Training
Guide: Part XVII - Water
Combat Team - Group Attacks
INTRO.: Now with the basics behind each member of the team have been looked at, we can now focus on the water combat attack and defense forces. Below is a simple cartooned movie of what hopes to be able to accomplish during a one-hit-kills water fight. Granted, the above movie goes by quick and takes some of the enemy's movements for granted, the theory behind this method of engagement will help one's own team soak the hostile team with minimal dampness (unless, of course, they know about these techniques as well). At worst, one's team will be at level ground and sustain the same number of soaked casualities of water war. CHOOSING THE ATTACK GROUP: Before one brings one's group onto the battlefield, one must make decisions about who should go and/or who should remain behind to watch over one's base, filling station, other weapons, etc. An attack force should be composed of those who are quick on their feet, well-armed but able to work well as a group. The smallest recommendable water blaster for use during an attack mission would be an XP 70. Anything smaller makes that individual nearly useless since he/she would be out-distanced and overpowered by virtually any hostile force the group may encounter. (Of course, if everyone only has SS 50s or something along those lines, it may work. However, in those type of water fights, this type of training is definitely overkill.) When choosing the attack group, it is also wise to choose a mixture of weaponry. HWOs carrying CPS 2500s can overpower most encountered hostiles but, since they can be tricky to aim, may actually prove ineffective against fast moving XP 110 users. A mixture of available weaponry will be a great asset when dealing with any possible hostile force. GENERAL ATTACK GROUP TIPS:
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