Ambushes/Traps

The art of ambushing relies on stealth, knowledge of enemy tactics/location and good group coordination. Traps are the same as ambushes but instead of searching for the enemy, one lets the enemy come into the trap area. The goal of an ambush/trap is to gain the element of surprise. Ambushes/traps do take time and skill to set up but the completion of them feels even more rewarding, especially unleashing a large volley of water at an unsuspecting foe.

AMBUSH 'EM: Before an ambushing run can be attempted, a recon mission should be performed by a recon/scout to assess the enemy's location, armament, etc. A route to the enemy's location should be chosen which provides a good deal of cover.

The approach should be quick yet silent. One cannot spend too long getting into position since the enemy's location could change or a patrol group may spot the oncoming attack. Silence and remaining unseen are vital to a good ambush. All members of the group should be used to moving quickly while crouching or perhaps even crawling in some areas. Staying low makes one harder to see as well as harder to hit.

Once within range, the group members should attack simultaneously with everyone opening fire at a chosen target. This allows the most water to be dished out before the enemy has time to react. Shouting or yelling during the attack also helps disorient the enemy and perhaps even scare them a little.

POTENTIAL PROBLEMS:

  • being spotted on the approach - if spotted, a choice must be made whether to proceed in the open or retreat, regroup and retry
  • no good cover on the route to enemy location - sometimes the terrain will not allow for a good, stealth approach. In those situations, it may be better to set up a trap instead
  • lots of leaves, twigs, rocks on the ground - this makes it hard to approach silently. Noise make by walking will alert the enemy and give away one's location

TRAP/ SURPRISE ATTACK: Traps are in a many ways a form of ambushing but instead of going to the enemy, one lets the enemy come. To set up a good trap, an area must be chosen which an enemy group is likely to walk down that provides good cover on both sides for the attackers. Narrow shrub-lined paths or alleys with multiple recessed doorways are good places to set up traps.

All must be still and quiet while the enemy enters the zone. It is best if the attackers can see each other or have some method of communicating so that the trap can be sprung from all directions at once.

Once within range, all attackers should open fire at the enemy from as many directions as possible. The more directions, the less escape routes the enemy will have to get away. If one can trap the enemy within cross-fire, the soak is virtually guaranteed.

MOUSETRAP: Sometimes areas which are good for setting up a trap are not areas which the enemy is likely to normally go. In those cases, bait is required to get their attention. One way is to send a "sacraficial lamb" or person who does not mind getting seriously shot at into the enemy zone once the trap is in place. After spraying the enemy, the bait person then runs through the trap zone hopefully with many enemy units in hot pursuit. Once the enemy is within range, let the water fly! They will likely not expect an ambush and become disoriented by the counter-attack.

COUNTER-MEASURES: To avoid traps, one must not assume anything and believe that the enemy may be hiding behind any bush, tree, corner, etc. One must not be too quick to persue any hostile into unknown or unfamiliar areas.

Ambushes are harder to avoid. The best preventative measure against ambushes is partols. Patrolling, however, should try not to follow a typical pattern so that the enemy cannot time when the patrol will be in any given place. Setting up alarms/booby-traps around the perimeter of any base or refilling station will help reduce the risk of a surprise attack.



Need Help?

Copyright© 1998-2000. R.G.