The enemy patrol moved through our front without detecting us. We didn't engage because in our quest for all around security, the machine gun was a few meters down the road. I delayed contact because of my own shortcomings rather than clever planning.
As I mentioned before, I am mostly a solo player. One question can be made about the use of surprise in solo gaming is: can you really surprise a computer opponent? Computer code and virtual entities do not have emotions as humans, off course. So surprise, with all the emotional load included in the human experience is not coded or simulated in most in games' non-playable characters. Not in ArmA 3, for sure.
However, if one defines surprise as the inability to react properly against a sudden change in a given situation, even the most humble computer opponent can be "surprised". In the case of this ArmA 3 scenario, I was trying to ambush the patrol. Ambush: sudden fire upon the enemy, giving him little chance to react effectively by taking cover, returning fire and even counter attacking.
|I then have to move out. The enemy fire is not slackening and I can hear the yells of the leader of another enemy patrol getting into position.|
So, the take home lesson that I take from this is that, besides delaying detection, hastening contact is very important. Force the enemy into bringing as much targets as your guns can target into the firefight in a period of time so short that he is unable to deploy correctly.
Leonhard's writings about hastening contact in Fighting by Minutes reminded me of McRaven's Theory of Special Operations. According to McRaven, prolonged contact impairs the chances of success as the enemy is able to bring up his reaction force upon the enemy.