My group used to spend up to an hour getting a sitrep of a place they were going to invade and working out tactics to get in, kill the bad guy/rescue the prisoner/steal the McGuffin, and get out without setting off the alarms or, at worst, with minimal fights.
But their plans had a way of going to



very quickly; my players seemed to be incapable of working out that lairs of intelligent bad guys tend to be well protected against invasion by do-good heroes intent on ruining the bad guys' plans. So they tripped the alarms, fell into the traps, got spotted by the guards when walking into an area protected by unhallow - invisibility purge, etc. etc. Even when they got in without a hitch, in the process of doing whatever it was they were there to do, they caused such a ruckus that the whole lair mobilised and descended upon them.
So pre-fight tactics - actually strategy - have gone out the window. And given the amount of hours we have to game in, that's not been a bad result; we've found it's more fun to kill the bad guys than plan to avoid them. So when they find the bad guys' lair, they look at each other, one says "Frontal Assault?", and the usual answer is "Hell yeah". And things descend into the expected chaos and carnage. This is where battlefield tactics make a diffierence, and my players are pretty good at those. And now the characters have Action Points to spend, they tend to survive... just.
What I think you need to do is work out how important strategising is, both for the group's enjoyment of the game, and for whether the characters live or die (these two are not necessarily independent).
Cheers, Al'Kelhar
But their plans had a way of going to





So pre-fight tactics - actually strategy - have gone out the window. And given the amount of hours we have to game in, that's not been a bad result; we've found it's more fun to kill the bad guys than plan to avoid them. So when they find the bad guys' lair, they look at each other, one says "Frontal Assault?", and the usual answer is "Hell yeah". And things descend into the expected chaos and carnage. This is where battlefield tactics make a diffierence, and my players are pretty good at those. And now the characters have Action Points to spend, they tend to survive... just.
What I think you need to do is work out how important strategising is, both for the group's enjoyment of the game, and for whether the characters live or die (these two are not necessarily independent).
Cheers, Al'Kelhar