Here’s the next installment of Roy’s RPG Tactics! As promised, this session will cover some basic small unit tactics. It’s mostly common sense, but often the ideas presented are overlooked. The examples used are meant to get one’s creative juices flowing for designing an encounter, and hopefully they will do just that.
When you’re attacking or defending with more than one person/unit in a game, you would do well to read the writings of past great generals. Erwin Rommel and Sun Tzu spring readily to mind for ideas as well as mindset. Playing games such as the Total War series of games will give you even more ideas on how to handle larger engagements, if you plan to win.
One of the biggest points these things will teach you is that your surroundings are your best weapon. Hiding in the woods and firing your weapons at the enemy is far favorable to jumping out onto the road for an epic hand to hand fight. If the enemy can’t see you and you keep moving from place to place, they may think you have far more resources than you really do. When this happens, they’re more likely to quit the fight and retreat or surrender.
If you don’t wish to fight your enemies directly, run them into unfavorable conditions, or wait for them to encounter them on their own. Run them into the desert, or force them into a narrow passage of some kind. If the enemy is constricted, they have fewer choices in how to fight back or retreat. Consult the rules for your favored game, and see what they have to say about rough or cluttered terrain. Use those rules to your advantage.
Terrain can be the big factor in determining the winner of a tactical battle; bottlenecking corridors, wide rolling grass fields, and heavy growth forests all dictate the movements of the combatants differently. It’s harder to use long ranged combat (say, a crossbow) from the rear of a melee in a narrow dungeon hallway than on the open field of battle. Aimed magic could be impossible to use in such a tight space without hitting your fellows, while having a pike could mean you have no way to defend yourself if the enemy gets past the point of your weapon.
Fighting in and around a graveyard or similar place would be a nightmare for an organized force; the enemy can crouch behind headstones for cover, or hide an entire unit behind a temple or mausoleum. The ground is frequently uneven in the stereotypical graveyard, which can lead to injuries and losses for fast moving combatants. Low hanging trees or funerary decorations can block effective missile fire and prove to be an obstruction to ground movement. The same basic ideas could be applied to mecha combat in an urban or suburban setting. The varying amounts of cover make such settings ideal for hit and run and long ranged attacks.
That pretty much covers it for this session. I hope this series has been of use to those of you out there who take the time to read this blog. I’m not sure what I’ll be pontificating about next time, but it should be interesting. Tell a friend, and come back often!
Friday, July 18, 2008
Wednesday, July 16, 2008
I Am Alone, They Are Many
Well, it’s time for another installment of the RPG Tactics blog. It occurred to me this evening that I’ve not mentioned much in the way of tactics, and I think it’s time to remedy that. Over the course of a couple posts, I hope to share some ideas on ground combat. This time around, we’ll be discussing ways of attacking and defending in as many situations as possible.
Let’s start with a solo act: one unit on a board. Let’s assume they’re capable of both long ranged and melee combat, and have some form of protection. The first thing they’ll want to do is protect their flanks and rear, while assuring themselves maneuverability. Often this means getting above the opponent(s), either on a manmade or natural structure. From here, they can see the majority if not all of the opposition while still effectively attacking (or supporting other combatants).
If you can’t get the high ground, put your back or weakest side to some object that can ensure you won’t be attacked from behind without some notice - trees, a rock, a wall, anything can increase your odds of winning. If it can block your view of the enemies to your sides or rear, then it obviously blocks their views of you. This is both an advantage and disadvantage. Be ready to abandon that cover when necessary, whether for attack or retreat, and don’t be afraid to use the tools you have. If you’ve got access to magic or some other form of destructive force that’s useable at a distance, deploy it from that defensible position.
Conversely, if you’re on the attack, keep your enemies bottled into a tight spot. Ambushing them from the top of a narrow canyon or while they’re on a narrow mountain road will keep them right where you want them while you work your magic or ready your big weapons. Hit and run tactics combine with this style of attack very well. Conserve your resources in ambushes, and you can draw out the enemy and take them down piecemeal.
If you’re attacking only another combatant and are not bound by rules of honor, fight dirty. Throw dirt in their face, kick them in the sensitive parts, and be willing to use the terrain around you. Try tripping them and stabbing or shooting them where they lay. If someone’s wearing heavy armor or driving a land vehicle, run them into thick mud or water. If they’re lightly armed and armored, knock them into a ditch and force them to fight their way out. Most game systems have rules for holding the high ground and fighting dirty - use them! If your enemy suddenly throws mud in your eyes in desperation, it makes the situation (and thus the game) much more believable.
Something else that a solitary combatant can do is to use unique weapons. Whether swords, firearms, magic or missiles, things removed from the status quo will put your opponents off their game. Say the enemy mech before you is used for hand to hand combat; when you suddenly fire on them with a shoulder-fired beam weapon, they’ll reconsider the attack!
While it has been brief, I hope that this has sparked some ideas in the GM-folk and players alike. Next session, I’ll be discussing small unit tactics, and briefly touching on large scale tactics. See you then!
Let’s start with a solo act: one unit on a board. Let’s assume they’re capable of both long ranged and melee combat, and have some form of protection. The first thing they’ll want to do is protect their flanks and rear, while assuring themselves maneuverability. Often this means getting above the opponent(s), either on a manmade or natural structure. From here, they can see the majority if not all of the opposition while still effectively attacking (or supporting other combatants).
If you can’t get the high ground, put your back or weakest side to some object that can ensure you won’t be attacked from behind without some notice - trees, a rock, a wall, anything can increase your odds of winning. If it can block your view of the enemies to your sides or rear, then it obviously blocks their views of you. This is both an advantage and disadvantage. Be ready to abandon that cover when necessary, whether for attack or retreat, and don’t be afraid to use the tools you have. If you’ve got access to magic or some other form of destructive force that’s useable at a distance, deploy it from that defensible position.
Conversely, if you’re on the attack, keep your enemies bottled into a tight spot. Ambushing them from the top of a narrow canyon or while they’re on a narrow mountain road will keep them right where you want them while you work your magic or ready your big weapons. Hit and run tactics combine with this style of attack very well. Conserve your resources in ambushes, and you can draw out the enemy and take them down piecemeal.
If you’re attacking only another combatant and are not bound by rules of honor, fight dirty. Throw dirt in their face, kick them in the sensitive parts, and be willing to use the terrain around you. Try tripping them and stabbing or shooting them where they lay. If someone’s wearing heavy armor or driving a land vehicle, run them into thick mud or water. If they’re lightly armed and armored, knock them into a ditch and force them to fight their way out. Most game systems have rules for holding the high ground and fighting dirty - use them! If your enemy suddenly throws mud in your eyes in desperation, it makes the situation (and thus the game) much more believable.
Something else that a solitary combatant can do is to use unique weapons. Whether swords, firearms, magic or missiles, things removed from the status quo will put your opponents off their game. Say the enemy mech before you is used for hand to hand combat; when you suddenly fire on them with a shoulder-fired beam weapon, they’ll reconsider the attack!
While it has been brief, I hope that this has sparked some ideas in the GM-folk and players alike. Next session, I’ll be discussing small unit tactics, and briefly touching on large scale tactics. See you then!
Labels:
game creation,
game master hints,
games,
Tactics
Monday, July 14, 2008
Okay, Wizards... I Give Up!
Seriously, Wizards of the Coast; I surrender. You have once again milked the cash cow that is geek fandom, and I hate you all the more for it.
I had a lot of fun with revised AD&D when I was a young teenager; I didn't have many friends who weren't on the internet, and those that I did have all played Dungeons and Dragons. My older brother got me an AD&D rulebook for Christmas, and helped me learn a game that I'd only played one other time before. My friend across town introduced me to a group of dedicated nerds, geeks, and weirdos who played the TSR games religiously.
That group rejoiced when Wizards of the Coast bought out TSR, and nearly sang for joy when an easier to play, more accessible (and only relatively more expensive) update to the classic game was released. We were all happy, because we thought that D&D 3E might give us something the game sorely needed - a dearth of new players.
We were right, as kids and parents alike began to play. The adventure modules were a bit lackluster, but pre-published adventures usually are. The open license format of third edition meant that more and more publishers could jump on the game. Some products were absolutely amazing! I couldn't begin to express my joy as Dragonlance came out, and in a great time setting to boot!
Then came the 'updated' system, D&D 3.5 Edition. I balked, and asked "why do they need to do this so soon?" When I purchased the handbook, I realized it was almost exactly the same, down to the artwork. True, it had a more advanced tactics section for miniatures, and included some needed changes for a couple of the core classes, but still... why?
When my fiancee and I got our hands on a preview copy of Fourth Edition, we nearly vomited with anger; the rules have changed, the classes have changed, and most importantly, the feel has changed. Now miniatures are a requirement to get the full benefit of the rules! What the hell was going on here?
Having talked to several hardcore gamers, as well as shop owners and would-be buyers of the game, we made our decision: we will never purchase Dungeons and Dragons Fourth Edition. There will be no browsing of the half-price bookstores, nor any downloading of the reduced price .pdf files that are available for purchase. The only miniatures we buy are for my benefit as both a hobby painter and sometimes tactician wannabe. They are not just so we can play a rip-off pretender that is a thinly veiled computer game adapted for table-top play!
We spurn you, Wizards. I know that five people won't matter much to you, but mark my words: You have ruined any and all desire we had to purchase your products; anything you touch from now on, we shall boycott.
I had a lot of fun with revised AD&D when I was a young teenager; I didn't have many friends who weren't on the internet, and those that I did have all played Dungeons and Dragons. My older brother got me an AD&D rulebook for Christmas, and helped me learn a game that I'd only played one other time before. My friend across town introduced me to a group of dedicated nerds, geeks, and weirdos who played the TSR games religiously.
That group rejoiced when Wizards of the Coast bought out TSR, and nearly sang for joy when an easier to play, more accessible (and only relatively more expensive) update to the classic game was released. We were all happy, because we thought that D&D 3E might give us something the game sorely needed - a dearth of new players.
We were right, as kids and parents alike began to play. The adventure modules were a bit lackluster, but pre-published adventures usually are. The open license format of third edition meant that more and more publishers could jump on the game. Some products were absolutely amazing! I couldn't begin to express my joy as Dragonlance came out, and in a great time setting to boot!
Then came the 'updated' system, D&D 3.5 Edition. I balked, and asked "why do they need to do this so soon?" When I purchased the handbook, I realized it was almost exactly the same, down to the artwork. True, it had a more advanced tactics section for miniatures, and included some needed changes for a couple of the core classes, but still... why?
When my fiancee and I got our hands on a preview copy of Fourth Edition, we nearly vomited with anger; the rules have changed, the classes have changed, and most importantly, the feel has changed. Now miniatures are a requirement to get the full benefit of the rules! What the hell was going on here?
Having talked to several hardcore gamers, as well as shop owners and would-be buyers of the game, we made our decision: we will never purchase Dungeons and Dragons Fourth Edition. There will be no browsing of the half-price bookstores, nor any downloading of the reduced price .pdf files that are available for purchase. The only miniatures we buy are for my benefit as both a hobby painter and sometimes tactician wannabe. They are not just so we can play a rip-off pretender that is a thinly veiled computer game adapted for table-top play!
We spurn you, Wizards. I know that five people won't matter much to you, but mark my words: You have ruined any and all desire we had to purchase your products; anything you touch from now on, we shall boycott.
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