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The Tactical Theory: The ability to achieve victory in water wars in any place against anyone anywhere at any time in any situation can be acquired through the mastery of a specific set of ideas based on unconventional logic and innovative reasoning.
Tactical Theory is no longer just the study of fighting water wars. The lower levels have been consolidated into a "Novice" level and "Novice" caliber. The Theory is no longer here to give you an objective breakdown on how people fight. It's purpose now is to change the way things have always been done. This Theory will get you to think like a pro faster than you normally would reading other guides. Elimination of Shot Time, Position Switching, Specialization of Sidearms, and even things like Rotative Refilling are now Novice options. I've had new people jump three calibers in a single war. If you think a new player can't handle advanced information, think again. There is also a new modification to the Progression that allows this Theory to apply to a soakfest. Welcome to OSF, the Organized Soakfest. Now only the Free For All is excluded, and I have no intentions of bending to include more for it. The splitting of the Soakfest game type has utterly solved what was a major problem.
The 4 "pillars" of the Theory consist of Progression of Tactical Evolution, Caliber of Teams, War in the Physical Reality, and War in the Abstract Reality. The first two give you a context, the last two give you the tools to crush your enemy in that context.
Tactical Progression places your battlefield, rules, and general attitudes [basically your battle settings] on a scale. The scale goes as follows:
Professional Level* [only appears in tournaments/leagues]
Each level comes with a set of tactics, attitudes, etc. which are commonly used within it. A team/individual starts at the Novice level by default, but can immediately advance. You can also advance more than one level at once [jumping] or slide more than one level [reverting] . It may take a few minutes, a few wars, or even a few years. Depends on how you fight, who you fight, where you fight, and why you fight. For an example of the Progression, here's a short summary of what you might expect at the highest normal level:
-Naturally strong positions that are open or semi-open have been ditched
-Actual bases and forts have been ditched
-The ubiquitous position and ubiquitous rank are used [all others have been ditched]
-Stock guns are very effective
-Modded guns are very effective [due to high battle practicality, especially the mid-size CPS's]
-Small homemades are somewhat effective, large homemades have been ditched
-All but the most practical WBLs have been ditched
-Water Balloons have been ditched
-Few to no engagements take place in the open, except by accident
-Outnumbered teams should decisively win most if not all of their wars
-Traps have been ditched
-Effective defense requires man-to-man coverage, and often is not so effective
-Ambushes are very common, but not very effective
-Trick tactics are linked with others to create deadly combos
-The role of "Commander" is semi or fully ubiquitous in the Fluid or Full Fluid Command Style
-Teams are able to invent their own tactics or new uses for old ones to solve new problems and counter enemy tactics
-Battle Action can be broken down into action-reaction pairs, such as your move, enemy's counter, your counter, enemy's move, your counter, enemy's counter, etc.
-Cheating is almost totally unheard of and Parley is rarely necessary
It is important to note that game types heavily affect Progression and vice versa. It is most natural to select rules that complement your Progression level, though most choose rules that conflict with or restrict the opportunities in their level, usually because they don't know that the Progression exists. The Tactical Theory puts all game types into 4 families:
One Hit Kills [1HK/OHK]
One Hit Scores [1HS/OHS]
Organized Soakfest [OSF]
Free For All [FFA]
Each family may contain infinate variants and some game types may span all four [such as Capture the Flag]. The Tactical Theory primarily deals with the organized three and less with Free For Alls. It gives FFAs only one Progression Level [Firepower Level] and three calibers [Novice, Normal, Advanced]. There is no Pro option in an FFA, nor do any team-based tactics apply to one.
Tactical Caliber, like the Progression, consists of a scale. However, it applies to you and your team:
Again, you start at Novice by default, though you can immediately advance, end up anywhere, jump, or revert. And again, it may take a short time to advance, or a long time. Some teams are happy with where they are and choose not to advance.
Once you have a context [individuals/teams of a certain caliber in a certain level], you are ready to move on to the more interesting part of Tactical Theory.
War in the Physical Reality is the actual fighting portion of the Theory. The manuevers, tactics, and other fun stuff is here. Tactical Theory currently recognizes ~97 tactics. *Not every tactic works or works the same way in every game family or game type*
Hill Oblique [textbook example: The storming of Cemetery Hill by the Louisiana Tigers, Gettysburg]
*Double Envelopment [textbook example: Union defense during Pickett's Charge, Gettysburg]
*Lightning Double Envelopment
*Progressive Envelopment [textbook example: CSA attacks at Little Round top, Gettysburg]
*Lightning Oblique/Fast Flank
**Triple Envelopment/Full Encirclement [textbook example: Hannibal's massacre of a Roman Army, Cannae]
*Progressive Ambush/Multiple Ambushes in One
*Sprinters' Ambush/Pursuers' Ambush
*False Trap Ambush
*Staggered Ambush/Echelon Ambush [textbook example: The RM's "perfect ambush", Waterbridge 2006]
*Distraction Ambush [textbook example: Patriot massacre of Hessians, Bennington]
*A Light in The Dark/Light Trap and Ambush
**False Base Ambush
***Armageddon Ambush/Firepower Ambush
Sprinters' Pursuit/Running after retreating enemies
Adrenaline Charge/Running Riot
Kill Exchange/Suicide Charge
*Progressive/Echelon Charge [textbook example: Longstreet's attack on the Union Line, Gettysburg]
*Swinging Gate Charge [textbook example: Chamberlain's defense of Little Round Top, Gettysburg]
*False Primary Guns
***Commander Roulette/The most bizzare tactic of all time
Cluster/Squad Offense [textbook example: the re-taking of Fallujah by American forces, Iraq]
*German Offense [textbook example: Hitler's taking of France in only 2 weeks, Battle of France]
Flank Defense [textbook example: Chamberlain's defense of Little Round Top, Gettysburg]
*Swinging Pendulum Defense [textbook example: RM's outnumbered victory, Goffle 2006]
*New York Defense [textbook example: Patriot delaying of British invasion from Canada, Upstate NY]
*Russian Defense [textbook example: Hitler's failed attempt to conquer the Soviets, Western Russia]
*Offensive Defense [textbook example: The Union storming of Missionary Ridge, Chattanooga]
*False Front Line
Retreat/Fall Back/"Advance in the Opposite Direction"
Screen [textbook example: try watching football]
Cut and Run/Tactical Retreat/Get the hell out of there/French Defense [textbook example: French warfare]
Line Refusal [textbook example: Chamberlain's defense of Little Round Top, Gettysburg]
Rotative Refilling [textbook example: Stand-off at the Upper Dam, Goffle 2006]
*Hit and Run/Guerilla Campaign [textbook example: think Vietnam]
Abstract Reality Tactical Actions:
Taking the Initiative
Wielding the Initiative
Taking Back the Initiative
Ignoring the Initiative
Yielding the Initiative for a Trick
Speeding up the Tempo
Slowing down the Tempo
Preemption/Reading the Enemy
Closing the Book
That's a pretty exhaustive list. However, to be a true master of tactics, you've got to be able to combo these when necessary. Quadruple combos are not unheard of. Linking trick tactics with ambushes and others can be extremely effective. Switching up your combos and linking totally unrelated tactics together can throw even an experienced enemy into chaos. There are thousands upon thousands of possible combos. No mortal man can possibly counter all of them. Which brings me to the last part of the Physical Reality. Counters are of vital importance. When your enemy throws something at you, you've got to know what to throw back and how. Sometimes complex attacks have simple counters, sometimes simple attacks require complex counters. Most counters are other normal tactics. A few are "reactions" designed to counter any of a certain type of tactic. For example, a Counter Charge works against charges, regardless of the type of charge [provided that it is executed well in the right situations]. An example of a normal counter is a Sprinters' Ambush, which is deadly against a Sprinters' Pursuit or Adrenaline Charge.
The last part of Tactical Theory is the most difficult to "grasp". War in the Abstract Reality is in your head. This covers tactics of the mind. You can't exactly execute these like a physical manuever. Stuff like the Initiative, Tempo, Momentum, Morale, Preemption, Instinct, Pressure, Enemy Reading, Timing, etc. This is without a doubt my favorite concept within the Theory. The ability to control and manipulate these non-physical ideas is what separates the boys from the men. If anything in water warfare is capable of leveling the playing field, this is it. If you want victory against a tough enemy, you'd better be just as proficient at waging war in the mind as on the battlefield.
The Tactical Theory no longer conflicts with the Soakfest game type because of the new classifications. Organized Soakfests and Free For Alls are very different things. The advice for 1HK and 1HS is similar to OSF and therefore gives that type justice.
So there's my short summary of the Theory. I probably missed something, but whatever. You'll get the full details of Tactical Theory when my book comes out in a year or two!
This post has been edited by DX on Feb 11 2007, 05:15 PM
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