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Old 08-20-2018, 07:40 PM
swaghauler swaghauler is offline
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Join Date: Jan 2015
Location: PA
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You will need to "focus in" on the group the way a TV show focuses in on the actions of the lead characters. You need to focus the action on the players to keep them invested in the game. If their fight is going badly, you can have townspeople show up to help them. If it is too easy, have a messenger come running up and yell "They've broken the defenses at [insert location here]!" The players will now have to "hustle over" to that location for round TWO. Only GENERALLY describe to the players what is going on in other parts of the town. This will allow you to "modify" the initial plot [of events] based on the Character's own success. Never "paint yourself into a corner" through too detailed a narrative about events that the Characters would only have the barest details of in reality.

Start with a RECON mission or Skirmish attack on the advancing Militia group. You want the players to understand that this group should NOT be allowed within "attack range" of the town unharrassed. It will also be important to know who is where with regards to Heavy Weapons or AFVs in order to set the town's defenses up properly.

The players could also be put in charge of "improving" the town's defenses. Have the player with Engineering Skill roll to direct the townspeople to construct those defenses properly. Failure indicates either an incomplete defense OR a hidden weakness that was unprepared for (such as an open drain or hole in an exterior defense that can be exploited.

The Recon Team could "call fire" from mortars or other artillery or mine bridges on the Militia's route to buy the Construction Team time to fortify the town. Make sure the Team has an "Alamo" or RP to retreat to. An escape route would be wise as well.

Some questions must be asked and answered in order to give yourself the best planning options. Those are:

-How many Militia are attacking and How experienced are they? Experienced units will thoroughly Recon the Town and NOT launch a DIRECT attack WITHOUT artillery support and MORE THAN a two to one superiority in numbers. They may try an Infiltration Raid with a Diversion if they have a two to one advantage. Most units will break off the attack once they have lost 25% to 30% of their forces. They will regroup and a Leadership (morale) check may be needed to continue. If they withdraw, the battle will go to the players but the WAR may continue as the Militia regroups and replenishes their strength. A counter attack may be in order to destroy the Militia's unit cohesion.

-How far must they travel? More than 20km and Fatigue becomes an issue for MARCHING units. This may mean camping near the town before launching the attack. A good idea for Skirmish troops would be to attack or mortar the encampment.

-How much "Heavy Equipment" does the Militia have? This may limit the Militia's routes of advance due to terrain or bridge weight limits. These are prime areas to defend with a "Defense in Depth" or to mine/destroy to deny their use to the Militia.

Make the PLAYERS work for their victory by giving YOU DETAILED plans for the defense. Don't do all the work yourself.

Last edited by swaghauler; 08-20-2018 at 07:42 PM. Reason: spelling
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