willowywicca said:Why exactly do you need to keep the battlements clear of defenders? You can treb the wall from beyond the defender's range. The only real need for attacking defenders is when on the inner keep. And on the inner keep (of a high level keep) there are 3 levels of battlements to spread over, adding a third dimension to the ability to spread out to avoid bombs, again meaning there is plenty of space. (each fg takes 1 level of a tower on the battlements for example)
I'm obviously missing something or you are. You've said that we have a 3000 diameter area in which to spread out. Isn't a large portion of that directly in front of the battlements? As I said earlier, that being the case th attackers have 2 choices: stand near enough to be shot, or move away. If they move out of range they no longer have a 3000 diameter area to spread out in. Am I wrong?
As for the defenders charging the attackers with their entire zerg.. this is not something that can happen in the space of a few seconds, there should be plenty of time for NS/Rangers to spot and warn of impending charges.. it is however possible that a large zerg that was amassed elsewhere would charge and attack you. In this case, yes, the side that they initially charge at would likely suffer high casualties, however when the rest of the zerg moves to defend it instantly puts the attacking zerg at a disadvantage due to the fact they are already engaged in combat with certain targets..
This is the exact opposite of my experience. We're talking about a siege in which you are recommending people spread into all available space. That means for the defenders to charge all they have to do is leave the gate or postern and start fighting. This takes almost no time.
Any fight in which large numbers of your people are killed quickly does NOT give you an advantage. Saying people are "already engaged in combat" is not representative of the real situation. With a larger force attacking smaller numbers (or attacking a portion of a very diffused force) the larger force will easily kill people and move onto new targets.
Have you ever faced 2fg of albs? And have you ever faced 1fg of albs followed by another fg shortly after (a few seconds later)? The 2nd scenario is *much* harder to survive, even if it is the same 2fg of players both times. It doesn't matter if you've killed 1/2 the first grp before the 2nd grp adds in the second scenario, it is still much harder to win.
The key difference between this and what we're dicussing is initiative. If both forces are taking the initiative, or the 2 group force is, then yes it can help to do a one-two punch. But if you're on the back foot, it isn't a one-two punch, it's a delayed reaction and very reactive.
Being able to instantly identify all enemy targets and take action accordingly is a lot easier than constantly identifying new targets and modifying your actions based on each new appearance.
You can't instantly identify attackers, because zergs do not run on teamspeak (or rarely anyway). When attacked, there are small but significant delays in reacting. If the thing you're reacting to is out of clip range for many people, the delays are larger.
Also if you attack a bunched up zerg you will be facing all your enemies in front of you, when they add later it will be an attack on 3 fronts (2 sides also). The closer together the groups of your zerg are, the more susceptable to ae CC they are which (bombs aside) is what kills zergs.
I'm not recommending that Hibs bunch up, I am telling you we cannot spread enough to make a reaver bomb ineffective without making ourselves ineffective.
Again I will ask you, how any zergs have you killed? And which were easier/tougher to kill and why?
I can honestly say, that when I have been part of killing a zerg outside a keep (which has been rare given the lack of zerg killing tools in Hib) through charging (rather than them running onto the keep), our success has always depended on surprise and a cohesive charge, not on the spacing of the enemy.
My belief that spreading out to the extent I have said will benefit zergs comes from my experiences in fighting against many zergs (and wining on occassion, losing badly other times) both as a hib and as an alb. I have observed what made us win or lose, and a major role is how spread out the enemies were when we charge. If they are close enough that we can CC most with only a handful of mezzes we stand a good chance of winning even if they heavily outnumber us. If they are far apart enough that it's impossible to CC them all before their tanks have engaged us, then we're pretty screwed even if we might outnumber them...
It's my belief that your theories are based on a relatively small GG attacking a large, bunched force by surprise when they are already facing a large force somewhere else.
I mean no offense, since your tactics obviously work, but I don't ever recall you charging as part of the main force we are fighting.
Therefore your comments, while explaining to us how we could avoid being killed when you charge us with a reaver bomb, ignore the issues we're facing while fighting the main force that's actually facing us. You need to take all factors into account. It's pointless describing ways we could avoid getting wiped by a reaver bomb if those methods cannot be realistically put into practice without making us vulnerable in other ways.
Something for you to think about. Albs, being more numerous and made up of many inexperienced RvRers, bunch as much, if not more, than Hibs when attacking a keep with trebs. Why is it the Alb force does not get destroyed?
The answer is that Hib does not have reaver bombs. When you set up your trebs on a bridge tower and necessarily bunch up, we are spread MORE than you, and yet we are still the ones who get taken out by the zerg killing bomb. Clearly then, it is not true that the side who spreads out most wins. It is more true that the side with the bomb wins.