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!

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