 5 people(the ones who are best at creative name-calling), and get them to cause panic on the scene. Ask for the guy in charge, then say it was that other zurg planning to take the position from him. Whisper lies here and there, heard but not seen. Get it? Then take another 35, give them the zurg energy drinks to turn them into zurg. I'll have red gambino drinks, for reversing the zurg drink's effects later. Let those 35 get some zurg weapons after being specialy marked as undercover resistance (that way we have less casualties. The mark will be small, visible if you know what your looking for, a battle mark to the untrained zurg eye). Once they have the weapons, allow them to start firing at the real zurg. The weapons will be, supposedly, defective. The weapons are 'out of control', our 'men' will say. The rest of the fighters (numbering 60) will start rounding up the panicked zurg, or what's left, as well as confiscating more zurg weapons, and disposing of the After the 'defective weapons', and the fighting amongst themselves over who was in charge of thier operation, they shouldn't be that much of a problem. Afterwards, turn the speacially marked 'zurg' back into the resistance fighters they were originally. We will rebuild base, question our captured enemy, and if we do it right, then problem two wouldn't be a problem. But just in case:

2. Again, use the zurg's energy drinks to our advantage to disguise our men as zurg. They will be specially marked, this time differently to change it up abit. We go in as average soldiers taking an "empty zurg bomb shell" (of course, it's full of explosives, but the zurg won't need to know that yet -^) in for repairs. Set it with a timer. The time set will be approximated to the time it takes us to get out. We leave, the bomb go boom on the mothership, and end of story, or so we hope. If we're lucky, the explosion will be large enough that the shrapnal from the mother ship will destroy the smaller ships surrounding it. We wil have underground shelter prepared, with red gambino to change us back. All surviving zurg will be taken as POW, and interrogated. Then, if need be, killed.


I've got to say, you have some good ideas. I never thought of using the Zurg drink. I think you'd make a pretty good officer, but that's just me.
PostPosted: Wed Jan 17, 2007 9:38 am


Yours aren't half-bad, either. Very tactful, with good strategic placements with your troops.

MilitaryPenguin


Masamune no Hi
Crew

PostPosted: Mon Jan 22, 2007 4:15 pm


Strategic placement is a must, though. Anyone would do that. If someone sent all of their troops in at once, they would invariably lose all of them.
PostPosted: Sat Jan 27, 2007 3:42 pm


I like it, hex. But one thing: wouldn't you think that the Zurg would find it a little strange that 35 guys have the same mark on them? I know for a fact that the Zurg scan every single one of themselves, plus they have a high tech number: so unless we know exactly what number to give those guys, then that's not good, and they'd be discovered.

no_shot
Captain


MilitaryPenguin

PostPosted: Sun Jan 28, 2007 11:59 am


Hmm, good point. I wish I had known this earlier. Then we'd give them seperate marks, each fighter it's own mark. If we have a problem remembering whose mark to what and all, then we can record them, you know, put them on file or whatever. Also, if each zurg have thier own high tech number, then we oughta snatch 35 zurg, kill them off, and use thier DNA combined with the zurg energy drink to transform our 35 FDG into the 35 zurg we kidnapped and killed. Good?
PostPosted: Fri Feb 09, 2007 8:52 pm


Decent, though I'd hate to be one of the 35 soldiers who had to get their DNA mixed with a random Zurg's.

no_shot
Captain


Baelvan
Vice Captain

Versatile Hunter

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PostPosted: Wed Aug 15, 2007 7:00 pm


3. Fluff: trap it in a comb

garlic: chop it up and use small pieces of it in some pasta or somethin

alarmskeeter: hit the snooze button

Laceback bootsnake: untie the laces

clutch: don't wanna know what lady's keep in there...is there money?

OMG: Punch it in it's toe...does it have any?
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