Galactic Assault: Prisoner of Power Strategy Article 3: Principles of war

September 14, 2007

Galactic Assault: Prisoner of
Power Strategy Article 3: Principles of war

As Galactic Assault: Prisoner of
Power arrives in stores in North America and Europe, Paradox Interactive
released the third strategy article in their article series.


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Galactic Assault: Prisoner of Power

The Principles of Combat – by
2Coats

For all the plans a commander makes,
only victory in battle ultimately determines success. In Galactic Assault:
Prisoner of Power every confrontation is different, but several principles
should guide the hand of any armchair general. These include:

Offense

Seize the initiative by striking
first.Send units to reconnoiter the immediate vicinity to locate the enemy and
discover their strength. Amass sizeable formations, and unleash every weapon at
your disposal before the enemy does the same to you. Make full use of fast
moving armored units to breakthrough at the enemy’s weakest point. Deploy
artillery and anti-tank units to assist in the main assault.Use bombers or
artillery, especially those able to cause area damage on massed formations. Use
mutually supportive fire to devastating effect by positioning friendly artillery
within three hexes of combat. Then send in infantry to secure bases and
buildings and rout the remains of the enemy. Pin the enemy frontline with a
frontal assault and send fast moving troops around the unguarded flanks to deal
with the enemy’s primary weapon assets in the rear, before they deal with you.

Economy of Force

Judiciously assign the forces
necessary to attain each objective by ensuring you have accurate intelligence of
the enemy build-up. It may be more profitable to focus hard-hitting units like
artillery against one target before focusing them against another. If possible
keep a Mobile Reserve of trucks, amphibious transport or air platforms carrying
light and medium artillery, and infantry to respond to any counter-attack by the
enemy or a change of mission goals. Units gain experience as they fight.At
higher levels units inflict more damage and benefit from higher morale.These
units may be as useful as sending two regular formations to conduct an
operation.

Security

In defence, place reconnaissance
units at the flanks to watch for enemy sweeps to the rear where artillery,
bombers and bases are located. Defend in depth in case fast moving armor
penetrate the frontline and attempt to reach the vulnerable units in the rear.
In attack use them to prevent camouflaged enemy forces laying in wait and
ambushing un-armoured trucks transporting towed artillery and infantry to the
front. Where enemy bombers operate, ensure that adequate anti-air units are
present to repel the threat. Hydro-transmitters can effectively be used to
paralyse a complete section of the frontline if not enough defenders are
available.

Manoeuvre

Move-fire-move.All units have the
ability to move or fire at any time and in any order, to the maximum of their
individual capabilities.Some units have two attacks and some terrain increases
movement. A wily commander is able keep his units out of range of enemy
artillery until ready to move into range and unleash its assault. Employ
amphibious transports to land forces on enemy controlled beaches while
protecting their vulnerability with attack submarines and surface vessels.

Surprise

Avoiding or eliminating enemy
reconnaissance units and camouflaging your forces can achieve surprise.Catching
the opposition unaware can allow your forces to strike at one objective with
overwhelming odds before the enemy can react.

Maintenance of Morale

Morale is perhaps the most important
factor in the game. It is measured by a traffic light system of red, amber and
green.At higher experience levels, units can have increased morale. Units can be
demoralised before being destroyed.The more times a unit is attacked and
damaged, the faster it will fall. At amber level, damage inflicted is
less.Demoralised formations cannot fight at all and should be removed from the
frontline duty and sent for refit or to receive replacements.Therefore rotate
out demoralised formations with fresh troops when the opportunity arises.
Capturing enemy bases raises morale in all units. The Hydro-transmitter is a
special device available in later missions that can increase the morale levels
of friendly troops and decrease the morale of enemy troops within its range. Be
aware that if friendly units move out of the Hydro-transmitter’s range or it is
switched off or destroyed, they will be completely demoralised for one turn.

Simplicity Remember the axiom,
Keep-It-Simple-Soldier. Don’t make over-elaborate plans and only effective use
of Combined Arms will bring victory.

Read more about Galactic Assault:
Prisoner of Power on http://GamersGate.com 
or http://www.galacticassault.com