Pin & Flank
Pin and Flank
One of the standard problems faced in combat games like paintball, airsoft and Battlefield LIVE (Laser-Skirmish) is how to effectively destroy an enemy force that is behind cover.
No matter how much you fire at the target, your rounds will not penetrate the cover.
If you simply advance forward the enemy will pick you off as you try to cross open ground.
In this situation you have basically two viable options.
One is to form a skirmish line and charge the position hoping to rush the enemy.
The other option is to pin and flank the enemy, this option takes some team work.
Generally those gamers who have long guns in the squad (this could be one person) need to apply significant suppressive fire onto the enemy position.
This is not expected to do significant damage but it should force the enemy to keep their heads down and therefore not be in a position to spot or at least effectively engage those forces doing the flanking.
While the enemy is under suppressive fire the flankers usually choosing the flank with the most cover move around the enemy position to hit them from the sides.
You will find that most cover in combat games is one directional and therefore if you shoot at the enemy from two directions at once they will be exposed to effective fire.
The pin and flank movement is often used when gamers are working in pairs. One player pins and the other flanks, but can used with large formation moves as well.
In Battlefield LIVE, most clans are actually better at offence than defence.
Often the attacking team is able to easily create a local numerical superiority at some point of the front and rush through the defenders perimeter over-running the defenders headquarters (HQ).
In more advanced base offence games, a defending team that is not currently in control of their HQ, cannot get replacements (respawns) until retaken. The loss of the HQ is often fatal for the defenders.
In military operations, the defenders are expected to hold out against at least two to one odds, often more, whereas in Battlefield LIVE the attackers often win on a 1.2 to one ratio typically applied.
There is no doubt that the number of hit points used does impact this. The higher the hit points are, the better for the attackers because they can afford to take a couple of points of damage as they close with the defenders. Harder modes favour defenders when used, as the damage taken while advancing increases up to four fold.
With the regulars, hit point values from two to four are typical to give the defenders a fighting chance to heavily damage the attackers approaching their position. However the main problems for clans performing defence are caused by tactical errors.
Gamers, especially beginners, become virtually immobilized when defending a position. So even when spotted they wait until the attackers can get on their flanks and eliminate them. In Battlefield LIVE most times when the enemy knows your exact position it is advisable to move, even if it is only five meters to another piece of cover.