Chapter 147: Iron Triangle of Large Team Battles 2 (Command Theory IV)
In fact, although there are many players under the direct command of the battlefield commander, it is the tactical command that really changes the tide of the battle and conducts the command.
In the presence of tactical command on the battlefield, the commander-in-chief often needs to cooperate more with the tactical arrangements of the tactical command, rather than the latter more with the former.
Notice the word "more" here.
When a large army launches a general offensive or a large-scale tactical operation, the tactical command also needs to cooperate, but this kind of coordination is often arranged by the tactical commander himself, and the commander-in-chief only needs to report the launch time or give a general tactical direction.
On the other hand, when a tactical commander needs the cooperation of the main force, he will explain his requirements to the commander-in-chief in relative detail, and hope that the other side will follow his own plan as much as possible, and usually leave more time for the commander-in-chief to prepare.
This is not because the latter has a higher status than the former, but because there are too many people in the main force, the player is not a soldier, and his military quality is very low, and he cannot quickly accept the instructions of the commander-in-chief, and usually requires a considerable reaction time, so it is unrealistic to expect the large army to be able to flexibly take the lead in making various tactical changes.
Another thing that needs to be distinguished is the difference between a deputy commander and a tactical command.
The deputy commander is often considered to be the initial stage of tactical command, and this view cannot be completely wrong, but it is not correct either.
The task of the deputy commander is usually to gather feedback and to be responsible for the division of troops and the command of the second force.
The biggest difference between a deputy commander and a tactical commander lies in autonomy, the former collects feedback information, often needs to be submitted to the commander-in-chief or the entire command level, and then analyzed and made a decision.
Even if the second unit under its command is completely separated from the main force, it is often used as a diversion force and needs to be under the remote command of the commander-in-chief or the command level.
After completing an order, the deputy commander usually does not lead the team to act rashly without informing the higher commanding level, but needs to receive further instructions before continuing to act, or simply acts according to the established policy that has been decided before.
Tactical command, on the other hand, is completely different, he has a high degree of autonomy, can decide on tactics on his own, and when it is necessary to cooperate, the commander-in-chief also needs to command a large force to cover it.
To put it simply, the level of tactical command is as high as that of the commander-in-chief, or even slightly higher.
But this is not absolute, if the commander-in-chief is much more capable than the tactical commander, or is much more powerful in position, the situation will be reversed, and the former will interfere more in the command of the latter.
But in general, tactical command is still an independent system, and there are also multiple hierarchical cadres underneath, such as elite squad leaders, who themselves have a high degree of tactical flexibility.
Therefore, the non-autonomous deputy commander can only be regarded as a member of the subordinate commander-in-chief system, while the tactical command is a different system.
It is much more difficult to become a top tactical commander than to become a top commander-in-chief, and the requirements for the ability to deduce, predict, decide, understand tactics and sensitivity to the terrain are very high.
However, the entry threshold for tactical command is not high, much lower than that of the commander-in-chief, at least there are no rigid requirements for physical fitness, such as accent, communicative ability and musical sensibility, as long as there is basic expression ability, no stuttering and typing.
Many elite players can sit in this position, and as long as they are willing to put their heart and mind, they can achieve a good level, but if they don't have talent, it's hard to improve further.
There are only 2 barriers to entry for tactical command.
One. It is familiar with the elite team, has a good relationship, and has a certain prestige in this part of the people, and has strong communication skills.
Two. He has an in-depth understanding of the game, is familiar with various professions, knows the battlefield well, and is willing to constantly study new game knowledge.
The work of tactical command is more and more complicated, and it needs to be arranged according to the game and battlefield elements, so it is difficult to describe them in detail, but some basic work is still much the same.
First of all, the tactical commander needs to take his elite team to step on the point before the battle, familiarize himself with the terrain, mark it in different divisions, and unify the team's understanding, so that he can carry out convenient command on the battlefield, which requires high personal prestige, otherwise others are not willing to waste time to accompany you to do this kind of thing.
Other battlefields weren't open before the battle, so you had to find similar locations to familiarize yourself with the terrain, such as capturing guild strongholds.
If the prestige is not enough, the relationship is not enough, and others are not willing to accompany you to familiarize themselves with the terrain, or simply cannot find a similar location to familiarize themselves with the terrain, then you can only take them to slowly familiarize themselves on the battlefield and look for relevant information in the official to analyze it.
Of course, in this case, the tactical command's ability to understand the terrain efficiently and explain it can play a key role.
The following tactical deduction and prediction is equivalent to the jungler in LOL, where the tactical commander needs to guess the actions of the opponent's squad and make targeted actions, or simply give priority to defeating the opponent's squad (invading the opponent's jungle).
If there is no tactical command on the opposite side, then the side with tactical command has completely gained the initiative and can unscrupulously block the enemy's support line and attack tactical points.
Of course, unlike the jungler, which has only one person, tactical command often needs to command multiple squads, and requires a stronger view of the overall situation and tactical ability, after all, directing others to do it, and doing it yourself, its execution intensity and the consequences to be borne are completely different.
Because there are too many players in RPG online games, it is difficult for the main force to make any changes, just like the online players in LOL basically don't wander around, and only know how to push forward rigidly.
And even if the main force takes the initiative to divide the troops and make some changes, it is basically transparent, because of the existence of spies, the enemy can quickly know about it, and it does not have much suddenness.
Tactical command and jungler positions have more in common at the tactical level, but this does not mean that the two can be completely equated, the former does not require a strong level of operation, and the latter does not require a strong level of communication and command.
Because there are more battlefield elements in RPG games, a large number of players also brings more uncertainty, and in addition, players communicate more frequently and have more complex ideas.
Therefore, it is not difficult to be a qualified tactical commander, but it is not easy to be an excellent tactical commander, let alone a top-level or even higher-level tactical commander.
One of the most important is still the ability to control your own team, and you still need to be hard to strike iron, without a strong and executive team, everything is on paper.
Since the general dispatch is not valued by the players and the guild management, its probability of occurrence is much lower than that of the tactical command, and it does not seem to belong to the command type, so when it comes to command, there are often only two systems: the chief commander and the tactical command.
PS: The content of game theory in this book, including some words and titles, are original to the author, please forgive me for not playing well, because no player will be bored like the author to summarize and sort out the pure theoretical content of RPG online games, in order to play the game and self-taught psychology and linguistic logic, there should be no second player like me in China, and the theoretical content is too boring, and what is written in the novel has been revised and beautified by the author repeatedly.