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#132349 09/03/15 05:41 PM
Joined: Feb 2006
Posts: 3,322
Likes: 2
(G6) KGB Warlord
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(G6) KGB Warlord
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This is a MILITARY CRITIQUE. As KGB AA is not split into civilian/military wings I am composing it as a tool for members to use as a learning tool. Keep in mind, we can ALWAYS IMPROVE.

KGB's veteran Knights know my job and what it is I bring to the table when it comes to combat. New Knights and recruits who have barely looked over our hierarchy may be a little hazy. This is my duty.


Generals of the Army (Supreme Commander, KGB Ground Forces)


The positions of General of the Army (G5) was created by the High King / Queen to organize, focus on and run the KGB Military. Reporting to the High Chancellor, The G5s are responsible for all ongoing military actions and are the top of the military chain of command. There will be no more than two G5s at anytime.

With this in mind I would like to quickly go over a few things.

We all know AA is semi sandbox so I won't waste time going into that discussion however I want to highlight the point that being prepared to fight to your potential is important when the time comes for a call to arms.

This is my current grading of the AA factions overall combat strength.

Mass PvP
Open Field B-
Ship B
Siege C

It is a fact we win fights. The problems I currently see that we can greatly improve on are

1: Com Discipline.- New members need to really learn KGB com etiquette. As it seems to be the cool thing to do for everyone to hang out in the lobby channel that channel often gets converted to the "Raid Event" channel. When that is the case, coms are to be treated as such. When not in "Raid Event" mode and everyone is just sitting around hanging out, occasionally there will be times when spontaneous PvP occurs. When this happens, it should be announced in a CLEAR VOICE, "COMS, or PVP" this will clear the channel of all chatter so that the fighters can have the best chance of winning the engagement. If however you are going on a trade run or going to look for PvP you are EXPECTED to move out of the main channel. DO NOT GET PISSY if you can't have that channel for a dedicated purpose for extended time.

2: Gear/consumable readiness.- We have several very well geared people. As AA is a game all about gear we need to remind ourselves to work together so that we bring up average gear score. This will ensure that as a whole we stay strong. After gear, AA is a game of consumables. EVERY member should have buff books/pots, anything you may need in a fight in your inventory and ready on a moments notice.

3:As with the readiness post I made during pre alpha about what was needed in combat with this title it is imperative that everyone learn 3 specs to play on their character. One for PvE, Skirmish PvP, and Mass PvP. This will ensure our members are ready for any situation.

4:Over all discipline when in combat. We have some people that really like to run off on their own and get caught out. When this happens their fellow comrades rush to help them and in turn starts a cascade effect of bad positioning. Both on land and sea, STAY WITH THE RAID unless specifically told to scout/flank/board/harass.

5: We need to make sure we have ample protection for trade runs etc etc. If you are a trade runner, set up early so that you can get assistance from people willing to escort to ensure success of the run.

6: Siege readiness incorporates everything. We really need to hammer down our raid scheme as far as group composition and tactics for set piece battles. Making use of stack busting groups and combos along with flanking fortress and imprisons are things we are VERY RUSTY on since we do not get to utilize them often enough. We need to work together to make sure every member has a siege tank.


Small scale (group PvP)

Overall B

1: I would really like to see more small dedicated groups out in the field getting after it. We have the gear advantage most of the time and with AA as a primarily gear based frontload style game we are getting rusty as to CC and target swapping and burst timing. A lot of this can be brushed up and improved on.

Read this, use this, help to practice and make KGB as a whole better. Power on the field is power at the table.

In service to KGB,
Donk


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Joined: Aug 2014
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(GM2) Chief of Staff
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word... i believe your points on coms and positioning are most impactful. we get side tracked very easily because we are used to cruising through events. The reality is that things are only going to get more difficult with more contention. During PVP especially all idle chatter needs to be limited to chat based form so voice coms can remain clear. And when we are in group pvp, the marks are there for a reason; use your mini map to stay close to the group and not over extend. One person out of place , like donk mentioned, is enough to cause a large chain of poor decisions.

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Joined: Sep 2014
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Am I going crazy or are replies disappearing from this thread?

On another note, I think it would be great if we got two of the best KGB ships, got two equal teams together, and practiced ship tactics and boarding against each other.

just my 2cents.

-Nick

Joined: Dec 2005
Posts: 4,115
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(GM5) KGB King
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(GM5) KGB King
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Joined: Dec 2005
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I dont believe it is losing posts; it is posted in 3 different areas apparently; so you may have viewed the wrong one =P


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KGB (F4) Chancellor
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KGB (F4) Chancellor
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Joined: Jan 2009
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Besides Beer and Glory, the other things KGB does like a boss are:

1) Battle Field Planning/Strategy
2) Alliance Management
3) Political Meta
4) Community Engineering
5) Intel/Counter Intel
6) Dontatorships (See: Warlord)


Don't make me have'ta Troll ya Bro!

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