History Main / ChokepointGeography

19th Aug '16 8:08:13 PM Doug86
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* The GIUK ('''G'''reenland, '''I'''celand, '''U'''nited '''K'''ingdom) gap in the North Atlantic was a key consideration in warplanning for both UsefulNotes/WorldWarTwo and a speculative WorldWarThree for the British and later the Americans. Control of this gap (combined with British control of Gibraltar) meant that supplies and manpower from the US could traverse the Atlantic relatively safely to the UK or Western Europe - they could still be harrassed (as happened in World War Two) but large-scale interdiction by hostile powers would be nigh-impossible.

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* The GIUK ('''G'''reenland, '''I'''celand, '''U'''nited '''K'''ingdom) gap in the North Atlantic was a key consideration in warplanning for both UsefulNotes/WorldWarTwo UsefulNotes/WorldWarII and a speculative WorldWarThree WorldWarIII for the British and later the Americans. Control of this gap (combined with British control of Gibraltar) meant that supplies and manpower from the US could traverse the Atlantic relatively safely to the UK or Western Europe - they could still be harrassed (as happened in World War Two) but large-scale interdiction by hostile powers would be nigh-impossible.



* On a more tactical level, Thermopylae Pass was what allowed a severely outnumbered Greek army to hold up and inflict severe losses on the invading Persians during the second invasion of Greece before being overrun, buying enough time for Athens to be evacuated before the Persians could capture it. The pass being so narrow in an era where most combat was hand-to-hand meant that the Persians could not capitalize on their superior numbers. This tactic was repeated a few meters away and about 2400 years later by ANZAC troops in WorldWarII during the Nazi invasion of Greece, buying enough time for Allied units to withdraw.

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* On a more tactical level, Thermopylae Pass was what allowed a severely outnumbered Greek army to hold up and inflict severe losses on the invading Persians during the second invasion of Greece before being overrun, buying enough time for Athens to be evacuated before the Persians could capture it. The pass being so narrow in an era where most combat was hand-to-hand meant that the Persians could not capitalize on their superior numbers. This tactic was repeated a few meters away and about 2400 years later by ANZAC troops in WorldWarII UsefulNotes/WorldWarII during the Nazi invasion of Greece, buying enough time for Allied units to withdraw.
17th Aug '16 7:44:01 AM megarockman
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* This is part of the reason the Caribbean is so associated with pirates during the Age of Exploration - treasure ships heading back to Spain from the New World must pass through here in order to be able to catch the mid-latitude westerly winds to get them back to Europe.
17th Aug '16 7:26:13 AM megarockman
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* On a more tactical level, Thermopylae Pass was what allowed a severely outnumbered Greek army to hold up and inflict severe losses on the invading Persians during the second invasion of Greece before being overrun, buying enough time for Athens to be evacuated before the Persians could capture it. The pass being so narrow in an era where most combat was hand-to-hand meant that the Persians could not capitalize on their superior numbers. This tactic was repeated a few meters and about 2400 years by ANZAC troops in WorldWarII during the Nazi invasion of Greece, buying enough time for Allied units to withdraw.

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* On a more tactical level, Thermopylae Pass was what allowed a severely outnumbered Greek army to hold up and inflict severe losses on the invading Persians during the second invasion of Greece before being overrun, buying enough time for Athens to be evacuated before the Persians could capture it. The pass being so narrow in an era where most combat was hand-to-hand meant that the Persians could not capitalize on their superior numbers. This tactic was repeated a few meters away and about 2400 years later by ANZAC troops in WorldWarII during the Nazi invasion of Greece, buying enough time for Allied units to withdraw.
17th Aug '16 7:25:42 AM megarockman
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* On a more tactical level, Thermopylae Pass was what allowed a severely outnumbered Greek army to hold up and inflict severe losses on the invading Persians during the second invasion of Greece before being overrun, buying enough time for Athens to be evacuated before the Persians could capture it.

to:

* On a more tactical level, Thermopylae Pass was what allowed a severely outnumbered Greek army to hold up and inflict severe losses on the invading Persians during the second invasion of Greece before being overrun, buying enough time for Athens to be evacuated before the Persians could capture it. The pass being so narrow in an era where most combat was hand-to-hand meant that the Persians could not capitalize on their superior numbers. This tactic was repeated a few meters and about 2400 years by ANZAC troops in WorldWarII during the Nazi invasion of Greece, buying enough time for Allied units to withdraw.
21st May '16 4:52:09 AM MAI742
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* The Fulda Gap gained strategic relevance during the UsefulNotes/ColdWar. Thanks to geography, NATO planners saw three plausible avenues of attack for a potential Warsaw Pact ground invasion - the North Germany Plain along the coast, the Fulda Gap cutting through the middle of West Germany, and up the Danube River through Austria. An attack through the Fulda Gap would have been more difficult for tanks compared to the North German Plain, but the heart of both the US military's operations (Rhein-Main Air Base) and West Germany's financial center (Frankfurt) would be right in this path. Consequently, both sides allocated considerable resources to this area until TheGreatPoliticsMessUp.

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* The Fulda Gap "Fulda Gap" of valleys in Hesse-Thuringen gained strategic relevance during the UsefulNotes/ColdWar. Thanks to geography, NATO planners saw three plausible avenues of attack for a potential Warsaw Pact ground invasion - the offensive against NATO: Hesse/the North Germany Plain along the coast, German Plain, the Fulda Gap cutting through the middle of central-southern West Germany, and up the Danube River through Austria. An attack The USA drew two conclusions about their enemy's intentions: one was that the Soviets would naturally focus on defeating them by attacking through the Fulda Gap would have been more difficult for tanks compared to gap so they could take the North Rhein-Main Air Base and the West German Plain, but capital. The other possibility was that the heart of both the US military's operations (Rhein-Main Air Base) and West Germany's financial center (Frankfurt) Warsaw Pact would be right launch a pincer attack with two thrusts, one on the north German plain and one through the Fulda Gap, and attempt to trap NATO forces in a pocket between them. Naturally, Warsaw Pact force deployments in East Germany encouraged these impressions as this path. Consequently, both sides allocated considerable resources would make the opening gambit of the actual offensive - on the north German plain, to this area until TheGreatPoliticsMessUp.trap NATO forces in a pocket against the sea - come as a surprise. The Soviets abandoned the idea of responding to NATO aggression with such an offensive under Gorbachev (having made no plans for starting an aggressive war, in accordance with Soviet ideological claims that there was no need to do so as Capitalism would crumble from within), and upon TheGreatPoliticsMessUp withdrew from East Germany entirely.
19th Dec '15 5:18:33 PM WillyFourEyes
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With that principle in mind, the world map will be [[LawOfCartographicalElegance designed in such a way]] that one or more dungeons will lead to parts inaccessible by travel on foot. You may have to bypass a BeefGate at the end by defeating it in a BossBattle, at which point you can travel freely through the dungeon at your leisure (provided you can still handle the monsters that lurk within). The BonusDungeon is almost always exempt from this trope, since those are often placed in far out-of-reach locations, presumably to dissuade newbie adventurers from getting themselves killed after wiping their feet on the welcome mat.

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With that principle in mind, [[VideoGameGeography the world map will be [[LawOfCartographicalElegance designed in such a way]] that one or more dungeons will lead to parts inaccessible by travel on foot. You may have to bypass a BeefGate at the end by defeating it in a BossBattle, at which point you can travel freely through the dungeon at your leisure (provided you can still handle the monsters that lurk within). The BonusDungeon is almost always exempt from this trope, since those are often placed in far out-of-reach locations, presumably to dissuade newbie adventurers from getting themselves killed after wiping their feet on the welcome mat.
4th Nov '15 2:56:39 AM SetsunasaNiWa
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** It's even worse with the [[OurElvesAreDifferent Winged Elf]] race. [[CaptainObvious This race has wings]], so now all that's guiding you is a yellow arrow if you decide to fly there. Granted, all characters get flight at level 30, so everyone has this problem.

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** It's even worse with the [[OurElvesAreDifferent Winged Elf]] race. [[CaptainObvious This race has wings]], wings, so now all that's guiding you is a yellow arrow if you decide to fly there. Granted, all characters get flight at level 30, so everyone has this problem.
1st Sep '15 4:36:16 PM HighCrate
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* A variation occurs in many RealTimeStrategy games, where the map is often a square shape and units cannot exit the map to circle around. Similarly, forests (or other large swathes of resources), rather than being treated as rough terrain, are often obstacles...as long as they're still standing. This can lead to interesting moments when a less-experienced player will set up his base to defend via chokepoints created by trees...only to be rather screwed later in the mission when his worker units have removed all the chokepoints.
** This trope occasionally pops up in TurnBasedStrategy games, most notoriously the ''VideoGame/NintendoWars'' series, where a one-tile pass can be completely choked off by placing a ''fighter jet'' on the open tile. If the enemy force has no units which can attack a fighter, you've effectively created an unassailable buttplug that breaks the map in your favor.

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* A variation occurs in many RealTimeStrategy games, where the map is often a square shape and units cannot exit the map to circle around. Similarly, forests (or other large swathes of resources), rather than being treated as rough terrain, are often obstacles...as long as they're still standing. This can lead to interesting moments when a less-experienced player will set up his base to defend via chokepoints created by trees...only to be rather screwed later in the mission when his worker units have removed all the chokepoints.
**
This trope occasionally pops up in TurnBasedStrategy games, most notoriously the ''VideoGame/NintendoWars'' series, where a one-tile pass can be completely choked off by placing a ''fighter jet'' on the open tile. If the enemy force has no units which can attack a fighter, you've effectively created an unassailable buttplug that breaks the map in your favor.



* Used occasionally in ''VideoGame/BattleForWesnoth'', but downplayed or subverted as often as it's played straight thanks to TacticalRockPaperScissors. For example, "shallow water" tiles will heavily slow most units down as well as inflict a stiff penalty to their defence stat while "deep water" is largely impassible, forcing you to fight for control of single hex-wide "bridge" tiles... unless you have access to flying units or [[OurMermaidsAreDifferent merfolk]] (who actually get a terrain ''bonus'' from water tiles). Some Undead-faction units like zombies or skeletons can also use "deep water" tiles to become invisible thanks to their "Submerge" trait (which is ExactlyWhatItSaysOnTheTin), but this doesn't come up much in campaigns because it'd be a huge GameBreaker.

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* Used occasionally in ''VideoGame/BattleForWesnoth'', but downplayed or subverted as often as it's played straight thanks to TacticalRockPaperScissors. For example, "shallow water" tiles will heavily slow most units down as well as inflict a stiff penalty to their defence defense stat while "deep water" is largely impassible, forcing you to fight for control of single hex-wide "bridge" tiles... unless you have access to flying units or [[OurMermaidsAreDifferent merfolk]] (who actually get a terrain ''bonus'' from water tiles). Some Undead-faction units like zombies or skeletons can also use "deep water" tiles to become invisible thanks to their "Submerge" trait (which is ExactlyWhatItSaysOnTheTin), but this doesn't come up much in campaigns because it'd be a huge GameBreaker.
18th Jul '15 6:15:02 PM Vios
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* In order to not break the game's sequence, in ''VideoGame/BaldursGate II'' you start in Waukeen's Promenade and ''have'' to go to the Slums next, where you meet a representative of the Shadow Thieves who offers to help you and gives you a goal to shoot for this chapter. From the Slums, no matter which way you exit, you can suddenly go anywhere in the city.

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* In order to not break the game's sequence, in ''VideoGame/BaldursGate II'' ''VideoGame/BaldursGateII'' you start in Waukeen's Promenade and ''have'' to go to the Slums next, where you meet a representative of the Shadow Thieves who offers to help you and gives you a goal to shoot for this chapter. From the Slums, no matter which way you exit, you can suddenly go anywhere in the city.
16th May '15 3:16:37 PM Paranoia
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** ''VideoGame/FinalFantasyIX'': Conde Petie, the dwarf home situated on two roots of the Iifa tree spanning a chasm between a large plateau and the mountains, blocks passage to the Iifa Tree and Madain Sari, the village of the summoners. Note that the various Gates (South Gate, etc.) are not examples of this since, while they regulate passage through the mountains, they do not involve stairs or narrow areas that would prevent vehicular transportation. Gizamaluke's Grotto on the other hand, would.

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** ''VideoGame/FinalFantasyIX'': Conde Petie, the dwarf home situated on two roots of the Iifa tree spanning a chasm between a large plateau and the mountains, blocks passage to the Iifa Tree and Madain Sari, the village of the summoners. Note summoners.
*** Gizmaluke's Grotto is another example, a small cave
that serves as the only ground passage between Lindbulm and neighboring Burmecia.
*** The
various Gates (South Gate, etc.) ), in a case of GameplayAndStorySegregation, are not examples of this since, while a mixed example. In-universe they regulate passage through the mountains, both on foot and by airship (at least those which rely on Mist). BUT, for the actual player's experience, they do not involve stairs or narrow areas that would prevent vehicular transportation. Gizamaluke's Grotto on fit the other hand, would.trope at all. South Gate is the only one players can even enter, but the southern entrance/exit is up on a plateau they won't be able to reach or leave unless they ''already'' have one of the means to get past mountains (all of which render the chokepoint moot).
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