Delagation of responsability
- Commander_Gaunt
- Posts: 360
- Joined: Tue Jun 29, 2004 5:01 pm
Have you ever been in a situation where there are simply too many people to command effectively by yourself?
The obvious solution when in this situation, is to delegate responsabilities to "sergeants". The way this is done is very effective and simple. Three "sergeants" are chosen, one HWO, one assault specialist and one recon/sniper. The HWO sergeant has the job of protecting the commander, who can move around and relay his commands to the two other sergeants. The assualt specialist sergeant takes the remaining HWOs and other assualt troops or grunts and leads the attack. The final recon/sniper sergeant takes all the field engineers, snipers and recon officers and sets traps, snipes and does all the sneaky, annoying stuff.
If you use this method, remember to always have a bigger assualt section or you will be wiped out. The most men a sergeant should control should be around 6 so if you have more, the sergeant turns into a captain/major/whatever he wants to be called, and then delegates his own responsabilities.
The obvious solution when in this situation, is to delegate responsabilities to "sergeants". The way this is done is very effective and simple. Three "sergeants" are chosen, one HWO, one assault specialist and one recon/sniper. The HWO sergeant has the job of protecting the commander, who can move around and relay his commands to the two other sergeants. The assualt specialist sergeant takes the remaining HWOs and other assualt troops or grunts and leads the attack. The final recon/sniper sergeant takes all the field engineers, snipers and recon officers and sets traps, snipes and does all the sneaky, annoying stuff.
If you use this method, remember to always have a bigger assualt section or you will be wiped out. The most men a sergeant should control should be around 6 so if you have more, the sergeant turns into a captain/major/whatever he wants to be called, and then delegates his own responsabilities.
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- Jadefalcon09
- Posts: 409
- Joined: Sat Sep 06, 2003 12:00 pm
While it is a good tactic to trust sub-coordinates with some power, there are a few flaws in the stratedgy. The Commander's positions can never be ruled out, and people 90% of the time won't have fun if they are ordered around by say, a HW officer with more authority. Giving everyone on the squadron powers to use the best of in certain situations is a much better tactic. Saying
-Jade
is not as good asStay here, guard the area and Don't move on your grunt life
But back to the point. Soldiers on the field with a some power can use it in certain situations in battle can make good, logic descisions that can win the battle.guard the perimeter, fight to your best ability to hold them off for us
-Jade
- Commander_Gaunt
- Posts: 360
- Joined: Tue Jun 29, 2004 5:01 pm
The commander obviously holds most power, but in my team, the recon officer isn't really commanded, he is kind of given guidelines. So if more recon officers are present, it is obvious that one should lead the recon and snipers. Also in my team, my friend is the commander, but I take command during a charge, so it is obvious that I should be "commander of the attack".
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- DX
- Posts: 1780
- Joined: Wed Feb 04, 2004 1:00 pm
I would definately trust other team members with power, giving them the ability to make decisions that will contribute to a victory for the team. They need to be able to think on their own in some situations as if there was no commander. But a glaring weakness of the normal team is that "The HWO sergeant has the job of protecting the commander." The commander should be well able to protect himself with light but more powerful weapon(s). Don't give your commander a pistol, give him an XP or CPS with the chance to survive the fight without needing "protection." Also, If you divide your team based on positions, the enemy could mirror you and using special tactics destroy your team piecemeal. I won't get deep into that, though, because most teams are not capable of such tactics and discipline. "Have you ever been in a situation where there are simply too many people to command effectively by yourself? " You could simply appoint more "commanders" therefore your other teammates would have to listen to them.Have you ever been in a situation where there are simply too many people to command effectively by yourself?
The obvious solution when in this situation, is to delegate responsabilities to "sergeants". The way this is done is very effective and simple. Three "sergeants" are chosen, one HWO, one assault specialist and one recon/sniper. The HWO sergeant has the job of protecting the commander, who can move around and relay his commands to the two other sergeants. The assualt specialist sergeant takes the remaining HWOs and other assualt troops or grunts and leads the attack. The final recon/sniper sergeant takes all the field engineers, snipers and recon officers and sets traps, snipes and does all the sneaky, annoying stuff.
If you use this method, remember to always have a bigger assualt section or you will be wiped out. The most men a sergeant should control should be around 6 so if you have more, the sergeant turns into a captain/major/whatever he wants to be called, and then delegates his own responsabilities.
But if your enemy isn't that smart or strong, this method will probably be successful.
Mess With the Best, Get Soaked Like the Rest!
2004 Red Sox - World Series Champions
2007 Red Sox - World Series Champions!
2004 Red Sox - World Series Champions
2007 Red Sox - World Series Champions!
- Commander_Gaunt
- Posts: 360
- Joined: Tue Jun 29, 2004 5:01 pm
Of course the commander won't have a pistol, but leaving him on his own is a bit stupid as he is a major target. However he should be able to move and join different "platoons". Maybe the bodyguard shouldn't be a HWO because they need to move fast, but hey, a good HWO should be able to move with a big gun!But a glaring weakness of the normal team is that "The HWO sergeant has the job of protecting the commander." The commander should be well able to protect himself with light but more powerful weapon(s). Don't give your commander a pistol, give him an XP or CPS with the chance to survive the fight without needing "protection."
Um... How has division been based on positions? All thats happened is the Snipers and scouts have been pulled together and the grunts and assualt people have been organised for a better attack. Also the Commander has a bodyguard for when he moves between postions, if anything, the team is less spaced out.Also, If you divide your team based on positions, the enemy could mirror you and using special tactics destroy your team piecemeal. I won't get deep into that, though, because most teams are not capable of such tactics and discipline
It's kind of important to have a hierarchy, otherwise the multiple commanders won't argue about what to do!"Have you ever been in a situation where there are simply too many people to command effectively by yourself? " You could simply appoint more "commanders" therefore your other teammates would have to listen to them.
But if your enemy isn't that smart or strong, this method will probably be successful.So it's better to have an unorganised, arguing rabble charging as a mob?!!! Thanks but I think I'll stick to my way!
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- DX
- Posts: 1780
- Joined: Wed Feb 04, 2004 1:00 pm
Of course the commander won't have a pistol, but leaving him on his own is a bit stupid as he is a major target. However he should be able to move and join different "platoons". Maybe the bodyguard shouldn't be a HWO because they need to move fast, but hey, a good HWO should be able to move with a big gun!
Maybe its better to have a chain of command, so the original commander remains the most important. However I think a split-2 commander team would work better.It's kind of important to have a hierarchy, otherwise the multiple commanders won't argue about what to do!
A commander should be able to defend himself and get support, not protection, from other teammates.
Well they could break like that and use their assult people against your light forces, while having their light forces use guerilla tactics against your assault forces. Sorry, I just think up really complicated senarios that most likely could not be coordinated.Um... How has division been based on positions? All thats happened is the Snipers and scouts have been pulled together and the grunts and assualt people have been organised for a better attack.
Well my team is made up of all friends and they aren't fools, so rigid organization is not needed.So it's better to have an unorganised, arguing rabble charging as a mob?!!!
Mess With the Best, Get Soaked Like the Rest!
2004 Red Sox - World Series Champions
2007 Red Sox - World Series Champions!
2004 Red Sox - World Series Champions
2007 Red Sox - World Series Champions!
- Commander_Gaunt
- Posts: 360
- Joined: Tue Jun 29, 2004 5:01 pm
Maybe, have one with the recon group and 1 with the assualt teams, then they would be protected better, but two-way radios would be needed...However I think a split-2 commander team would work better.
If that happens, then why can't you do the same, use guerilla tactics with your light forces against their assualt, and then charge their light forces with your assualt.Well they could break like that and use their assult people against your light forces, while having their light forces use guerilla tactics against your assault forces. Sorry, I just think up really complicated senarios that most likely could not be coordinated.
Maybe not, be it helps with most squads.Well my team is made up of all friends and they aren't fools, so rigid organization is not needed.
<span style='color:gray'>There are only 3 sure things in life: Birth <span style='color:red'>Death <span style='color:gray'>and <span style='color urple'>Taxes
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- Posts: 97
- Joined: Sat Jan 17, 2004 1:00 pm
I think that teams should have a 1:1 ratio of administration personel and a regular combatant. This way, you can very easily switch in and out of guerrila teams of 2 to battle lines and large scale formations and then back again and there will always be someone in charge close at hand for regular troops. Orders can be relayed personally and changes in tactics and stuff like that can happen faster because of the better administrative control.
I am a co-commander of a 2 commander team and there are several benefits in my opinion. myself and my C-CO help check each other's more radical ideas during the off season (like underground bunkers). we each control 1/2 of the mobilized forces at any one battle. if one of us is sniped by the enemy, the other is already cleared to take control of the commander-less forces. When the rest of the team starts to make noise about administration, we can back each other up. we are encouraged to come to a consensus about our ideas if possible and can very easily cooperate in deployment and combat. because we employ 1/2 the team in administration, we can also both fight just as easily in groups of 2 as we can in lines or formations or units. we are all friends so there are no rivalries that could get in the way of effective administration.
we provide much of the driving effort behind our group. the majority of forts, trails, and battlefield improvements are initiated or carried out by the two of us, at least to date.
**EDIT** - the two of us have equal power, and the xo's follow us (one for each commander), and then just staff officers. we have no official arsenal and actually tend to run into weapons shortages at battles. if we ever get a decent thrower on our team, we are going to organize specialized grenadiers with light weapons and waterballoons along with a few R&D items we've designed to help with waterballoon range and speed and stuff like that. auxiliary light skirmishers would be used on the flanks, rear, and to screen ahead of formations and marching troops but would not be paired for guerrila combat considering that's what they will be doing along the flanks, rear, and front of marching troops, formations, etc.
I am a co-commander of a 2 commander team and there are several benefits in my opinion. myself and my C-CO help check each other's more radical ideas during the off season (like underground bunkers). we each control 1/2 of the mobilized forces at any one battle. if one of us is sniped by the enemy, the other is already cleared to take control of the commander-less forces. When the rest of the team starts to make noise about administration, we can back each other up. we are encouraged to come to a consensus about our ideas if possible and can very easily cooperate in deployment and combat. because we employ 1/2 the team in administration, we can also both fight just as easily in groups of 2 as we can in lines or formations or units. we are all friends so there are no rivalries that could get in the way of effective administration.
we provide much of the driving effort behind our group. the majority of forts, trails, and battlefield improvements are initiated or carried out by the two of us, at least to date.
**EDIT** - the two of us have equal power, and the xo's follow us (one for each commander), and then just staff officers. we have no official arsenal and actually tend to run into weapons shortages at battles. if we ever get a decent thrower on our team, we are going to organize specialized grenadiers with light weapons and waterballoons along with a few R&D items we've designed to help with waterballoon range and speed and stuff like that. auxiliary light skirmishers would be used on the flanks, rear, and to screen ahead of formations and marching troops but would not be paired for guerrila combat considering that's what they will be doing along the flanks, rear, and front of marching troops, formations, etc.
Victory to Unit 1!