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· Russia Strategy and Generals


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PostPosted: Thu Mar 26, 2009 12:12 am Reply with quote Back to top

In conflicts with three or more combatants, the "bait and bleed" is a tactic of non-involvement, allowing you to maintain or increase your military and economic strength, while the other parties do battle and become weaker.

Continued discussion regarding our Guide to Military Tactics - Bait and Bleed (camping)


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PostPosted: Mon Nov 02, 2009 6:31 am Reply with quote Back to top

LOL This is perfect in FFA games. Very Happy Very underated strategy.
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PostPosted: Fri Dec 18, 2009 1:00 am Reply with quote Back to top

Problem is in team games you run the risk of beeing the only player to be combat effective later in the game on your team.

Strong countrys should not wait to long. Hey is it not a military idea to cover your buddies 6.

Does not seem to me like team play while you hang back and let your partners take a beating.

Maybe good for ffa but for 4v4 danger!!!!!!

Combine tactics, knowledge & resources to win! DECLARE WAR on Clans! *Clans are Axies powers online. Allies must break through and givem hell! Unite! Combine! Overwhelm! WWII tactics + Micro = a chance. Hit hard+cover+heal = fight again! 
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PostPosted: Sun Jan 29, 2017 7:11 pm Reply with quote Back to top

the only time the bait-and-bleed strategy should be used in team games is in the following way:

the nation(s) with the superior nation for a stage of battle should shoulder the burden of being primary combatant. the infantry stage should have the strongest infantry nation(s) do the brunt of the fighting, while the others provide support, eco up, or get ready for the next stage preemptively.

let's say that you get a country and general match-up that's extremely weak for the map that you're assigned to. let's say that you get Japan and Kuribayashi on a mech map. that's a tough place to be. let's say that you're partner is GER (with very strong mech).

JPN should spam a couple of infantry tents, get military surplus, and then use recons to steal cities at first, and then let those recons hold things down until your GER partner can spam AT mechs.

here's a scenario where the German/USA player stays back for the JPN partner to steal cities. then the JPN player can hold those cities and reinforce them with bunkers long enough for German to jump straight into the Mech or Armor stages of the game and avoiding combat (if possible).

the JPN player should consider donating money to GER to make them stronger after the infantry stage is over. this isn't to say that GER should entirely sit out the infantry stage. but they should only make enough infantry to tie down enemy forces, or to steal one or two cities. JPN has the stronger infantry, so they should try to be more aggressive.

while GER is out ther dominating with mechs, JPN should consider going directly for airpower and setting up a late-game airborne drop. ideally, the game finisher would be sending two groups of six Heavy Airborne directly behind an enemy base while German mech and armor smashes into it from the front.

that's just an example where bait-and-bleed could be useful in a team game. but the point is, you still have to think and operate as part of a team working towards victory. if you just sit back and wait for your team mate to get mauled like a regular free-for-all game then you'll just delay your inevitable defeat a little bit longer... and people won't want to play with you anymore!
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PostPosted: Sun Jan 29, 2017 7:20 pm Reply with quote Back to top

one twist on this is that I'll capture cities with one or two recons, knowing that they'll get captured. I allow them to fall (so I can replace the lost recon regiments with something more effective)

the key is setting up some friendly allied forces nearby to recapture the city once it's lost. my light infantry could be driven out only for the enemy to run into advancing artillery mechs and getting driven away. the idea being, is that we can rotate forces and share in sustaining losses.

or, to reverse the scenario, I might see that an ally has a very lightly defended city that's going to get rushed soon. I might have a group of four or five regiments lying in wait to strike the enemy from the side and destroy or flush out the enemy. ideally, though, it's better to not lose it, but in a worst-case-scenario I can usually capture it back. if I'm confident my ally can hold it's position I'll rush out behind the enemy and launch an attack into their flanks.

I guess what I'm saying is that "bait-and-bleed" is NEVER a stand-alone strategy in team games. you have to combine it with part of several other methods to achieve overall victory. if you're playing a free-for-all game then it is, of course, standard operating procedure. avoid combat if you got a bad nation and a bad general. the other trade-off is that by avoiding combat you're going to get far less experience points than somebody else. so if you have a general with a bomb special op, mechanized advance, or blitzkrieg... consider staying active anyways. you can always use it on your team mate's regiments.
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