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Lexander's
Tactics: The Theory of Defense
Part III |
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THE
USE OF POSITION IN DEFENSE |
Each location on a Kohan map has different defensive and offensive
properties. It has a particular type of terrain, is found near other
types of terrain, and is certain distance from other spots on the map.
As such, some locations are fundamentally better than others for
different purposes.
Defense is about preventing the enemy from damaging or capturing your
cities and from destroying units in need of repair or which are
currently building. As such, a defender must evaluate the various
advantages of locations on the map and find the best spot to position
his forces. Each spot on the map must be evaluated to consider the
following characteristics:
A. Accessibility
B. Basic Defensive Capability
C. Interdiction
D. Potential
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ACCESSIBILITY |
The best defensive locations on the map are the ones the enemy has an
extremely hard time getting forces to. This is combination of the
ability of your army to interdict any attempts to reach the location,
and the actual distance units are required to travel.
In most games, the four corners of the map have the lowest offensive
accessibility. The physical distance between the north/south and
east/west edges is the greatest on a perfectly flat map. Most maps,
however, are not completely flat, and therefore certain locations might
be extremely hard to reach, being protected by mountains, rivers, and
lots of land which slows down most enemy formations. Nonetheless, in
general, the farther something is from the center of the map, the less
offensively accessible such locations are.
Additionally, the ability of defending units to interdict attacking
companies helps decrease the offensive accessibility of certain
locations. Even if the enemy bypasses the ZOCs using various techniques,
the problem of retreating out damaged companies through the ZOCs of
defending units is considerable, and therefore defending units placed in
many locations reduce the offensive accessibility of certain locations.
A location also has a defensive accessibility. This is a measure of how
easily your own companies can get to the location. The higher the
offensive accessibility and lower the defensive accessibility the less
suitable the area is for defense. Locations with low offensive
accessibility and high defensive accessibility are very strong defensive
locations because the enemy has a hard time moving forces to the
location while the defender can bring forces in with a minimum of
effort.
Defenses should attempt to minimize the offensive accessibility of your
cities and endangered units. The placement of outposts, units and even
cities (though the use of cities to interdict is unusually risky since
the capture of the city will fundamentally increase the offensive
accessibility of the defended location) in the path of enemy forces
should be a prime consideration. The presence of terrain that restricts
the movement of the enemy to specific corridors that can be blocked with
ZOCs will allow for highly decreased offensive accessibility with
minimal cost. Most cities should be placed as much as possible in areas
that are hard to reach, avoiding open areas as much as is practical, and
defending forces should be placed to further lower the accessibility of
the cities.
Finally, one of the most effective means of defense is the placement of
forces in areas where the enemy has cities with high offensive
accessibility. The threat of counterattack into these locations can
reduce the effectiveness of enemy attacks, or punish the enemy for
attacking foolishly.
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BASIC DEFENSIVE CAPABILITY |
Locations must also be evaluated for their ability to increase the
strength of a defense. Good locations are ones in which defending units
receive a natural defensive bonus, can be allowed to entrench and which
are protected from being surrounded by the enemy. The fact that such
locations by their nature tend to decrease the offensive accessibility
of your own cities makes such locations often the best place for a sound
defense.
In general, look for areas where rivers and mountains require the enemy
to go through a small area. This helps reduce the ability of the enemy
to flank and surround your units, a problem faced by defending forces
that are usually inferior in size to the attackers. A defense should
concentrate forces in these areas, buttressing them with outposts and
making use of any available forests, jungles or deserts. Clear terrain
is the worst basic defensive terrain and such areas should be
strengthened with outposts if at all possible. Consideration for repair
under attack should be made. If forced to engage such a naturally strong
defensive location, a wise attacker will attempt to maintain contact for
as long as is possible in order to prevent the repair of the defending
units and make a critical breach.
Often such natural areas will not be available, in which case the
defense must still attempt to reduce offensive accessibility by the
placement of forces in areas that complicate the movement of enemy
troops towards the defended locations. Placing forces in the center of
the map, or along a likely attack corridor is natural and sound
strategy. In such open areas, the goal is not so much as to restrict the
attack as it is to punish the attack once it is mounted by cutting off
retreat and forcing the attacker into a difficult position. In such
cases, look for solid defensive ground and plant your forces
appropriately, all the while understanding that the enemy will naturally
attempt to go around if you at all possible.
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INTERDICTION |
Though mentioned a bit above, locations are picked not only upon
their own basic defensive effectiveness but also upon the ability of
such locations to interdict enemy movement. Units placed in such areas
will exert a ZOC that the enemy will have to either bypass or stop. If
the enemy is unable to bypass the ZOC then the defensive setup is
particularly useful. Some locations allow for the quick movement of
troops to intercept companies that slip in to attack and raid. In
general, the farther from the center of the map you get the harder it is
to interdict, while the center typically has high defensive
accessibility. Note that the shape of the terrain may very well change
the 'center' to something other than the physical center of the map, but
the principle remains.
Interdiction can take several forms, but the basic idea is to lower the
enemy's ability to get his forces to your cities. Outposts, with their
basic toughness and low cost are very good at creating a ZOC that will
disrupt the enemy attack. The weakness of an outpost is that an outpost
can't move, so proper interdiction requires finding the enemy and
interposing your own forces between his companies and your cities. Even
inferior defensive forces often serve highly important interdiction
duties. This is a strong benefit of units such as footmen, which are
cheap and mobile but aren't terribly powerful. They provide knowledge as
to the location of the enemy and exert as ZOC that slows down any
attack.
Interdiction locations are places on the map that either act as a
bottleneck to the movement of enemy forces (in which case mobility is
not at a premium and outposts and slow troops are valuable), or
locations that allow units to quickly move to the threatened spot to
protect the city (in which case mobility is a key requirement).
Typically these are locations are near the front of the battle line,
usually near the center but not in a place that a diversionary force can
tie down the entire interdicting force.
The lack of ability to interdict is a clear sign that the terrain is not
good for defense. If the team lacks an effective interdiction capacity,
then the defensive strategy is unlikely to succeed, and the team should
make adjustments appropriately.
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POTENTIAL |
The final characteristic of a defensive location is its capacity to
allow offensive operations. In addition to evaluating your own offensive
and defensive accessibility, a location should be judged the offensive
and defensive accessibility of enemy cities wherever such information is
available (scouting is very useful for this work). Players should
strongly avoid being forced into defensive positions from which attack
is impossible or extremely difficult. Strong defensive areas that are
poor offensive locations are better left the duty of slowing down the
enemy.
A defensive location has high potential if it facilitates an offensive
against the enemy. These can either be a location so easy to defend with
small forces that an attack can be mounted somewhere else, or an area
that naturally leads to an attack of its own. Players should strongly
avoid placing themselves in defensive locations that disallow attack. If
forced into the complete defensive then players should attempt to find
locations that provide a killing zone that traps attacking units so the
defender can counterattack as soon as is practical. If the defense has
no potential to mount offensive operations, then the team should
strongly consider changing the defense or resigning.
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FINAL THOUGHTS ON DEFENSIVE POSITIONS |
Defense in Kohan involves the positioning of forces in the best
possible defensive locations. The more trouble the enemy has to go to
get to a location, the better it is defended. If the enemy is
completely unable to reach the location due to the interposing of ZOCs,
then the area is
relatively safe until the ZOCs are removed. Not all locations on the map
are equally good for the same type of defensive operation. The edges of
the battlefield are less likely to be attacked with heavy forces but at
the same time are harder to reinforce once attacked. Defensive
operations in these areas need to focus heavily on stopping or slowing
the enemy down, and any forces placed in this area will be unable to
quickly support action in other locations. Strong static defenses are
extremely useful in these areas and the forces will typically be
smaller. If the enemy commits heavily to attacking a flank he will be
weak somewhere else (provided the enemy lead is not too great).
Additionally, the collapse of the flank is problematic but the forces in
this area are a long way from everything else and will take some time to
reach your other bases. The opposite applies to the center, where all
forces can both easily attack and defend, and a collapse of the center
is often catastrophic since it becomes difficult to interdict all the
possible directions of attack. At the core of any defensive setup is the
idea that an offense will be necessary to complete the defense.
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[Defense I] [Defense
II] [Defense III] [Defense IV] | |
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