By Vapo
[b]Tactical Maneuvre in Total Annihilation
[/b]This article is written from a Core perspective. You can play like this as Arm, but their forces really aren’t designed for this style of play. In this style, your goal is to force heavy and constant contact with the enemy, where core’s superior armor comes into play. Heavy casualties are inevitable; therefore you must have a very solid and constantly expanding economy, producing a stream of units to throw into the meatgrinder. If your production is more solid than that of your opponent, this style of play will maximize that advantage.
Except for a few little comments, I’m not addressing production at all here. That’s been done. What I haven’t seen done is a really detailed analysis of maneuver tactics. People go into all this detail about build orders, et cetera, and that’s great- you need to do that, you have no prayer without it. What I’m going to do is tell you how to win battles, saving your own units, taking possession of wreckage fields, and thereby at least doubling your economic advantage. If you soundly crush a large army on the field, it’s game over for your enemy.
Envelopment
One of the critical aspects of maneuver involves encircling enemy groups. This not only limits their space to maneuver, but it compresses them into a small area, thereby maximizing the effects of splash weapons. This is utter death on weak units like level 1 kbots; many of them pack into a small area and are very vulnerable because of their low armor. Moreover, the packing minimizes the effects of direct-fire weapons as the battle produces wreckage. If the enemy force is composed, say, of hammers, rockos, and peewees, wreckage effectively eliminates the effects of two thirds of the enemy force; peewees and flashes are helpless before wreckage, and the limited maneuver space prevents them from even moving around it to get a shot off. Your wreckage, their wreckage, it doesn’t matter; it will all be yours for reclamation in the end.
There are several types of envelopment.
Type one involves taking your force and moving it into a sort of C shape around the enemy group. This does not have to be very deep; your group will end up in almost a kidney shape
Type two involves taking part of your group and moving it to the flank of the enemy, forming a slightly deeper encirclement. You might use randomly selected units or you might have a special maneuver group specifically for this purpose; raiders are perfect for this purpose because they are rather fast, have very good armor and are artillery units, allowing them to function in a situation involving wreckage. The body of your main force should consist of all of the level 1 attack units, with proportions changed depending on terrain. I usually like fighting on close maps like Greenhaven, so artillery and shortranged directfire units are the order of the day.
A third form involves a deeper maneuver behind the enemy group. This is not an encirclement so much as a rear maneuver; for this you should use a group composed predominantly of fast units. You should keep a flanking group on hand specifically for this purpose. They will have to maneuver deeply behind the enemy, so they should be fast so that they can be relevant to the battle at hand rather than coming in too little too late after your main force has been slaughtered. If the enemy has support units, artillery, VTOL launchers or suchlike, the goal of your rear attack should be to kill these off. Fast units should be able to destroy these quite handily and get away. Your enemy will now be caught in a hotbox. He has four basic choices:
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Deal with your maneuver group. If he tries to do this, he will have to move out of contact with your main body, which won’t work very well and should result in a horrendous rout as your main body destroys his force, which is now divested of all its support assets. Your maneuver group is far too fast for his mixed main body to catch anyway.
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Ignore your maneuver group and press his attack on your main body. If he does this, he will lose the battle because you are receiving a steady stream of mixed reinforcements to your main body, including artillery units and other support, while your maneuver group delays or destroys his reinforcements. His main group is now effectively isolated.
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He can attempt to break up his main force into two groups, one to pursue your maneuver group and the other to deal with your main force. This will probably again result in a victory for you; he won’t be able to catch your maneuver group, and he’s just dislocated half of his main effort. Your main group might be able to entirely surround and destroy his.
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He can try to “squirt” out one side or the other. This might work or it might not depending on the situation. If you have a type one envelopment with your main force to begin with, this will be difficult and will result in his destruction.