Situational Awareness checks

Post on 17-Mar-2018

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Transcript of Situational Awareness checks

Situational AwarenessEngagement 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 CardSituational Awareness Factors

Engagement Play AidSituational 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: ObservePlayer 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: DecidePlayer 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