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
Choose
a leader for the mission.
It will be then the leader who makes decisions about which route to
take, whether to proceed or retreat, etc. The leader should be someone
trusted by all members of the group and experienced in assigning duties,
etc.
Stay
close (i.e. within 3 meters of each other).
Being relatively close allows the group to come to each other's aid
in case of a surprise attack. However, do not bunch up as this will
make it easier for hostiles to strike someone if they employ area attacks
(i.e. the fan setting on some SuperSoakers)
Guard
the flanks.
Those following should keep an eye to their sides and back for possible
traps/ambushes/surprise attacks.
Stay
aware of one's surroundings.
Always make mental notes of possible places to head for cover and the
location of one's group-mates in case of a counter-attack. This will
allow one to get out of water's way quickly, return fire and not worry
too much about accidently soaking one's own team.
Communicate
important information.
Anything peculiar or potential hostile seen should been reported to
the rest of the group. The group should be ready to listen and take
action depending on the possible danger.