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Pre-Battle Manuevering

What goes into a decision to attack or defend a province? For that matter, how do we decide whether or not to fast poc (FP) or slow poc (SP) it?

Whether attacking or defending a province, there are always several concerns that not only should the current leader of the regiment keep track of but also that the regiment as a whole should be on the look-out for.

- Number of POCS? -

Generally, it is easier to attack odd poc maps and defend even poc maps. The only exceptions are All or Nothing (AoN) maps. AoN maps have an odd number of pocs but it's incredibly hard to attack them.

Why attack odd poc? Defend even poc?

Because it's easier. For five poc maps, you must hold three out of five pocs to win the battle, just as the other side must do whereas in an even poc map, the attackers must poc one poc more than the other side.

Compare this to a four (even) poc map. You only have to hold two out of four pocs this time. With one less poc to defend on your side, you can afford to concentrate your poc defense forces more on the remaining pocs. While you only have to hold two pocs to win, the poccers need three. Already, the advantage goes to the defense. The defense can afford to lose two pocs. The attackers, only one.

This isn't to say a good regiment can't defend a five poc map or attack a four poc map, just that it's a harder burden to do so.

For AoN, considering the way people camp and set up, usually the advantage goes to the defense. In addition, the defense only has to hold one poc versus the attackers' need to poc all three. You almost never want a long battle in there on the attacking side.

- Portals -

How many portals do we hold?

The more portals you hold, the more places you have to reinforce from. Imagine, you come in at a1 portal, and retreat through the e5 portal. When you rein, you'll be all the way across the map and at a position to access pocs near there quicker than if you had to run across the entirety of the map while getting shot at. Not to mention, a multitude of portals not only disallows access to them by the enemy. thus forcing them to limit their portal choices and ability to access parts of the map quickly, but also prevents your team from being bogged down in one portal area.

If one portal is mobbed, others may rein from another portal and thus have free reign to the rest of the map while the enemy and those reinforcing from that portal are stuck and thus slower to react to your actions on the other side of the map.

- Rein Route/Timing -

When choosing a place to attack or defend, you must keep the larger picture in mind. If you just head out straight from the border, the enemy can easily cut and prevent reinforcements to your battle and then mob. Therefore, it's best to landgrab (lg) around your rein route a bit to provide alternative routes to the battle and at the very least, forces the enemy to spend a longer time to cut any reinforcements you may need. Not only should you keep an eye on your rein route, but also the enemy's rein route. If you don't want the other side to reinforce the battle you are in, you can cut for the battle and if necessary, engage the enemy in a stalling battle.

In addition to keeping a rein route open for when you need them, it is essential to keep in mind the timing - that is, how long does it take for the reinforcement to view the battle and then actually deploy units. The longer the rein route, the slower the reins will get there and thus help out in the battle.

- The Enemy: PR and Users -

But those above are just positioning! Fairly basic. When you want to rein a battle (keeping in mind how long it'll take for the regi to get there, if it'll be easily cut, and whether it's feasible/easier to win on that map given the time remaining), it's important to take a look at the power rating of the two factions (PR). The number of people that you see in a battle on the f2/f3 map is deceptive.

Relative PR's may give a glimpse of just who actually has the advantage there (and higher level characters - and presumably, skill) instead of depending on a glimpse at relative numbers. Obviously if their PR is close to each other yet one side vastly outnumbers the other side, it is probably because said side has many lower PR characters.

But again, that might be a deceptive analysis of the fight. It's always good to check the users of a battle. How many max players do you see on each side? What's the ratio? Take a glimpse at what players are on each side of the battle.

Looking at users also frequently betrays whether or not there is a regiment in the battle. A group of max players moving around is probably a regiment, and unless you have a similar group or regiment moving with you, it's probably best to avoid them and avoid reinforcing fights against them.*

  • Exception: If you're Pend. Becaause YOU ROCK, PEND.

A regiment is usually more organized (esp. apparent versus a mob!) with a collection of very good players that are unafraid to give up frags to go for the pocs. They know what they need to do what to win, and they'll give themselves a good shot at it.

Here's the summary, above is the reasoning: 1. Attack odd poc maps, defend even poc maps 2. More portals for your side is good 3. Keep track of how long it takes people to rein the battle 4. Check the relative PR and user list

This is however solely advice, and of course, there are always exceptions.