TSF Maneuvers and Formations

This will be a collection of common maneuvers and tactics used during TSF combat and operation, including the various formations used.

Individual Tactics

Boosted Jump

The most basic combat maneuver, this refers to a TSF using its @Jump Units to propel the TSF over a long distance. Firing and other actions can be performed by the pilot during a jump. However, Boosted Jumps of extreme height, especially during heavy combat situations, leaves a TSF open to interception by Laser-class BETA.

NOE Flight

Nape-of-the-earth flight, shortened to NOE flight, is a term that can be used to describe TSFs flying at extremely low altitudes, close enough to the ground to trigger a TSF's automatic collision alarms. NOE flight is usually used only when heavy anti-air threats, such as the Laser-class, are present, as the usage of terrain undulation to shield the TSF from the line-of-sight firepower of the Laser-class also leaves them open to a messy end via collision with the ground.

Surfacing

A term used to describe the technique of "sliding" or "hovering" across the ground. Surfacing came into usage following improvements to TSF engines, sometime during the 2nd generation of development, and allows a TSF to cover ground faster than walking or running. The momentum used for Surfacing comes from the Jump Units' engines, however, and it depends on the pilot to either save fuel, or reach an objective faster.

Surface Jump

While not explicitly named as such, one can use this term to describe the act of using a TSF's legs to kick off a hard surface during high-speed maneuvering in tight quarters. This is especially useful in urban warfare and Hive conditions, allowing a unit to dodge enemies while reducing the chances of getting caught in an engagement with them, or quickly changing directions to obtain a better attack vector. Another variant of this technique is to engage in a "run" along the surface, allowing the executing unit to build up momentum for either speed, a follow-up kick-off, or a close-range attack.

However, Surface Jumps should not be taken as a super-powered, do-all move. At high speeds, one single miscalculation is all it takes to crash, and such incidences are often fatal. Care should also be taken to choose a jumping point, as certain surfaces, expecially those in urban conditions, might give way when subjected to high kinetic pressure from a TSF's feet with the added burden of the speed added by the TSF's Jump Units. Against BETA, this invaluable anti-TSF maneuver is of limited use in an offensive role, reducing its usefulness.

Allbright Turn

The Allbright Turn, also known as Maneuver C, is a three-phase Surface Jump technique that has the TSF kick off hard surfaces thrice for significant vector change. The technique is at its most useful when faced against a pursuing enemy in tight quarters; at the end, the TSF would have completed a 180-degree change in attack vector, which would put the enemy in his/her sights, with the added bonus of surprising the enemy through high-speed sudden directional changes.

The technique's lethality in anti-TSF combat is further amplified when the opponent is forced to round a bend, thereby saddling him/her with a blind spot and giving the opponent even less time to react to a counterattack.

Care should be taken for those attempting this technique; combat conditions often limit the time given to complete the full sequence, and if there were enough time for a pilot to leisurely execute the Allbright Turn it would be far safer for them to use thrust-vectoring to turn their TSFs around. The maneuver is noted for its relative difficulty even amongst skilled pilots due to the high speed required to quickly complete the three-stage jump, and one mistake can often result in severe physical trauma up to and including, but not limited to, internal injuries and potential loss of extremities or even a fatal crash incident.

Kulbit

A dogfighting maneuver where the user performs an extremely tight full loop or turn/flip, over an opponent chasing from the rear, in order to reverse the combatants' positions and conferred advantages. Recommended for use by the unit in front when the tailing unit is close behind.

Thrust Vectoring

Essentially maneuvering the TSF's Jump Units, while active, to achieve evasive or other high-speed, high-maneuverability movements.

Thrust vectoring can be achieved by TSFs swinging their Jump Units on the joints of their sub-arm mounts from improved 1st generation and 2nd generation units onwards. 3rd and 2.5th generation TSFs introduce auxiliary thrusters mounted on other parts of the TSF's frame to boost reactionary speed and reduce operational stress on the Jump Units' mountings.

Squadron Formations

Often used within a squadron or even within a TSF regiment/wing, formations not only allow a commander to easily direct the team during critical phases of an operation, but also reinforce the defenses of the unit and when executed by well-trained troops at the right time, prevent lives from being lost due to combat-induced panic.

First introduced into TSF combat doctrine in 1975, the only initial formation was the V-formation often used for aircraft. As the years passed, TSF combat doctrine shifted greatly to accommodate combined arms tactics with other forces, and their team formations shifted accordingly to what it is today.

Arrowhead

General term used to indicate the utilization of a breakthrough formation, normally done using high-speed battle tactics. As such, Storm Vanguards are usually at the forefront of such engagements.

In battalion-sized combat situations, several wedge-type formations may be used in quick succession as an Arrowhead maneuver to quickly smash through enemy lines. Specialized Arrowhead tactics exist in the form of the Arrowhead One, Two and Three formations.

Arrowhead One

An offensive formation, Arrowhead One is used for a wide variety of situations whenever an attack is initiated upon the enemy; examples include flanking attacks and arriving reinforcements in a contested area. The formation is even utilized by Orbital Divers and Hive infiltrators, attesting to its speed-and-offense nature.

Its speed comes from placing a a group of hard-hitting units at the front of the formation, allowing those bringing up the rear to break into an enemy formation and unleash their firepower.

Arrowhead Two

A more defense-minded version of Arrowhead One, this formation, which combines elements of Wedge One into its form, allows a squadron to strike into the heart of a large formation, using speed and firepower to quickly clear a way to an objective.

Apart from having units at the front, Arrowhead Two also places a second group of combatants to the sides of the flight in the middle, protecting them from incoming enemies that the front cannot target.

Arrowhead Three

An Arrowhead formation variant that takes most of its inspiration from the defensive capabilities of Wedge One rather than the all-offense capabilities of the Arrowhead One formation.

Circle One

A simple defensive formation whereby all units involved are arranged in a circle, facing outwards, with a vital target located in the circle's center. The formation is ideal for an all-directional defense in an area where enemy encounters cannot be accurately predicted, although for reasons obvious this tactic is rarely used against the BETA within their territory unless there is a need to protect a vital but immovable/disabled objective or target in hostile territory.

Unlike Diamond One, Circle One is rarely used for location defense because of the enlarged areas each unit can, and potentially has to cover during a firefight situation.

Crane Wing

A formation closely related to Wedge One, Crane Wing is intended for offensive power to break through heavy enemy encirclement. The formation is well-suited to an environment with steep valleys and other types of mountainous areas.

Diamond One

Similar to Circle One, Diamond One is an area-defense formation utilized by troops seeking to defend a target. Usually used for base defence, Diamond One allows a commander to exploit overlapping fields of fire to bring down a target opponent, and layering several Diamond One formations with high-firepower units in an urban/base environment will afford any location favorable defensive capabilities against any aggressor seeking to attack from the outside; prior knowledge of attack vector(s) will greatly improve the chances of the defenders.

The formation is also called the Square.

Hammerhead One

A formation that places emphasis on the frontal attackers in a squadron, this arrangement allows them to close into the enemy at top speed while minimizing exposure to the enemy, and allows the front attackers to be quickly replaced by their teammates after first contact with the enemy. Usually followed up by a Wedge One formation if an offensive push with speed is required, although the Hammerhead One formation can also be used to crush enemy resistance relatively quickly.

Trail

A relatively standard formation to be used, mostly when the entire formation is comprised of TSFs in transit. The front is mostly equipped in various Vanguard configurations, with the middle units outfitted for mid-range fighting and the rear comprised of interceptor units.

Wedge One

An offensive formation that capitalizes on its ability to break through enemy lines, and is best used when in transit through areas with confirmed enemy presence that has yet to show itself in direct combat. The symmetrical shape of the formation allows the entire team to direct their firepower and advance in any possible direction while rapidly moving across the combat area without breaking formation. The formation is best used when transit speed in the combat area is a secondary concern.

Wing Three

An encircling formation, Wing Three splits the unit up into three groups and a killzone that aims to surround the enemy formation and destroy it.