Jack7
First Post
The Tactical Repertoire
If you and your party regularly, or even constantly face weak or easily overcome opponents then the level of tactical combat preparation, skill, and sophistication you need to possess is small, and probably limited.
But if the opponents you face are truly dangerous, lethal, and imposing, then you, and your party, need to possess a high level of tactical capabilities, and you need to practice a high degree of combat sophistication. You cannot rely upon just luck, die rolls, and magical spells or miraculous rescues to extract you from dangerous and risky situations. You need to be prepared. Entirely prepared.
For that kind of party I am posting this thread, the Tactical Repertoire. This thread is to give suggestions and spur ideas as to how to prepare for dangerous situations, like combat, rescue, evasion and escape, infiltration and reconnaissance, “crawls,” etc.
I will give ideas over time about how to avoid dangerous situations, overcome such situations, plan for encounters, and prepare for missions. The advice will usually be general but will be easily adaptable to your particular tactical situation(s).
I’ll return to this thread occasionally, with new advice on different subjects. If you have a favorite trick of your own, or suggestions you have gained through hard won experience then feel free to post your own suggestions. I’ll start with the Mother of All Wargaming Problems – Combat.
I. COMBAT
Combat is Not Magic or Rocket Science - Many RPGs started out first as situationally and genre adapted Wargames, yet far too often, over time, these games lost most of their Wargaming emphasis. (RPGs are not usually wargames, per se, but let’s face it, how often do you play an RPG, or a video game, or so forth where combat is not at the very least an important element and often the primary element of survival?) Such games discarded basic and highly effective tactical and strategic combat skills and maneuvers for unreliable and usually easily exhausted magical and/or technological effects. Combat maneuvers and combat tactics can be practiced over and over and over again and are time-tested and extremely effective in killing the enemy. A magical spell has a (usually) one-time effect and a very limited period of duration. Good combat tactics are forever, and repeatable whenever you need them. Many RPGs have lost their real warbite in favor of flashy fireballs, purple lightning bolts, and a reliance upon luck. You don’t rely upon luck to resolve life or death combat situations. You come prepared to kill and you come prepared to avoid being killed.
1. Basic Weapons – Maximize the potential of your weaponry. Use ranged weapons at distances and in ways as to maximize killing power and to develop a rate of fire that is lethal. If you can kill an enemy before he ever comes near enough for close combat then that is ideal, and much desired. Kill an enemy up close, then that is okay, but kill him two hundred yards from you and you have demonstrated you actually understand real combat principles. For that matter maximize the effective combat capabilities of all of your weapons. Let me put it this simply, develop your combat maneuvers and capabilities in such a way as to maximize your ability, and the ability of whatever weapons you are employing to kill efficiently and quickly, and so as to suppress your enemy’s ability to close upon you and for his weapons to have any real effect upon you. It’s not heroic to stand upright and take damage in a twenty-minute slugfest just waiting to see who will drop first. It’s stupid. The point of combat is to kill the enemy or render him ineffective as rapidly as possible, while simultaneously suffering as little harm from the enemy as possible whenever and wherever the enemy is encountered. Therefore learn to kill and learn how your weapons kill. Then exercise that talent with real purpose.
2 Strategic Non Reliance. – Do not rely entirely upon magical effects or technological advantage for your combat capabilities. As a matter of fact these things should be secondary or tertiary considerations in most cases. If you possess, as part of your repertoire a particularly potent technological advantage, or a particularly powerful and effective spell, then employ them. But do not rely upon them. Use such advantages tactically and judiciously, and when and in such a way as they have the very most desired and efficient effect. But remember, magic can be thwarted and technology can be defeated. If you go into every fight thinking “I’ll overwhelm my opponent with technological superiority, or wow them into submission with my powerful magical Hoodoo,” then one day you’re in for a rude and very probable lethal shock. By all means employ every capability you have, but just remember that one-day magical effects will fail and technology will sputter and falter. So when that happens don’t just stand around like a monkey testing his tailwind and wondering how you’ll get out of this now. Good and well practiced combat maneuvers and tactics are just waiting to pick up where your Roman Candle of a fireball left off. Be ready to kill because you know how to kill not just because your magic spell is supposed to do it for you. Do not rely upon any single capability, or even limited set of capabilities to do your job. In combat killing is your job, not the job of the robot you’re packing in your rucksack. The gun-toting robot, or the explosive runes spell in your scroll case, they’re both merely tools, you are the actual instrument of destruction. Know what you are doing and exactly how you will need to do it no matter what the situation. Then you’ll really be prepared. And a prepared you means a dead enemy.
3. Combat Maneuvers – Don’t just have a “Marching Order.” Instead have real combat plans and battle formations. Know how you and your party will set in case of ambush, set to prepare to receive a charge, maneuver to maximize the killing power of your bows and spears, fight in a retreat, and so forth and so on. Marching Orders are good, for marching, but they are usually a very poor way to deploy in a fight. Think about how you would deploy in a real fight, to maximize killing efficiency, to protect vulnerable party members, to create lines of defensible positioning, to emplace your rearguard to avoid ambush, etc. Then develop a few simple but highly effective combat formations that everyone understands and that can be ordered with a simple codeword. Call out “Wedge” and you know your combat formation and how to make it. Call out “Shaft” and every archer in the group flanks the party and concentrates fire forwards and inwards towards a single dangerous opponent injuring that opponent several times before it can reach to close quarters. Think your way through and prepare. Run a few practice exercises, using miniatures and common combat situations you have faced numerous times before to develop your plans and formations. Next time some monster comes stomping down the middle or some assault teams opens up on your temporary encamped position it won’t just be a rag-tag, don’t know what to do, every man for himself brawl, it will be organized and well practiced warfare, it will be real combat, and it will be the enemy who regrets he dared engage you, not the other way around.
4. Unorthodox Maneuvers and Plans – Have a set of “not just run of the mill combat maneuvers and plans.” Have some plays to run that are full of fakery, cunning, cleverness, and guile. The enemy may, or may not know you’re coming, but you know you’re coming. It’s your job. So think about how to do it in such a way as to make your opponent think you’re running straight up the middle when in actuality you’re coming up the ends and may have even already outflanked him before he knows you’re there.
5. Unorthodox Weaponry – Think about what you’re likely to face and prepare for it. If you’ll need fire, then take fire making and spreading equipment. As for myself, I often employ chemicals as a player - sulfur, salt, mercury, chlorine, and so forth. So I’m good not just at normal combat, or at combat techniques peculiar to my class or profession, but I’m also good at chemical warfare. So find ways of your own to make effective weapons out of things that are easily carried and have unusual and startling effects. Keep your enemy off guard and frightened of you. Harass him. Often, and in surprising ways. Turn what he thinks is safe against him. Have a bag of tricks no one else has ever seen before.
6. Retreat – In many games, for some reason, it is anathema, even as a combat concept. In actuality, it is a time-honored method of minimizing casualties, and living to be able to maximize damage upon the opponent at a time of your own choosing, when you are better prepared to do the killing rather than the dying. Retreat is your friend. Prepare for it. Practice for it. Know how to do it well and effectively. Drill it so that you can do it reflexively and in an organized and efficient manner whenever it is called for. Make sure everyone knows when to retreat and exactly in what manner the retreat is to be undertaken. Make your enemy regret that you know how to retreat effectively. Because once you’ve retreated out, reanalyzed your situation, and regrouped for effect then you’re coming back to finish your job. A retreat is not an admission of failure; it is a new opportunity to succeed when you are better prepared. Use it, because it is an extremely effective Combat Tool, as important as any other truly effective maneuver. If you aren’t familiar with making good use of retreat then you really don’t know much about combat.
7. Ambush and Traps – Your job, when it comes to combat, is to set traps and ambushes, not fall for them. So be ready. Ready with some effective method or methods to discover, thwart, and/or avoid traps, and ready with a few traps of your own. They can be as simple as setting a trip-wire that gives you a few seconds reaction advantage. Or as complicated as making use of environmental conditions to hem in or encircle an enemy. And don’t forget to make good and effective use of ambushes. If you are not ambushing your enemy, at least on good occasion then you really don’t know what you’re doing as regards combat. Strike where they ain’t looking, meaning you gotta be where they ain’t looking. If you are blundering into every encounter face first and head on and getting your lungs handed to you regularly then there’s a reason for that. Start fighting like you know how to do it. If the enemy never sees you coming then you know what you’re doing. If he’s already set for every charge you make then you’re not thinking like a combatant, and certainly not like a warrior or soldier, you’re thinking like a battering ram. And extra heavy on the battering sauce you keep using to butter your skull.
8. Gear Up – Pack any really effective gear and equipment you will need. (Don’t carry useless and unnecessarily encumbering gear.) Keep your gear in good shape. Keep your weapons clean, oiled, honed, and effective. What a man carries is often, in an emergency, nearly as important as what he knows. Gear for effect, gear for survival, gear for necessity and efficiency. Gear to live, and so that you can be good at your job.
To be continued later…
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