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Kobold Small-unit tactics
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<blockquote data-quote="haakon1" data-source="post: 3210959" data-attributes="member: 25619"><p><strong>If they run, they are VC. If they do not run, they are well-disciplined VC.</strong></p><p></p><p>Kobolds should fight like VC (Viet Cong), sneaky and expert guerrilla fighters.</p><p></p><p>Traps: Classic VC traps are:</p><p>- Punji stakes (small pit with spikes, often infectious) designed to wound feet. Caltrops do this in D&D terms.</p><p>- Deadfall traps -- spiked log that swings around, etc.</p><p>- Mines and IED's, especially grenade without a pin, in an American c-ration can with a trip wire. I think you could use alchemists fire on a string for this.</p><p></p><p>VC tactics:</p><p>- Don't show yourself or attack until the enemy is overcommitted/too deep in the dungeon.</p><p>- Hide a lot.</p><p>- Attack from secret locations, like spider holes (camouflaged pits that you pop up from), camouflaged bunkers, and of course narrow dirt tunnels that are for only Small characters, have lots of blind turns, and are full of traps including the old snake you can let out of a cage.</p><p>- Hit and run attacks. Ambushes. Snipers. Concentrate all fire on one opponent. Kill someone, then leave.</p><p>- Mortar attacks at night to keep the enemy from being rested. Simulate this by hit and run attacks at night on the PC's position. The idea is just to keep the PC's from getting enough sleep -- especially effective on spellcasters.</p><p>- Major attacks should be at night, since kobolds have darkvision. Charlie owns the night.</p><p>- "Grab the enemy by the belt". Against an enemy with air support/artillery support/superior area effect magic, you need to get really close, so that area effect attacks either are called off, or hurt the enemy too. Kobolds should get in close. Grappling is good -- multiple kobold grapplers after the arcane spellcaster, for instance.</p><p></p><p></p><p>Of course, if you do all this, your PC's should be afraid, very afraid. Bwahahahaha!</p><p></p><p>RECON Mission Director/D&D Dungeon Master</p></blockquote><p></p>
[QUOTE="haakon1, post: 3210959, member: 25619"] [b]If they run, they are VC. If they do not run, they are well-disciplined VC.[/b] Kobolds should fight like VC (Viet Cong), sneaky and expert guerrilla fighters. Traps: Classic VC traps are: - Punji stakes (small pit with spikes, often infectious) designed to wound feet. Caltrops do this in D&D terms. - Deadfall traps -- spiked log that swings around, etc. - Mines and IED's, especially grenade without a pin, in an American c-ration can with a trip wire. I think you could use alchemists fire on a string for this. VC tactics: - Don't show yourself or attack until the enemy is overcommitted/too deep in the dungeon. - Hide a lot. - Attack from secret locations, like spider holes (camouflaged pits that you pop up from), camouflaged bunkers, and of course narrow dirt tunnels that are for only Small characters, have lots of blind turns, and are full of traps including the old snake you can let out of a cage. - Hit and run attacks. Ambushes. Snipers. Concentrate all fire on one opponent. Kill someone, then leave. - Mortar attacks at night to keep the enemy from being rested. Simulate this by hit and run attacks at night on the PC's position. The idea is just to keep the PC's from getting enough sleep -- especially effective on spellcasters. - Major attacks should be at night, since kobolds have darkvision. Charlie owns the night. - "Grab the enemy by the belt". Against an enemy with air support/artillery support/superior area effect magic, you need to get really close, so that area effect attacks either are called off, or hurt the enemy too. Kobolds should get in close. Grappling is good -- multiple kobold grapplers after the arcane spellcaster, for instance. Of course, if you do all this, your PC's should be afraid, very afraid. Bwahahahaha! RECON Mission Director/D&D Dungeon Master [/QUOTE]
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