Simple Tactics

Topics about water war tactics, water war planning, and past water war stories.
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Monsoon
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Simple Tactics

Post by Monsoon » Tue Jun 19, 2007 9:33 pm

Introduction

Water war tactics shouldn't be as complicated or as detailed as most people would like them to be. This isn't real war, and the main idea is to actually get wet. In fact, I don't think there are any real tactics other than common sense. But I digress. Since I usually duke it out in close quarters combat (ie. in a backyard), I will list some tactics here. It is essentially a guide for new water warriors.

Section One - Preparations

1. Always make sure you are wearing clothing that isn't loose so it doesn't get caught on something while you are running or hiding

2. Make sure to wear proper footwear in a water fight. The ideal here is sandals that can be securely strapped on (not flip flops that can slip off during running)

3. Don't wear anything you want to get wet, dirty or broken (ie. jewellery or a nice pair of shorts....they WILL get dirty)

4. Don't eat a meal before you fight. There's nothing worse than dodging your friends shots on a full stomach.

5. Make sure you drink fluids before engaging in a water fight, especially if you don't plan on taking a break if it is a long fight. This hydrates your body so that you don't get nasty headaches in the blazing sun, like I do.

Section Two - Choosing a Blaster

1. Choose a blaster that is comfortable for you to wield with ease. If you find you have trouble aiming and/or pumping the blaster while full, pick a smaller one.

2. Make sure the blaster can shoot a good chunk of the length of the battlefield (ie. across the backyard). This way, you can soak someone anywhere on the battlefield from almost any point. If this isn't possible, pick the blaster with the best range.

3. It is critical to choose a sturdy blaster as well. The older air pressure blasters are a BAD choice for close quarters combat since they're so fragile (water guns tend to get thrown around a lot during this type of water fight).

4. The blaster should have a relatively subtle colour scheme. Try to avoid blasters with bright neon colours, as you will be a distinct target.

5. If you want, pick blasters that have giant streams. This tends to kill your range, but increases soaking power. This factors into the intimidation part of the blaster.

6. If you are large and/or strong enough, choose a large blaster. They may not have the best range, but you will be less likely a target, and usually have more capacity.

Section Three - In Battle

1. Be fast. In close quarters, the fastest are the least wet in the end. That is all there is to it. Running around the edge of the battlefield and/or dodging shots is all a part of this.

2. If you aren't fast enough, or just don't want to, hide. Hiding is another essential part of backyard brawls, as there is usually at least one good hiding spot. Remember that it is a good idea to carry a smaller blaster with darker colours when hiding.

3. Most of the time, the one with the most range or raw firepower is the king of the battle. A hose makes a good "sudden win" weapon.

4. If there is a water feature in the backyard or battlefield you are in, use it! This can make or break your victory in the battle, epecially if its a pool.

5. Suprise attacks also come in handy. Use discretion if you climb on your car or roof. Buckets of cold water or water balloons are good ammo here.

Conclusion

Remember: the whole point of a water fight is to get wet. Have fun, but also, stay safe. Don't host a fight in an area with varying ground levels or holes/ditches. In close combat, powerful homemades and water balloon launchers are totally unecessary. People who can run fast and conceal themselves well will have the most success in a fight, but often also those with the most firepower will also win out. Get out there and get wet!
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C-A_99
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Post by C-A_99 » Tue Jun 19, 2007 10:00 pm

Few problems here, for example this doesn't cover 1 hit kill games, doesn't go through methods of attacking, etc. A lot of information also pays no regard to modding. Even if a lot of tactics are common sense, there's still many ways to go about attacking that varies from setup to setup. Also, most large streams actually have better range due to the fact that small streams tend to break up easier to air resistance. (but of course, if the gun doesn't have the power for the large streams, it won't work well.) The blaster isn't that relevant (except in soakfests), as there are a few ways to counter improved range, etc. Bright blasters blowing your cover? Paint or do a simple camoflauging job, and make sure your clothes also aren't too bright. And the majority of air pressure blasters are fairly sturdy. (you're refering to the original SS's, most of which aren't used in water wars anymore anyway) Of course, not everyone fights in backyards either, there's woods, the streets, the lake, the park, the beach, etc. There's homemades, water cannons, water balloon launchers, etc. to those who build them, and such long range weapons have considerable effect on the battle.

Water wars just aren't what they used to be. However, most of your information seems to be pretty good for beginners who wouldn't build launchers, fight accross 1 mile large battlefields, etc.

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Monsoon
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Post by Monsoon » Tue Jun 19, 2007 10:37 pm

These are simple tactics meant for new water warriors, so of course it isn't going to cover modded guns and paint jobs. This is a guide written from personal experience. People where I live don't have time to organize huge water fights in open fields or ones that last for more than an hour. I mean, the majority of water fights that take place anywhere are usually just little squirt fests if anything. The modded weapons and homemades are made by people who are few and far between, and as far as sturdy weapons go, I own an XP 310 that isn't very sturdy, so I decided to cover all bases there. I guess I'm wrong about blasters with large streams not having as much range, but again, unless someone has a CPS 2000 or 2500, it's for the most part true. And the guide is also strictly for close quarters combat, not fights at the beach or at the park. Those places would have their own tactics. I only wrote this guide on a whim because I was bored too so if someone wants me to make revisions, I'd be glad to do so. I think a new working title should be "Backyard Water Fights For Dummies", and type it in a way that a younger crowd can digest.
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DX
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Post by DX » Tue Jun 19, 2007 11:30 pm

I agree, C-A_99, you're kinda missing the point. The article is not supposed to be a gigantic guide that covers everything. It's just a personal fighting style written in an easy-to-understand/use format. Personally, I wouldn't state things like what water wars should be [article makes it sound like there's only one proper way to fight], but then again, writing to cover many fighting styles is very rare [the Tactical Theory is the only so far which attempts to account for all possible fighting styles]. I've yet to find a guide on old/inactive/dead sites which does, in fact, most don't even recognize that there is more than one "correct" way.

I think the advice is good within the context of backyard soakfest, fast-action fighting. I would advise eating beforehand though, just not within 1 hour of the battle. Feeling very hungry during the middle of a war can really suck.

Monsoon is partially right with the size of streams killing range. Optimal range is with mid-sized nozzles like in the 7x-14x ballpark. Very small outputs and very large outputs tend to not shoot well, homemade water cannons excluded. Water cannons shooting over 70ft with hundreds of x output did not exist when Monsoon was most active around here, nor did CPH, CAP, and most APH variations. The Douchenator did not exist either, so I 'm not surprised that there's no tech in the article. You really don't need tech in a backyard fight anyway, as is mentioned.
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Post by C-A_99 » Wed Jun 20, 2007 12:48 am

While I interepreted the article completely incorrectly (such as with homemades/modding, which I mentioned due to the emphasis on the weapons), I still do think a little more coverage could help, just (if you're adding more) compact similar ideas into one point, and that prevents the article from getting too big, but as you said, you wrote it while you were bored.

If you want my ideas anyway, here are a few I thought would be worth adding if you wanted to. (put in context)

-Water bottles are common, on the run refillers. Most blasters allow you to fill with the cap open, yet still allowing you to shoot.

-Use cover to your advantage, and find clever ways to attack. Try to find things to do that the enemy cannot expect.

-Beware of wind, as it can seriously affect one's range while extending another's.

-Clothing color should not be obvious. Dark green, brown, or black are usually the best colors. (this goes along with the info on blaster color)

-If carrying muiltiple guns at once, make sure it's easy to handle them, switch them around, pump, and aim. Guns with straps are particularly helpful here.

-Remember, there will almost certainly be those who mistreat blasters. Keep a cap on those who handle yours. (i.e. losing caps even if they have stoppers, leaving pumps stuck out, etc.)

-Pool water can damage blasters. (especially CPS based guns)

Of course, there's a ton more but I thought those would do, as they seem to be common issues in backyard fights.

In most cases, larger blasters actually have better range, but of course, there are exceptions. To the streams, what I meant was that a medium stream traveling at the same velocity as a small stream would still have better range.

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Post by Monsoon » Wed Jun 20, 2007 1:11 am

Maybe there should be a collaboration of fighting style guides to make one super big uber codex of the art water warfare. If anyone else agrees, I'd be more than happy to make a contribution to the fighting style I've already started writing about. Anyways, thanks for the tips. I will rewrite my article with these points (with proper credit of course) in the next week or so. I just wanted to write about a style that is extremely common and popular but often overlooked and understated.
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DX
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Post by DX » Wed Jun 20, 2007 1:39 am

In most cases, larger blasters actually have better range, but of course, there are exceptions.

There aren't just exceptions, there are a ton of them. Monster XL, Monster X, CPS 4100, Hydroblitz, etc. Often, the largest stock water guns are the ones with only decent range. And of course for comparison, a power modded middle CPS blows away most everything larger than it, modded or not, except a 15K or like a 2250c or like a 2000 with LRT. You can also get pistols to get some impressive ranges. My repaired CPS 2500 gets about 44ft of range. My hardly modded Defender can match it foot for foot, and that thing is like 1/3 the size. Of course, I'm just nitpicking, as I pursue the most range possible in the smallest gun possible, with excellent results vs larger guns.
In fact, I don't think there are any real tactics other than common sense.

That is possibly the most true statement ever made! All tactics are derived from sheer common sense in one way or another. Even the most complex tactic is composed of smaller, simpler actions. Say you want to take a hill and say the enemy is weakest on the right flank. Well, that's the most logical place to attack, so you decide on an Right Oblique. But, you don't want the enemy to block it, so you'll have to do it fast. Right Hill Blitz. Now you also want to protect the blitzers, so you get other guys on your team to start shooting and making a slow move on the left. Distraction Right Hill Blitz. Now say you do it, and the enemy [which outnumbers you] flees from the hill. You all rush after them via Sprinters' Pursuit, so both tactics strung together = Outnumbered Offense. Complex tactics may have fancy names, but it all makes sense when broken down into parts.

Other aspects of water wars are also common sense. Wearing dark colors to be less visible? Watching an enemy's body language to predict their next move? Plain common sense.

EDIT: Didn't see your post.
Maybe there should be a collaboration of fighting style guides to make one super big uber codex of the art water warfare.
You've missed a lot while you were gone. That's exactly what the Tactical Theory is. Only that it is not a combination of guides, but one massive guide of its own.
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Post by C-A_99 » Wed Jun 20, 2007 1:47 am

Well, I got a little too pushy. It seems like you only intended to make a simpler contribution and I probably critqued it too much. (as well as incorrectly) If you still want to expand, I'd be interested in reading.

I doubt we would get to an "uber codex", but maybe a medium to large intro article for those new to water wars could do the job, something that could, say, go from selecting what's available on shelves to old CPS guns on ebay to basics on mods and homemades with pointers on more information. Stuff that encourages those in basic water warfare to expand battlefields, try one hit kill games, explore and develop tactics and ways to fight, etc. Basically, something to get them on their feet and digging deeper if they choose to, yet assisting them in basic wars. (which is what the article here did)

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Post by Monsoon » Wed Jun 20, 2007 2:45 am

I see that the Tactical Theory is a collaboration but i mean...SOMEONE should make a site that is just pure collections of tactics. I'm sure it's been done, but I have not yet seen a clean, organized and easy-to-use tactica. I'm glad that you guys are taking interest, it's been a while since I've been around obviously
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Post by DX » Wed Jun 20, 2007 2:49 am

So far, this is what we have in terms of a collection of tactics:
Strategic Concepts:

Unusual Reasoning
Versatility
Taking The Initiative
Tempo and Time
Limits [Natural and User-Defined]
Influence and Power [Personal and Natural]
The Realm of Feelings
Intimidation [Personal and Natural]
Luck
Action-Reaction: The Flow of Battle
Counters [Physical, Abstract, Both]
The Pattern of Positioning [From Cover to Cover]
Emulation: The Veteran Effect
Capital Options and Perfect Victory/Defeat [Attack, Retreat, Hold]
The Invincible Effect [Perfect Control]
Saving Kills
The Desperate Effect [Iron Will]
Momentum [Personal and Natural]
Morale
Pressure [Personal and Natural]
Preemption
Instinct
Team Cohesion
etc.

Battle Concepts:
Sidearms [Specialization of]
Backups [Specialization of]
Positions and Roles [Static, Double, Dynamic, Ubiquitous]
Command Styles [Single, Dual, Fluid, Fully Fluid, Individual]
Bases [including elimination of]
Tap-Pump and Reservoir Shot Time
Outlast [Taking Advantage of Capacity Stats]
Dual Wielding
Triple Wielding
Extra Shot Technique
Priming Technique

etc.

Strategic Tactics:

**Defensive Offense
**Offensive Defense
^Iron Offense
^Iron Defense
^Evasive Offense
^Tactical Evasion
^Commander Roulette
**Hit and Run/Guerilla Campaign
^False Confusion
*German Offense
*Outnumbered Offense
*Split Offense [Divide and Conquer]
*Mirror Offense
*Angled Line
*Fluid Line
*Geometric Defense
*Flank Defense
*Mirror Defense
*Split Defense
*Staggered Defense
*Swinging Pendulum Defense
*Anti-Artillery Defense
*Anti-Vehicle Defense
*Anti-Sprinter Defense
*Stalling Defense
*False Line
*Outnumbered Defense
*False Commander
*False Primary Guns
*False Positioning
*Progressive Envelopment
*Progressive Ambush
Echelon Ambush [Multiple Ambushes in One]
Agility Defense
Post/Tree Defense
Defenders' Gambit [combination of retreat, ambush, and pincer]
Swinging V
etc.

Battle Tactics and Maneuvers:

Flank/Oblique
Diagonal Flank
Hill Oblique
*Double Envelopment
*Diagonal Envelopment
Flank Blitz
Split Ambush
False Ambush
Defenders' Ambush
Positioning Ambush
Troll Ambush
*Trap Ambush
*Flank Ambush
*False Trap Ambush
*Staggered Ambush
*A Light in The Dark/Light Trap and Ambush
*Armageddon Ambush/Firepower Ambush
Charge/Blitz/Rush
Hill Blitz
Ford Blitz
False Charge
Overrun
Sprinters' Pursuit/Running after retreating enemies
Adrenaline Charge/Running Riot
Positioning Charge
*Push/Press/Punch-Through
*Progressive/Echelon Charge
*Swinging Gate Charge
Standard Pincer
*Ambushers' Pincer
*Sprinters' Pincer
Sharp Shoot/Pick Off
False Bombardment
*Mortar Bombardment
*Ambush Bombardment
***Real-False Ambush
**Strategic Bombardment
**False Base Ambush
**Triple Envelopment/Full Encirclement
*Distraction Ambush
False Retreat
Advance
Killing Rush
Suicide Rush
Withdraw/Retreat/Fall Back/"Advance in the Opposite Direction"
Sweep
Screen
Cut
Cut and Run/Tactical Retreat/French Defense
Refusing a Line
Rotative Refilling
etc.
All of those plus more will have full articles, 8 of them already do, though everything related to the Theory on SSC is out of date. Waterwarfare.com has the most current update.
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Post by mutuhaha » Wed Jun 20, 2007 11:18 am

Yeah, I'd like to see a giant collection of tactics/manuevers/schools of thought ever thought of. Maybe one of the problems with amassing such information is the lack of a specific format.

We have informal point-form lists such as Monsoon's, which work well in getting the point across without needing to stare at it for long, and we have encylopedia like articles like DX's, which definitely has its own merits detail-wise. The difference in style and organization of the article makes it difficult to sort those articles into a single archive without looking a little weird. Maybe if a set format and rough tone was discussed and agreed upon, it may work. Doesn't need to be overly rigid, just so the archiver's job becomes a lot easier.

I'll probably not contribute basic tactics, as others have done that much better than I could. I'll stick to doing specialist topics like armour and urban, where I've more qualification to talk.

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Post by Monsoon » Thu Jun 21, 2007 1:47 pm

To make something like this, you'd have to get one person to type the entire thing out, so it's all in one style and format. It would take a long time for one person to do (Read other people's articles and re type them out) but the result would probably be worth it, especially if they made a nice, clean, easy to use website to navigate around the different articles. The webmaster could then take submissions, and either have the person submitting type it in a certain format or do it themselves. It sounds like a lot of work but it's a good idea...
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Post by mutuhaha » Thu Jun 21, 2007 5:36 pm

it'd actually be easier just to ask the authors to rewrite it, since they'd have a better grasp of their own article. Besides, that would split the webmaster's work up between lots of people, making it much less average effort per person. From then on, as you said, people interested in submitting information could write according to the format. If some authors don't want to resubmit and the knowledge is critical, that unfortunately falls to the webmaster. If not indispensible, then rewriting would be optional. It'll still be a lot of work, but less than if all the past articles were redone by the same person.

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