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How could Kobolds defend their lair? Part 3 of game session posted.
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<blockquote data-quote="cptg1481" data-source="post: 1213179" data-attributes="member: 5360"><p><strong>Here's My advice</strong></p><p></p><p>A technique we learned in the “Q” course was called the “Collapsible Defense”. It is a technique we teach to guerilla forces or G’s to use against their better armed, staffed and equipped opponents in an insurgency. </p><p></p><p>The basic concept it to set up layers of long range ambush type engagements (usually during the day (due to technology limitations) covering any mined and trapped areas with special care since it makes the enemy bunch up as they figure out what to do. The engagement should last just long enough for your enemies to receive fire briefly perhaps loose some men to mines and traps, wounding a few soldiers at worst or even cost them some resources as they; set up and deploy their troops, prepare any counter attacks, use artillery etc. The engagement must be big enough to make them think that this is the big one and that they will need additional troops and assets to address the situation. The attackers have to commit assets and expend ammunition etc., to work their way through the kill zones. The goal is to that by the time they work their way through one zone but before they can regroup they hit the next, loosing a few troops maybe even a key leader or two before the ambushers or G’s withdraw to a position just behind the next group who will do the same thing in succession until the attackers are either too tired physically after a lot of constant maneuvering, run low on supplies and ammunition, take too many casualties or some other reason that they have to stop and regroup. If they do reach their final objective their forces and supplies will be reduced and the G’s either have time to more the objective to a different location or engage the attackers on more favorable terms. The best possible outcome is that the attacking force will have to stop and regroup in a hasty defensive position and the G’s can attack sometime in the night while the attackers are most vulnerable, because like I said above they are tired, wounded and low on ammo and supplies. </p><p></p><p>Now, however, since you are thinking this is cool if only I had guns mortars and artillery this would totally work. I have the D&D translation for ya. The same principles apply set up long range ambushes with the kobolds (say like 30) using well worked out kill zones with a concentrated heavy volume of ranged missile (crossbows, short bows or something with poison if you feel nasty) fire (if supported by a sorcerer with a wand say) and other area effect spells say, fire ball, or something for artillery on the party as well. It has to be enough of a problem to make them want to close the distance to limit their exposure to the heavy fire. Concentrate fire on say one or two characters to make them react against the force in some way. The half-orc should have to charge through the kill zone for a couple of rounds at least taking some good damage since reducing his HP before the final battle is key. The cleric should get the area spells as counter artillery is always the first priority of artillery. There should be plenty of traps in the area between the kobolds and the attackers and this will catch them every time because after the first one which they will mostly fall for they will have to either more slow and check for traps as they close the distance between them and the kobolds resulting longer times in the kill zone or run through the traps to get out of the kill zone resulting in more traps sprung and the same effect!!!! They take massive damage. Just remember to not give them time to rest between encounters. Make them follow the retreating kobolds by continuing to fire on them with stragglers until they commit to the next engagement. Once they are in the middle of the next kill zone they could retreat back a little but the force could counter attack right away limiting their down time. Then retreat etc. If they retreat from the whole complex the next time the engagements could be in different places but the pattern is always the same. </p><p></p><p>Engage force at max range……</p><p>Fire at them as they cross the kill zone filled with traps of all types……</p><p>Withdraw systematically as they close but never stop actually firing until you are sure they are pursuing your force (this is very key) of kobolds…..</p><p></p><p>Repeat until they have to retreat or rest for spell replenishment etc. </p><p></p><p>If they camp follow them there and harass them all night so they can’t get new spells, heal etc. </p><p></p><p>They should learn that a well organized (LE right) force of low level baddies supported by a few mid level spell casters are not to be trivialized…….</p><p></p><p></p><p></p><p>BUHAHAHAHA</p></blockquote><p></p>
[QUOTE="cptg1481, post: 1213179, member: 5360"] [b]Here's My advice[/b] A technique we learned in the “Q” course was called the “Collapsible Defense”. It is a technique we teach to guerilla forces or G’s to use against their better armed, staffed and equipped opponents in an insurgency. The basic concept it to set up layers of long range ambush type engagements (usually during the day (due to technology limitations) covering any mined and trapped areas with special care since it makes the enemy bunch up as they figure out what to do. The engagement should last just long enough for your enemies to receive fire briefly perhaps loose some men to mines and traps, wounding a few soldiers at worst or even cost them some resources as they; set up and deploy their troops, prepare any counter attacks, use artillery etc. The engagement must be big enough to make them think that this is the big one and that they will need additional troops and assets to address the situation. The attackers have to commit assets and expend ammunition etc., to work their way through the kill zones. The goal is to that by the time they work their way through one zone but before they can regroup they hit the next, loosing a few troops maybe even a key leader or two before the ambushers or G’s withdraw to a position just behind the next group who will do the same thing in succession until the attackers are either too tired physically after a lot of constant maneuvering, run low on supplies and ammunition, take too many casualties or some other reason that they have to stop and regroup. If they do reach their final objective their forces and supplies will be reduced and the G’s either have time to more the objective to a different location or engage the attackers on more favorable terms. The best possible outcome is that the attacking force will have to stop and regroup in a hasty defensive position and the G’s can attack sometime in the night while the attackers are most vulnerable, because like I said above they are tired, wounded and low on ammo and supplies. Now, however, since you are thinking this is cool if only I had guns mortars and artillery this would totally work. I have the D&D translation for ya. The same principles apply set up long range ambushes with the kobolds (say like 30) using well worked out kill zones with a concentrated heavy volume of ranged missile (crossbows, short bows or something with poison if you feel nasty) fire (if supported by a sorcerer with a wand say) and other area effect spells say, fire ball, or something for artillery on the party as well. It has to be enough of a problem to make them want to close the distance to limit their exposure to the heavy fire. Concentrate fire on say one or two characters to make them react against the force in some way. The half-orc should have to charge through the kill zone for a couple of rounds at least taking some good damage since reducing his HP before the final battle is key. The cleric should get the area spells as counter artillery is always the first priority of artillery. There should be plenty of traps in the area between the kobolds and the attackers and this will catch them every time because after the first one which they will mostly fall for they will have to either more slow and check for traps as they close the distance between them and the kobolds resulting longer times in the kill zone or run through the traps to get out of the kill zone resulting in more traps sprung and the same effect!!!! They take massive damage. Just remember to not give them time to rest between encounters. Make them follow the retreating kobolds by continuing to fire on them with stragglers until they commit to the next engagement. Once they are in the middle of the next kill zone they could retreat back a little but the force could counter attack right away limiting their down time. Then retreat etc. If they retreat from the whole complex the next time the engagements could be in different places but the pattern is always the same. Engage force at max range…… Fire at them as they cross the kill zone filled with traps of all types…… Withdraw systematically as they close but never stop actually firing until you are sure they are pursuing your force (this is very key) of kobolds….. Repeat until they have to retreat or rest for spell replenishment etc. If they camp follow them there and harass them all night so they can’t get new spells, heal etc. They should learn that a well organized (LE right) force of low level baddies supported by a few mid level spell casters are not to be trivialized……. BUHAHAHAHA [/QUOTE]
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