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kato13
09-09-2008, 06:19 PM
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Hangfire7 09-06-2008, 12:46 AM Time is the one factor that was not addressed. And that is normaly the big difference between a police and a military op. Police have the luxury of time, military do not. In this scenario time does not seem to be a factor, none the less I shall try to do several plans.


1.) Burn them out, is a quick and easy solution. And they would have the choice of stay and burn or make a break for it. Leave them an opening or so they think so at least they can try to make a break for it and let them go for it where you nail them in the open.


2.) Wait them out. You can unnerve them, have the sniper try to nail one in the belly. These are painful and fatal but they take time. This will work on the men inside. Their being TRAPPED will be something causing the stress to rise. A wounded many moaning and groaning and dying will further work on them. Stressed men will make mistakes and it could cause them to move before they should. Emotional actions verses thought actions.


Also, send in a couple CS grenades, this is a persistant agent so they will suffer its affects for a while, making them uncomfortable.


Also, the sniper can nail people as he sees them and can do it, whittling them down. And again, putting them on edge afraid to move.

,

If binos are available, then continue to observe the movement, numbers, weapons and locations, baiscaly a SALUTE.


Place the Humvee towards the front. Infiltrate personel around the perimeter but do not let them know your position nor your numbers.


The front is a given where you will cover it. Leave to them a open spot for them to try to slip through. After all, what kind of person will sit and let themselves be surrounded with no hope for rescue or support? Let them think they can slip out, or have a way to make a break for it and get them in the open.


Place the Humvee at the front LEFT corner of the building so they can cover the front and left walls.


M-240 at the REAR right and now you have the building covered. These folks will maintain fire discipline so if the enemy makes a breack it will be in their direction.


You now have them boxed in. And you just wait.



Another option, sit, wait, observe and when you see troop concentrations or targets of oportunity that willl not endanger/damage the package then they are open to being peppered with the M2 or the 203s. Blow the room out along with several of the enemy.


And to take it down quick,


Well in my view, its only CS. There is a reason we go through the gas chamber. To be used to it and to learn not to panic. So,


In goes the CS, CS is a weapon of confusion. Let them stew in it. It will settle, they will be reduced in their ability, they will be contaminated. Let them stew.



Support weapons provide cover of areas at alternate corners ensuring they have full field of fire of enemy firing ports, windows, doors and the sides of the building to ensure the enemy can be suppressed as well as engaged should they try to run.


ALSO, each covering team M2 and M240 will have 1 of the Rockets. A-Gunner will be the go man. 1 rocket will fire at key point. Then the machienguns will fire and shift from target to target. Sniper will engage with targets of oportunity.


That is 5 members of the squad. 2 members per automatic weapon, plus 1 sniper.


Remaining team of 4 person in buddy teams will make assault, in goes frag unless the PACKAGE is in there, then they clear the room. <You say, but they CSed the building. Yes, but it would settle, they may get secondary contamination but it will be minimal, and they will improvise masks via wet bandana from the 1st Aid kit to reduce its effects. Their eyes will burn, but idealy the operation will be over before it takes full effect> So the rocket is fired in the area without the package that has enemy personel in it to make the most of the expensive weapons expendature, it will either kill or incapacitate those inside. In goes the team, they will be in buddy pairs.


Team A will cover left side of room and building, team B will cover the right. Thus, if there is a hall the same goes, A=Left, B=Right. And here is where we have an SOP as was already stated, each team does their job, each team member does what is trained. Idealy the team members alternate, unless you have someone freaky good.


The teams also alternate taking down the rooms. A covers the hall and security while B goes in to the room and vice versa. And if one team becomes engaged, the other team manuvers to cover/flank the bad guys.


Once the package is secured, the team who secured it calls it whatever the predetermined word is the other team becomes security whol the team who grabed the package gets out with the remaining team covering and brining up the rear.


Constant Observation

Constant Demonstration with the Humvee and .50 <you can't hide or infiltrate one, so use it as a phsycological weapon> It engages the upper floor and targets of oportunity that are safe

SNIPER;constant observation and targets of oportunity


CS in, where the troops are concentrated or in a central hallway and in the second floor<A side affect is enemy will move and concentrate where the gas is not, putting them in a likely place, much like a landmine, it will channel them>


Assault Team infiltrates to within staging point


Rocket fires at entry point where you want to breach


Rocket is signal for Assault team to go through the breach. From this point it is BALLS TO THE WALL!!!!


They make entry clearing room 1 in an couple of seconds


Move to hall clear, move to door 1, one team covers while other team makes entry and so it continues.


As states team captures Package while other team covers and Package team now leaves.


Remember, the mission is the package and not to kill all the bad guys. Once you have the package secure you can torch the building and save ammo.


Things to consider:


If the assault team is observed you should have a predetermined point of no return. If they are too far or come under to heavy fire then support weapons are used to button up the enemy as they withdraw. If they are close then the mission goes as planned, they just start their run from further out counting on the support fire of their teammates to keep the enemy buttoned up while they make entry.


SOPs should be known and it is assumed they would have them if they were working together for a time.


Signals should be there to signal a withdraw, and avenues of retreat should also be preplanned so the assault teams do not get blasted by their own support teams either when they have to withdraw, or when they return with their package.


As for the upstairs. DICEY!!!! I hate stairs!


FAST!! A diversion be it a frag, in a wooden building like that, not recmended, a CS, it takes time for it to go and you will get primary exposure, machinegun fire to cover but the package is endangered as would be the team unless you have a means of them shifting fire.


So, move into position, and one team covers while the other advances slowly until the last section at which time they cover and the other team moves. Then, at the last landing, one team covers while the other again makes a mad dash. This is a bad situation mind you as it is a narrow channeled route and a kill zone.


One of the major things I think is critical, to reduce the number of bad guys via sniper fire and .50 fire. And even 203 fire. Spot the locations, firing points, special weapons, and troop concentrations and of course the package. Those are all pieces to the puzzle, so find as many of them as you can which help the situation.


Another method, make it un teniable in the 2nd floor with fire from the automatic weapons so they withdraw from that storey. The support weapons aiming high unless they can clearing engage the enemy, the sniper taking out point targets.


Then when the assault goes down, it is done like usual, the CS goes into areas you want to deny the enemy. Then the team goes in with a Rocket or Frag into the breachpoint.


And it is to be expected that a good number will beat feet out the backdoor when the front get blown to pieces.


And of course you can then do the following:


"Hey... hey you in there!"


"You are surrounded. You can't get out. So, here's the deal. Send out "the package" and we'll let you go. Thats all we want. Otherwise, well, use your imagination."


In the Twilight World, it may work. And yes, that was inspired by Kellys Heroes.


One thing to keep in mind, assets and objectives will change. It is a fluid enviroment where dynamic action is required. <damn thats alot of $5 word> but it is true. So one must be flexible as to what one does.


Also, what is the overriding issue? Mission, conservation of resources, time? And then the commanders intent? Some could give the mission as, "don't destroy the building" although if the PACKAGE is there you could keep the building intact but the package would be destroyed, and the mission is a failure. And then we could succeed in capturing the package and destroy the whole house.


An example,


Set the second floor on fire, wait for the enemy to bail out, engage them as they do. And the assault team goes in the front door. They have to deal with a building in flames but the enemy will most likely vacate the building, or its numbers would be greatly reduced.


Again it all depends on the situation. Would the villagers be happy you torched the building which can spread to neighboring buildings and possibly torch the whole town?





So, the CS goes in, and you wait.

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kcdusk 09-06-2008, 10:06 PM EXCELLENT post chico!


Good reading in the replies also.


When does the next tactical question go up (anyone?)?

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kcdusk 09-07-2008, 12:50 AM 1) That "cubby hole" in the building, on the upper floor, worries me.


2) i like the idea of mouse-holeing into the building, it would be a bit unexpected.


3) if this scenario is t2k, a SWAT team wouldnt be on call, so make do with who you have.

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Brother in Arms 09-07-2008, 07:30 AM Given the List of manpower and equipment you should be able to root out 10-12 Marauders. Lets look at what is available closely.


6-10 PC's

2-4 NPC

Thats 8-14 people depending on the situation.


Heavy weapons:

1-.50 cal Machine gun

3-RPG rockets (probably HEAT)


Medium weapons:

1-.30 cal Machine gun

1-M203 grenade launcher (probably HE)

1-.30 cal Sniper rifle/DMR

12-Frag grenades


Light weapons:

8-14 Assault rifles or SMG to equip the unit


Non-lethal:

2-3 CS grenades


Other:

1-HMMWV


Looks like there are a lot of outbuildings and concealment around the school. So those are good positions to put men in to surround it. With the heavy weapons available to the unit you could just destroy the building if worse comes to worse. But I think that given the open position of the school and its brick and plaster construction the .50 cal machine gun and .30 cal machine gun can basically turn it from cover to concealment. I would set up positions around the school with the Humvee and the 50 in the front but far enough away that they can't easily hit it the 50 out ranges any weapons an Infantry unit might have (other than an Anti material rifle). Then Light them up with the .50 if they try to return fire they get shot up by the GPMG, sniper and riflemen. Or until they realize they aren't really safe inside from the 50 and decide to evacuate the position. Of course you have it covered from all sides so if they attempt to leave they get cut down while trying to find new cover. If that doesn't work and they just sit tight then use the M203 and lob HE rounds into the windows and chuck frags if you can get close enough to use them. Worst case scenario you blow it up with the RPG but lose whatever it was inside that you needed to get.


No reason to make a tactical entry or use house to house fighting....its not like the school has any value as far as infrastructure is concerned and you don't have to worry about collateral damage also there are no non-combatants in a total war.


I would think of it using tactics more like ww2 than fighting of today. Because unlike today you have no support. And unlike today who cares what you damage. And you don't have to worry about what the world community might think of your tactics you just have to get the job done.


Brother in Arms

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Mohoender 09-07-2008, 08:15 AM Brother in Arms


I might be wrong but I think they have something you really need. So nice to turn the building to rubbles but,then, Oops.


I just watched the fifth episode of "ultimate force" (depicting SAS trying to enter a sealed building to get back a very lethal virus). They were ready to act like you suggest by blowing up the entire stucture with very high power explosive (you don't have these).


So you must enter the building and you have a good reason to do it. In that case I don't know if it is a virus (actually I don't expect it to be) but if it is you might simply wiped out what is left of humanity (or a good portion of it). Anyway whatever or whoever it is it stated that you need it (intact or alive as much as possible). Can you read or listen carefully to your mission status? ;) Ammo and supply helps but it is far from enough.

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Hangfire7 09-07-2008, 12:35 PM Ah but the tac entry is required by the need for your party to gain "The Package." Thus, you need to get it from those holed up somehow. And that calls for either eliminating the enemy to a man. Like your idea as well as mine, force them out, or let them make a break for it and cut them down in the open as they dash for cover/safety from the heavy machinegun fire and grenades.


Or you whittle them down inside via well placed bursts from the machineguns, sniper fire, the odd grenade and aimed rifle fire on enemy concentrations that do not have or endanger "The Package." Once that has been accomplished, then you need to send in the team to take posession of "The Package."


The Package changes the entire dynamic of the operation.




Given the List of manpower and equipment you should be able to root out 10-12 Marauders. Lets look at what is available closely.


6-10 PC's

2-4 NPC

Thats 8-14 people depending on the situation.


Heavy weapons:

1-.50 cal Machine gun

3-RPG rockets (probably HEAT)


Medium weapons:

1-.30 cal Machine gun

1-M203 grenade launcher (probably HE)

1-.30 cal Sniper rifle/DMR

12-Frag grenades


Light weapons:

8-14 Assault rifles or SMG to equip the unit


Non-lethal:

2-3 CS grenades


Other:

1-HMMWV


Looks like there are a lot of outbuildings and concealment around the school. So those are good positions to put men in to surround it. With the heavy weapons available to the unit you could just destroy the building if worse comes to worse. But I think that given the open position of the school and its brick and plaster construction the .50 cal machine gun and .30 cal machine gun can basically turn it from cover to concealment. I would set up positions around the school with the Humvee and the 50 in the front but far enough away that they can't easily hit it the 50 out ranges any weapons an Infantry unit might have (other than an Anti material rifle). Then Light them up with the .50 if they try to return fire they get shot up by the GPMG, sniper and riflemen. Or until they realize they aren't really safe inside from the 50 and decide to evacuate the position. Of course you have it covered from all sides so if they attempt to leave they get cut down while trying to find new cover. If that doesn't work and they just sit tight then use the M203 and lob HE rounds into the windows and chuck frags if you can get close enough to use them. Worst case scenario you blow it up with the RPG but lose whatever it was inside that you needed to get.


No reason to make a tactical entry or use house to house fighting....its not like the school has any value as far as infrastructure is concerned and you don't have to worry about collateral damage also there are no non-combatants in a total war.


I would think of it using tactics more like ww2 than fighting of today. Because unlike today you have no support. And unlike today who cares what you damage. And you don't have to worry about what the world community might think of your tactics you just have to get the job done.


Brother in Arms

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chico20854 09-24-2008, 05:55 PM There's a new tactical problem up in Kato's forum!

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kato13
09-10-2008, 05:16 AM
chico20854 09-04-2008, 08:49 AM I've been looking at some of the pictures coming out of the war in Georgia, and it brings to mind the following thought: modern combat (especially in Twilight:2000, after years of war) is messy!


Take a look at the following pictures of a damaged school. Then answer the hypothetical question: how would you (with a typical group of PC's) root out a group of say 10-12 marauders/deserters from such a place? (And to keep it easy, assume that the surrounding buildings are not occupied by either non-combatants or marauders.)


Let the ideas flow!


Edited to add: They have something/someone inside that the PC group needs to retrieve, so it needs to remain standing long enough for the snatch team to get in and out...

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copeab 09-04-2008, 09:37 AM Edited to add: They have something/someone inside that the PC group needs to retrieve, so it needs to remain standing long enough for the snatch team to get in and out...


Well, that rules out recon by grenade ...


This may be a case where a SWAT team would be better than an infantry squad.


Brandon

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bigehauser 09-04-2008, 09:55 AM First off, move to contact just far enough to have some leg room to break contact, but close enough to observe what they are doing before clearing out that bad boy.

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TiggerCCW UK 09-04-2008, 09:59 AM How big a squad have we, what weaponry? Do we know how well armed/equipped the enemy are?


I'm with Brandon on this one, thinking SWAT type tactics may be the best - CS gas assuming the enemy aren't known to have gas masks, then a dynamic entry using flash bangs etc. Obviously that is in a best case scenario, with our squad having all the right gear.


Another option, time permitting, might be to starve them out, but that very much depends on the situation.

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Targan 09-04-2008, 10:02 AM The first two thoughts that come to mind are gassing them out or the equivalent, or psy-ops (scaring them out or frightening them into surrender). Direct assault would have to be the hardest option with which to prevent the enemy from killing a needed hostage or destroying a required item.

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chico20854 09-04-2008, 10:21 AM How big a squad have we, what weaponry? Do we know how well armed/equipped the enemy are?


I'm with Brandon on this one, thinking SWAT type tactics may be the best - CS gas assuming the enemy aren't known to have gas masks, then a dynamic entry using flash bangs etc. Obviously that is in a best case scenario, with our squad having all the right gear.


Another option, time permitting, might be to starve them out, but that very much depends on the situation.


Ok, you have 6-10 PCs and 2-4 NPCs, locals who are helping you out/have hired you to get the marauders out of their town. (this may end up being a multi=part exercise... this is task #1!)


You have no armored vehicles, but a HMMWV with a .50 cal. You have 1 M-203, 1 light/medium MG (MAG, M-60, PKM-class), 1 RPG w/3 rockets or 3 LAWs/AT-4s. Everyone has a SMG or assault rifle of some kind, and you have 1 sniper/marksmans rifle (M-21, SVD type, not some $5000 Lapua...) Ammo isn't plentiful, the NPCs have no NBC gear, only 2-3 CS grenades and a dozen frags.

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FightingFlamingo 09-04-2008, 10:38 AM I've removed my comment to encourage alternative answers to the tactical question of the day and will repost the same text at a later time...

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FightingFlamingo 09-04-2008, 10:41 AM any reference I made to flash/bangs or concussion grenades may now be replaced with Frag Grenades...

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pmulcahy 09-04-2008, 11:50 AM I guess BZ gas is out, considering what happened at the theater in Moscow...


I think Flamingo has it pretty well covered.

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copeab 09-04-2008, 01:12 PM You have no armored vehicles, but a HMMWV with a .50 cal. You have 1 M-203, 1 light/medium MG (MAG, M-60, PKM-class), 1 RPG w/3 rockets or 3 LAWs/AT-4s. Everyone has a SMG or assault rifle of some kind, and you have 1 sniper/marksmans rifle (M-21, SVD type, not some $5000 Lapua...) Ammo isn't plentiful, the NPCs have no NBC gear, only 2-3 CS grenades and a dozen frags.


Unfortunately, most of these weapons are useless to the task at hand and some are as dangerous to the attackers as defenders.


The HMG. MMG and rockets are simply too dangerous to use while friendlies or The Package is inside. Same with the frag grenades.


The M203 is only useful if you have come type of chemical round for it (TG, smoke, etc). Even then, it and the CD grenades are as likely to incapacitate the attackers as defenders (I assume no NBC gear means no gas masks -- do the PCs have gas masks?).


So, in the end, the only usable weapons you actually have are the assault rifles, SMGs and sniper rifle.


Brandon

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chico20854 09-04-2008, 01:38 PM Unfortunately, most of these weapons are useless to the task at hand and some are as dangerous to the attackers as defenders.


The HMG. MMG and rockets are simply too dangerous to use while friendlies or The Package is inside. Same with the frag grenades.


The M203 is only useful if you have come type of chemical round for it (TG, smoke, etc). Even then, it and the CD grenades are as likely to incapacitate the attackers as defenders (I assume no NBC gear means no gas masks -- do the PCs have gas masks?).


So, in the end, the only usable weapons you actually have are the assault rifles, SMGs and sniper rifle.


Brandon


Yet this situation and equipment outfit aren't too far off (or easier than) what occurs somewhat regularly in many campaigns (or at least should be). This is a damaged school - imagine how much more difficult the Black Baron's fortress, the Warta in Krakow or assorted power plants, beached ships and the like would be to handle.


The PCs have gas masks, the NPCs do not.

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Jason Weiser 09-04-2008, 05:25 PM Ok, assuming we have some C-4 and the means to tamp it...we mousehole from two ends of the building...one's a diversion, and gets set off 10 seconds from the main event.


After that...we chuck some CS and Frag in there and then clear the initial entry, and then the ugly begins...fireteams clear the place...room by room, with the HMMWVs .50 cals making sure none of the baddies run for it.


It's how I'd do it...yeah...not very elegant...and I am not as experienced as FF or Law...but I hope it meets with their approval. If not, then I shall sit down and learn something!

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Raellus 09-04-2008, 06:36 PM It depends on whether the package is human or not. If not, I wouldn't be quite so careful with my application of firepower. If so, the problem becomes much trickier.


If you could get that .50 cal to within 50-100m, its rounds could probably penetrate those walls.


I hope I don't embarass myself here, but this is what I'd do.


With the HUMVEE (driver and gunner) following in support, half of the party and the NPCs approach on foot from the front of the school building, using standard fire and manouver tactics, attempting to draw enemy fire. Once targets are IDed, the .50 cal is used to take them out. The exterior walls of the building aren't going to protect them.


Meanwhile, the other half of the team (those with the most skill in CQB) swings stealthily around to the back of the building. Once the .50 opens up, the assault team uses an RPG or LAW to blast a hole in the wall (if C4 isn't available). They then enter and begin to clear the building with small arms, using frags only when they encounter stiff opposition.


-Rank Amateur

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TiggerCCW UK 09-05-2008, 01:44 AM Personally. I'd opt for securing a perimeter around the building, using the marksman and the .50 to cover the most likely exit routes, then gas and smoke the building and move in and do a room clearance. Preferably do a dynamic entry blasting a hole with an RPG/LAW or C4, but if we're unable to identify the exact location of the enemy I'd go with a slower entry until we located them.


Either way its a nasty situation to be in without the right resources, and I reckon casualties would be taken by our side, with no guarantee of securing the package intact.

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FightingFlamingo 09-05-2008, 07:16 AM my originally posted solution


1) Establish GPMG position (2-3 men) which can provide grazing fire across the egress point (i.e. the door), also the GPMG team should be able to suppress the upper floors, and all windows sans the building entry point.

2)Entry/Clearance team (4-5 men preferably 5, including squad leader) approach building from the left of the GPMG position, which is suppressing the building on approach. The entry point will be the lower left window in the photo.

3) As they reach the Entry/Clearance reaches the left corner of the building. They will don their protective masks. They will then employ Smoke or CS Gas (Gas is preferred), through all windows in the upper floor, and all but the entry floor sans the entry point, which will be prepped with a concussion grenade or a flash/bang (CS or Smoke should be employed via 40mm if available).

4) Entry team uses human ladder method to enter entry point (the ground floor, left most window in the image) immediately following flashbang. Thrower of flash/bang provides security after throwing grenade through window and covers corner side of building with low observable angle from the GPMG position, so the GPMG which now should be shifting from suppressive fires on the windows, too grazing fire across the egress.

5) 3-4 members of the Entry/clearance team enter the building with extreme violence of action clearing the ground floor first. Any armed individuals will be engaged until killed.

6) Once the ground floor has been cleared, the SL, which entered the building through the window, will through some visual signaling device pre determined out of a window to alert the GPMG team that the ground floor had been cleared (i.e. coloured smoke).

7) Second flash/bang or concussion grenade is thrown up the stairwell, and the clearance team will go up the stairs maintaining violence of action as previously described sans on team member whom will remain at the base of the stairwell as a security element.

9) Once the upper floor has been cleared the team will determine if the TARGET has been incapacitated/injured as a result of action. A second visual signal will be given to the GPMG team which now will move to the egress point to provide security at the egress, now entrance point (door way).

10) Once the Target has been identified, and any aid if required has been rendered, the team will rapidly egress to a predetermined rally point away from the target building. Leaving a satchel charge on egress with a 2-minute time fuse comprising sufficient explosive material to collapse the remainder of the building.


That’s a rough out of how I'd take on this problem, given Chico’s constraints that the building must be entered.

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copeab 09-05-2008, 09:41 AM There isn't sufficient information for me to form a plan.


(1) What kind of cover is there around the school? Trees? Fences/walls? Other buildings?


(2) What does the other side of the building look like? What about the end opposite the caved-in end? For all we know, there are outdoor stairs on the back side, so if the package is in the second floor, it will be removed from the building once a raid starts.


#1 should be obvious to the PCs. #2 would take a little bit of scouting.


Brandon

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FightingFlamingo 09-05-2008, 11:58 AM the problem really is in a tactical environment you are often operating in the absense of clear, or complete information, or the time to perform adequate recon. Some times, time may only allow for a map recon to the objective area, orp, or target. The mission still needs to be accomplished, in all likely hood rapidly (whinning about lack of or inappropriate resouces is generally frowned upon), so it falls on the small unit leader to make it happen. This stresses the importance of maintaining SOP's at the lowest level (fire teams) regarding how to perform battle drills (i.e. react to contact, break contact, clear a building, dismount APC on contact, conduct ambush, etc.).

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copeab 09-05-2008, 01:27 PM the problem really is in a tactical environment you are often operating in the absense of clear, or complete information, or the time to perform adequate recon.



Except that doesn't apply in this case.


The GM is denying information to the players that would clearly be visible to the PCs. That's BS and it has nothing to do with reality.


Brandon

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rcaf_777 09-05-2008, 07:37 PM assume that the surrounding buildings are not occupied by either non-combatants or marauders.)


Going by this I would try and Use the Humvee to gain access to the upper floors with half of the squad while the other half of the squad act as a frontal assault is taking place.


I would leave a back enterance unguard as a way out, the attacks are more likly to flee is belive that they are surrounded and there is a way out. Why do you think the Russian fought so hard a Stalingrad?

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Twilight2000V3 09-05-2008, 09:19 PM My 2 cents:


1) Syphon alcohol out of the hummer.

2) Grab a half dozen empty beer bottles.

3) "Manufacture" a few molotovs.

4) Ignite the building on fire.

5) Shoot them as they come out.

6) Repeat as necessary.


Hey didn't this tactic work for the ATF/FBI in a little town in Texas sometime ago?

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Hangfire7 09-05-2008, 09:24 PM I've been looking at some of the pictures coming out of the war in Georgia, and it brings to mind the following thought: modern combat (especially in Twilight:2000, after years of war) is messy!


Take a look at the following pictures of a damaged school. Then answer the hypothetical question: how would you (with a typical group of PC's) root out a group of say 10-12 marauders/deserters from such a place? (And to keep it easy, assume that the surrounding buildings are not occupied by either non-combatants or marauders.)


Let the ideas flow!


Edited to add: They have something/someone inside that the PC group needs to retrieve, so it needs to remain standing long enough for the snatch team to get in and out...


That kind of looks like the house I envisioned in my Fighting Over Ruins PBM.


In that scenario the PCs had to assault, capture, fortify and defend the building that was on a slight hill, but was the highest point in the area and used as an observation post for the rest of the command. It didn't help that the P's had to deal with a old school prussian commander of the area who demanded each man hold ultil the last.


Paul, you remember that campaign? I even made the PCs choose which path to take. They chose poorly.


:firedevil

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