MnB:Fire and maneuver

## Overview

Fire and movement tactics are a military strategy used to advance troops in combat. It involves one group providing covering fire for another group that is moving forward. The covering fire keeps the enemy occupied and suppresses their ability to return fire, allowing the moving group to advance to a better position. This is repeated until the troops reach their objective. The idea is to provide protection and support for each other, allowing for a coordinated advance.

**Fire and Maneuver** *(FM to put it short)* is a basic tactic that is vital to an offensive or even a defensive, you must be able to ensure that your men can win the exchange of fire while also moving your men simultaneously.

There are several reasons why a commander might and will need to do fire and maneuver:

* Gain a more favorable ground while under fire.
* Pressure the enemy forces to a retreat.
* Get out of a kill zone.
* Getting more grounds quickly.
* Retreat while under enemy fire.

This page will help you understand and learn how to use fire and maneuver more effectively, if you feel that something can be added to this page then you may join in and contribute adding it.

## Description

Fire and maneuver is an act of where one element lay down suppressing fire on a target while another element moves, taking less risk of getting hit as the target is suppressed. What composes of an element can be ranging from a platoon, all the way down to an individual. An FM can be performed as long as there are at least 2 individuals. The role of said elements can be switched repeatedly, where the suppressing element moves up while the other element that had moved up lay down suppressive fire.

Recorded to possibly from 1618, this tactic has since been used until today where modern military still applies it. Fire and Maneuver allows the moving element to move with a smaller risk of being under fire, the moving element will also heavily utilize any available cover to reach their objective to further minimize the risk. This simple tactic allows a much more easier maneuver against an enemy force, which is why it is still being used today.

## Steps and Guides

Performing a Fire and Maneuver can be as simple or as complicated as you want it to be. The basic steps on how to perform a fire maneuver is explained below:

1. Prepare 2 elements for **FM**, one element will become a **supporting element** *(SE)* will provide suppressing fire on the target while the second element will become the **moving element** *(ME)* which will move while the target is suppressed.
2. **SE** will *provide suppressing fire* while ideally from an adequate cover, such as sandbags.
3. **ME** will *advance toward the objective* while the *target is suppressed*, **ME** must utilize any cover they can find along the way to minimize exposure.

The most often use of Fire and Maneuver is to flank an enemy position, where the moving element will attempt to flank the position while the supporting element will suppress said position to prevent the enemy from opening fire. You WILL be doing this many times during campaign, so it is a good idea to improve your flanking tactics.

You can also use FM to retreat from a position which provide a better chance of survival for your squad as long as the situation is not dire. One element will stay put and lay suppressing fire while the other retreat and still be able to fire toward the target when the former element starts to retreat.

Remember, you can switch the roles of your elements during an FM. One will suppress while the other move up, and vice versa.

## Suitable classes

Selecting the right man for the right job is essential for a successful one, here is a list of recommended classes that can be suited to these elements.

### Supporting Element:

* Gunner : A gunner is always equipped with a machine gun which is capable of firing several rounds quickly with a great mag capacity. A gunner also have a unique perk that other class does not have, they can switch targets while firing making them able to suppress multiple enemies at a single burst. A gunner second ability will inflict a greater chance of morale damage against the Germans while they also gain an increased detection range.
* Sniper : A sniper does not only have a great range and a higher CBT overall, every shot they take will force their target to be pinned. Moving a sniper closer is an option though keeping him at medium distance will not affect their hit chance to a significant point. Their first ability will let you pick which kraut you want them to focus shooting on, great when you got that pesky German gunner pinning your moving element.
* Practically any unit with a rifle and high value to be kept alive.

### Moving Element:

* Light : A light infantry has more speed than any other units, and speed is vital to a moving element. Their smoke grenade is perfect for concealing ME movements, and their frag grenade is just the right tool you need to deal with those Germans inside cover *(Throwables may bounce when thrown toward a roofed Structure)* while their charge ability will make them immune to any suppression and also reduce damage by 20%. As a cherry on top, they always start with carbines which are great for close range engagements!
* Commando : having 20 more health than any other units without a buff, the commando is also equipped with a submachine gun which fits well in close range combats. They're also more proficient in hand-to-hand combat, giving them an edge when brawling with a German. Its first ability allows him to get close without getting detected while his second ability almost guarantees an instant death on his next melee hit.
* Scout : Their starting weapon is a shotgun which is devastating at close range, and they can reveal any Germans that are camoed while moving toward the objective point.
* Engineer : Starting with a shotgun, he can quickly shoot down any Germans in close range with a single shot *(if they do not have vet saves)*. They're capable of cutting down any barbed wires which may slow down your advance and wound your men. They are also equipped with a bazooka and a satchel charge, allowing them to deal with any obstacles on the way. And their third ability grants them a flamethrower for 60 seconds, which will turn any Germans near him into a Sauerbraten. Just make sure no allies are nearby while he's spraying fire like a maniac or they might catch on fire too!
* Sapper : Starting with a shotgun, it can tear down a German near him quickly. His First ability allows him to build a wall of sandbags, great when your ME needs a quick cover. If your objective is a building to occupy and establish a better defense, then a sapper can make that building even more secure with his third ability, raising the cover value of said building into 75%. And of course, he can also cut any barbed wires he comes across which in turn secures the path for the rest of your ME members.