Vous êtes sur la page 1sur 21

Situational Awareness

Engagement Delays and Initiative

Situational Awareness
In combat, everything depends on prompt
identification of a target, usually seconds decide
What is Situational Awareness?
Situational Awareness, Delays
and “Time & Action”
Why use Situational
Awareness Checks and Delays
How do Situational Awareness
Checks work in the game?
What is an Engagement Delay?
Delays and Initiative
When do you perform a Situational
Awareness Check?
Good Situational Awareness
Poor Situational Awareness
Canceling Action Orders
How to perform a Situational
Awareness Check
Data Card
Situational Awareness Factors
Engagement Play Aid
Situational Awareness Factors
The player and the OODA Loop
OODA stands for Observe, Orient, Decide and Act. The
OODA Loop is a process we go through hundreds of
times in a single day. It is a process that defines how all
humans react to stimulus in everyday actions, business
and the art of war. It is understandable, natural and
intuitive for any human being to sense, plan, decide and
act in a situation. It’s a continuous and interactive
process. It is used by a general commanding multiple
divisions in a large battle covering hundreds of square
miles and gunfighters in a Wild West shootout. At each
level there are different factors that will affect their
OODA. We’ll discuss how it can be used in a 1:1
engagement and how players can seize the initiative.
Stage 1: Observe
Player views the battlefield layout

What real time threats can directly affect me?


Do I have a Tactical Advantage?
A new enemy has appeared in my LOS? How
much of a threat is he?
Is the enemy attempting to outflank me?
Is someone covering my flanks and rear?
Am I outnumbered?
Stage 2: Orient
Player sizes up the situation
Can I take advantage of the situation?
Do I have the initiative?
Can I generate an Engagement Delay on my
enemy?
Am I able to engage and fire or should I
maneuver?
Do I have the right round in the chamber to shoot?
Is my crew and weapons platform capable of
performing the ideal action?
Should I risk less aim time for a quicker shot?
Stage 3: Decide
Player decides on action to take
Decide on the best course of action
It will normally come down to engage to fire or
maneuver/evade.
Use of Battlesight, Burst on Target or Rapid Fire
tactics to shoot sooner.
Should I move to a hull down position or use a
Reverse Slope Defense?
Do I need to help a comrade?
Stage 4: Act
Player determines
the “Time & Action”
The Act stage is where the player implements his
decision. If on turn #15 he wanted to shoot an
enemy and it was going to take 8 turns he’d fire
(act or activate) on turn #23. If he wants to move
place a movement arrow showing speed and
direction of movement after any delay.
End of Presentation

Any questions, comments or further discussion


can be sent to:

Steve Hagarty, treadheadgames@gmail.com

Vous aimerez peut-être aussi