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Lexander's
Tactics: The Theory of Defense
Part IV |
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PREPARING THE COUNTERATTACK |
The most important thing to consider when defending is to prepare for
the ability to counterattack. This can be done in several ways, such as:
a. Destroy the attacking army as completely as
possible, and then counterattack before reinforcements are available.
b. Hold off the enemy until stronger forces are available for a
counterattack.
c. Hold off the enemy while a counterattack at another point is
initiated
All these methods envision some method of sending your forces towards
the enemy. Of particular importance is having some point in your
position where the enemy can be attacked easily, or from which an attack
can eventually be developed quickly. It is critical to maintain, even at
the cost of economy and often by weakening yourself in some area, the
ability to attack. In general, attacks are easiest from the center, but
even a flank will suffice, provided the attack can be mounted against
the enemy before they can properly defend. This may involve not sending
badly needed reinforcements to a point you are defending in the
knowledge that the enemy will break through on the hope that your
counterattack will do more damage. One consistent thing about all three
defenses is the recognition that if you have decided to defend, you must
be able to stop the enemy either completely or at least for long enough
to get your own attack in, but your defense is built on the capacity to
attack, not just the capacity to stop an attack.
The emphasis on counterattack has been discussed in other sections, but
is repeated here because defensive planning sometimes forgets the need
to plan for some method of counterattack. Some locations are simply too
important to allow yourself to lose, particularly points where access to
your own territory is limited but the enemy can easily be reached. In
the long run, you are not trying to hold ground; you are trying to take
ground. Offensive locations with good defensive potential should be
defended with greater strength than normal.
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DEFENDING TO BUY TIME |
Optimally, your troops will constantly be in the process of
destroying the enemy, but this is not always possible or safe. At times,
you might not even be able to hold off the enemy forces for a long
period of time. When this prospect is likely, your defensive strategy
becomes one of buying time. Buying time defenses are particularly
tricky, since failure to buy enough time is fatal. In this situation,
team coordination is necessary, and the team must make some hard
choices.
Buying time is a concession that the enemy will break through, but
considerable force have been expended to achieve the breakthrough and if
it can be stopped, a powerful counterattack should be coming soon,
either from yourself or your teammates. The first thing to note here is
that the ability to counterattack must be present in a defense. Your
strongest protection against attacks in areas where you can't hold is
your ability to use the time gained to strike back at the enemy.
Otherwise the breakthrough will cripple your own team without equal cost
to the enemy.
The most important thing about buying time is to keep your armies
intact. I have made the mistake of committing forces piecemeal. This is
acceptable only if you intend to throw away some small armies whose time
has come while your real defense forms, but your real firepower needs to
make fighting retreats and survive if at all possible. Use your weak
units as rearguards to allow the proper retreat of your heavy units.
Understand, however, that you are also likely outnumbered and you will
face the real possibility of flanking. Finally, you must make a hard
decision about your cities. Normally, razing them will be the best idea,
simply because the city acts as a supply point once captured. The only
reason not to raze is to use the militia to slow down the enemy. This is
often a losing proposition, since militias are quite weak later in the
game.
When a buying time defense has been chosen, the critical number to
remember is that it takes about 2 and half minutes (2 minutes 20 seconds
according to most) to get a company up to fighting strength. You need to
hold off for at least that long. Second, you need to build armies, and
you probably need to go negative. You will lose some of these armies,
but the alternate is a complete collapse. If you hold you can worry
about your negative economy, and hopefully your allies will be able to
assist you on this point. If you are getting assistance from your
allies, it is probably better for them not to commit piecemeal unless a
breakthrough can be stopped. Move your counterattack force to one
critical location, ask for any money you can get to build companies,
mass them and raze your cities before they are taken to complicate the
enemy supply situation, and counterattack and kill the attacking army if
at all possible. Most importantly, do not panic. Your ability to defend
as long as you can is critical, and this can only be done by a planned
defensive effort.
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SCORCHED EARTH DEFENSES |
The Scorched Earth defense is not to be used lightly. The proper time
is when you are unable to buy time because the enemy will simply sweep
your companies aside. The only advantage the defender has is that the
attacker has to travel to your cities to attack them. This strategy is
only useful when you are dealing with the outside of your defensive
position. If you are razing your internal position, the enemy will
simply move to the next city. A player should try to place outposts in
front and keep the enemy some ways away from your heartland. For this
defense to work you must spot the enemy before they get to your city.
Your troops must interdict before the militia is engaged or your will be
unable to raze the city. A good enemy will attempt to flank and engage
the militia to prevent the city from being razed. This defense works
better on the flanks where it takes time for the enemy to divert his
attacking forces to some other point in the likely event the enemy
decides to attack somewhere more profitable. Finally, this defense is
best when facing slow moving companies; cavalry take away much of the
distance advantage.
The basic idea is to lengthen the distance between an enemy supply point
and your cities. Units far away from supply have a long travel back when
routed, and this slows down an attack, particularly if you manage a
fighting retreat. The enemy will have to build outposts or cities or
risk his attacking force disintegrating. This takes a bit of time, and
can be raided if the enemy is not careful. The additional distance also
makes it harder for the enemy to bring up reinforcements to continue the
attack.
The scorched earth defense is a series of fighting retreats in which the
enemy is not allowed to take your cities before you raze them. The
danger here is a raid to your cities, and you might very well take your
chances and raze several cities at once. Use the money you get from
selling the parts to rebuild or field some companies.
This defense has all the hallmarks of desperation, and should only be
used when clear advantage can be gained. In particular, use this when
the enemy must attack through this corridor or when his forces will have
trouble being used somewhere else and you simply need to keep him from
getting your cities. You must stop the enemy at some point in this
defense, so you should be building a force somewhere in the back you
intend to send forward. Once you have stopped the enemy, you will need
to rebuild in the damaged area, so be prepared to build outposts and
reestablish your defense.
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THE
STRATEGIC RESERVE |
A percentage of a player's force needs to be kept as a strategic
reserve. Often this will come from new units currently being built by a
player that are being assembled into a new cadre for attack. Regardless,
it is extremely dangerous to fully commit your entire army to a single
attack or defense, and should not be done so unless the team it is
necessary.
The reserve has both offensive and defensive uses. The optimal reserve
is made up of mobile units such as cavalry that can be sent to the
attacked point in a hurry. If the enemy is acting correctly, you will
be attacked even at times when you are attempting to breakthrough to the
enemy. Raiding forces are common, and you need a way to deal with them.
The strategic reserve is needed for this purpose.
As such, reserve forces, created through the natural growth of military
power, or specially allocated for this purpose, are used as a quick
reaction force to either force a breakthrough or to protect against
attacks. Raiders by nature are attempting to find weak points in your
territory and are vulnerable to being routed a great distance away from
supply. The strategic reserve is also useful to prevent a critical
breakthrough and should be placed so that the forces will not be
inadvertently committed into battle by the action of the enemy.
Grenadiers are too slow to act as a useful reserve, and infantry are
also slow enough to be problematic. Footmen, bowmen, and cavalry have
enough mobility to be useful. They will not last as long as heavier
troops, but they slow the enemy down and the damage abilities of bowmen
are not to be ignored.
The reserve is in many cases a necessity, albeit one with a certain
cost. There is a real desire to maximize attacking power and defending
power as much as possible. The absence of a single company used for a
reserve might be the difference between holding and not holding, but a
team is taking a terrible risk without one. Admittedly, this is a
calculated choice, but one that has withstood the test of time in
military planning and has a place in Kohan.
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FINAL THOUGHTS ON DEFENSIVE THEORY |
Defensive planning must be handled calmly. Defensive planning is
often best if handled before the attack, since cries of 'I am going to
die, please help' are hard on everybody involved. One mistake many
players make is to fail to consider the necessity for defense or offense
at the beginning of the game. It is a mistake to go pure econ at the
beginning of the game on the vague hope your enemy will decide not to
attack you. Even if you are some distance from the enemy, you companies
are great help in defensive or offensive operations and useful defensive
ability can be added with only a small slowdown in your economic growth.
Once forced on the defense, constantly consider the question of attack,
preferably as an entire team. Your defensive efforts are designed to
allow some form of attack so be thinking of your offensive capabilities
even in the tough moments of defense. You might be able to defend for
hours if you never risk an attack, but unless your defensive position is
nearly perfect, you will eventually be overwhelmed. Even if not
overwhelmed, you will attack, even if sometime far in the future.
Perhaps my greatest concern in this treatise will be an incorrect
tendency to focus on defense, and my next treatise on offense will
hopefully correct this deficiency. I firmly believe offensive operations
are to be preferred over defensive operations, and hope that players
will restrict defense to certain theaters and limited time frames. Your
goal in defending is to punish the opposing team for attacking, but you
will be forced to attack at some point in the game so prepare yourself
accordingly.
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[Defense I] [Defense
II] [Defense III] [Defense IV] | |
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