HvZ - Human Field Manual - Section VII - CONTROL NODE MISSIONS



Overview
This section discusses control node missions, some of the most common challenges, and potential strategies and tactics for human combat forces. 

Control node missions are some of the most challenging for Human forces. Some require activation in a sequential order, and all include some kind of occupation duration. In some games loss of a previous node can deactivate all subsequent nodes. If the node mission comes late in the game and human forces are limited, this is even more challenging. 

Common Zombie Tactics
Most zombies groups will employ a hammer and anvil type of strategy during node missions. For node missions requiring sequential activation and then a duration of human occupation, the zombies often allow the main human group to capture an objective, and then continue onward, leaving a small rearguard to defend the previous nodes. The zombie forces then emerge from hiding and crash into the outnumbered humans defending the node (sometimes repeatedly) until none remain. If not circumvented this tactic often continues until the zombie forces had obtained the numbers necessary to confront the main body of humans directly, thus risking a devastating defeat. 

Human Central Group or "Main Body" Strategy
Specifically during node missions, splitting the human forces to any great extent and then attempting to “dig in and gun it out” risks piecemeal annihilation by the horde. Experience shows that human forces should operate with a large central group as a main “body”, with several strong “arms” on each side that can attempt to take and hold other node objectives. The central group is a reaction/relief force and reserve that can bring its full weight to bear in any direction in a (relatively) short amount of time. This central group also holds one of the objective node and sends out diversion teams. The diversion teams must aggressively and dynamically seek contact with the horde to de-synchronize stun timers, harassing, stunning and then melting away. 

During node missions humans should avoid slugging it out in static defense with the horde or large groups – and avoid focusing exclusively on taking and holding the node objectives. During node missions the main objective of the humans should be to attack and stun as many zombies as possible, and continue to skirmish, attack and stun zombies aggressively throughout the mission. The goal is to keep a large portion of zombies inactive, keep them from focusing on the nodes themselves and in general keep them off their feet reacting to human strikes. If this can be accomplished the strength of the hordes ability to make a strong rush will be greatly diminished and it will require fewer humans to actually control the nodes. 

Always remember, “Attack is the secret of defense; defense is the planning of an attack." - Sun Tzu, Art of War

This is the same as with escort missions. The main goal is to keep the zombies as far from the escort asset at all times while relentlessly moving the asset toward the objective. This is accomplished by creating a primary, secondary and tertiary (skirmishing) line of defense – and then outside of this central force sending fire teams to constantly strike, skirmish and attack the zombies, focusing on de-synchronizing stun timers.

In general, using this approach you can effectively defend a maximum of around three nodes. Experience shows that if the mission requires control of more than three nodes, the higher the likelihood of failure due to force dispersal – normally the human groups are simply too small and spread out too far to offer mutual support. Essentially the problem is that when holding more than three nodes it can be nearly impossible to assemble enough of the human forces to resist the main horde repeatedly attacking any one area or group. The key to the successful three node approach is controlling one node with your strong central force and the nearest two “adjacent” nodes with smaller but still moderately strong groups. The human forces must remain centralized enough to provide mutual support and assistance - and allow the humans to assemble the bulk of forces rapidly to engage the main horde body. Outside of these groups is your secondary defensive line, and outside of this a third group of actively skirmishing defenders. Lastly, outside of the skirmishing defenders, fire teams or groups operate independently to seek out contact, attack and aggressively stun zombies.

Evaluate All Options, Plan Carefully
Be sure to carefully evaluate your options and select the nodes that are closest to each other and offer the best opportunities and benefits for mutual support. Go after nodes that offer clear line of sight with each other if possible, or nodes with best overall strategic characteristics and clear open areas of approach for active defense. Choose nodes with clear paths of travel as opposed to cramped, bottle-necked or enclosed areas.

Always Deploy and Defend in Depth
If and/or when the horde does make a strong concentrated effort or rush, take care to defend dynamically in depth as opposed to one large mass or shallow line. As always, move to actively engage the zeds with teams of skirmishers on their approach or assembly – as they move towards your defensive positions attack and divert on the flanks with enfilade fire to get behind the front row of meat shields, thinning their ranks. Make sure to space out your primary lines of defense with enough depth to absorb the rush and fall back. Again to summarize, optimally you should assign, a) primary, b) secondary, c) tertiary line of skirmishers and d) quaternary groups out engaging the encroaching zeds during approach. 

Is the Mission Critical?
What if there are more than three control nodes, or what if you feel it can't effectively be accomplished with available human forces? Unless it's crucial to the overall Human Victory conditions, you should consider abandoning the mission altogether  - especially if it risks large scale annihilation by the horde. 


Notes:
1. As with any mission, some consideration should be given to Anti-Scout strikes against Zombie Recon elements. If applicable to your terrain and mission, assign small strike teams to seek out and stun zombie scouts. This can be your own two man scout teams or teams created for this purpose. These teams are also responsible to help gather recon info and scout for the human forces. 

2. One item that can come in very handy for node missions is the use of radios or “walkie talkies” – at least one for each main group, optimally including scouts and fire teams. If radios are not available cell phones can be used, but aren’t as normally as effective for group communications because not all groups can listen in to the traffic – which can come in very handy for tactical awareness of all groups. Check ToysRUs, Target, Walmart, etc – they all have some decent cheap radios. Make sure they’re compatible. 

3. As with any mission always seek opportunities to stun and immobilize zombie leadership and their leadership cohort.

4. Utilize two-man sentry teams stationed as far out as applicable, if and when appropriate to your mission - for example when the main horde location is still unknown.