Defensive Feint Trap: Difference between revisions

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Two enemies are fighting, though only one is doing so furiously. The other is going for pure defense, not so much fighting as retreating as fast as prudence will allow. With such a resounding rout, the attacker presses his advantage and just before landing the finishing blow... notices he's followed the defender into a nest of the defender's allies. [[Oh Crap]].
 
Basically, an opponent lures their enemy into a trap by either [[Tactical Withdrawal|feigning retreat]] or [[I Am Not Left -Handed|weakness]]. Once the attacker has moved into position, or spent most of their energy/ammo attacking, the defender turns the tables by going all out, using [[Geo Effects]], or calling his allies in ambush.
 
This can be done either by heroes or villains, though heroes tend to consider such tactics "dishonorable". When done to a hero, the trap's fatality depends on the hero's level of [[Plot Armor]], but will usually give them at least a good run for their money.
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This is similar to [[Playing Possum]] and [[I Surrender, Suckers]], but uses a retreat or "completely defensive stance" as bait rather than playing dead or feigning surrender. However, this tactic is [[The Laws and Customs of War|perfectly legal under the laws of war, while feigning surrender is not]].
 
Compare [[Punch -Punch -Punch Uh -Oh]] and [[Lured Into a Trap]]. One of variations of the [[Distress Call]] is a fake call employed as a lure. [[Attack Reflector]], for effects intended to make attackers hit themselves.
 
[[Truth in Television]] of course, this is the essence of strategy #28 of [[The Thirty -Six Stratagems]].
{{examples}}
 
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== [[Real Life]] ==
* This is a standard military tactic, called "Feigned Retreat". The Mongols excelled at it. The Islamic armies during the Crusades excelled in it. The Native American tribes were pretty good at it, and they got better when they got horses. Basically, anytime two units were facing off, and one could move faster then the other, this tactic was something to be wary of. The reasons heroes rarely use it are that heroes generally don't like to retreat, even if it would be useful; and heroes generally hate practicing deception.
** Over a thousand years ago, Hungarian light cavalry (probably the Huns too) used a variation of this: once the enemy starts to pursue and break formation, the riders turn around on their horses and do the [[Spam Attack]] treatment with arrows while still retreating. Such tactics only work if the cavalry is highly disciplined, otherwise the feint could quickly turn into a rout. This tactic worked for a while until the [http://en.[wikipedia.org/wiki/Battle_of_Augsburg:Battle of Augsburg|Battle of Lechfeld]] where the Hungarians suffered a brutal defeat by German knight cavalry, despite having a two-to-one numerical superiority. The trick was that the Germans concentrated on melee combat, not letting their enemies retreat; when the Hungarians attempted it anyway, the knights called the feint and didn't break lines to pursue.
** In real life, "heroes" are fine with this. Infantry today learn drills to break contact when at a disadvantage and get back into the fight under better conditions. Historical armies which mastered this tactic were devastating. ''Viewers'' hate retreat. In [[Hollywood Tactics]], retreat is synonymous with defeat.
* A [[Real Life]] subversion: Operation Fortitude was a dis-information campaign that the allies used in WWII to get Germany to believe that they were greater in numbers (Germany believed there were 90 ally divisions in England, when they were only 44) and were poised to attack other locations. The result: Hitler believed that Normandy was just a [[Defensive Feint Trap]] to draw fire away from Pas de Calais, where more divisions were waiting. Of course, what Hitler didn't know was that the troops there were just balloon tanks and Hollywood sets. It helped that [[Blood Knight|Gen. Patton]] was supposedly in charge of the US forces heading for Calais -- really an offensive feint trap.
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== [[Tabletop Games]] ==
* In ''[[Warhammer 40000]]'', this tactic was used against the Tau Commander Farsight by ''[[Attack! Attack! Attack!|Orks]]'' of all people, during the War of Dakka. Such tactics are generally anathema to the Orks, and it's mentioned that the plan would never have worked (or even been ''attempted'') if the Warboss hadn't had a large number of Blood Axes (known for being "sneaky gitz") in his forces.
* The Terrans did this to the Vilani fleet at the climax of the Intersteller Wars in ''Traveller''.
* In ''[[Magic the Gathering]]'' this is practically the entire reason for the "instant" card type which, unlike other types, can be played at any time. Other card types with the ability "flash" can be played at any time as well. In addition, creatures, artifacts, and enchantments often have "activated abilities", played like instants, which one might discount. All of this can be played twice during combat, or can be played ''in response to'' something else, the responses following the LIFO rule. And as of ''Zendikar'', there's a new subtype of instants called traps, which are a lot cheaper if your opponent did something during that turn. Yeah, ''Magic'' has a ''lot'' of room for these.
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[[Category:The Plan]]
[[Category:Defensive Feint Trap]]
[[Category:Trope]]