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You're the British military. Defend Avalon from my PCs.
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<blockquote data-quote="Agent Oracle" data-source="post: 2883965" data-attributes="member: 40076"><p>Hmmm... okay, this is going to take some serious effort on your part, as a DM. First off, when you say, you have controll over "some, but not all" of the british military, how many troops can you safely command without arising nay suspicion? 50? 100? 200? Here's a quick guide:</p><p></p><p>brigade / 3000–5000 soldiers / 2+ regiments or 3–6 battalions</p><p>regiment / 2000–3000 / 3–4 battalions </p><p>battalion / 300–1000 / 2–6 companies or squadrons</p><p>company or squadron / 60–250 / 2–6 platoons or troops</p><p>platoon or troop / 30–40 / 2+ squads or sections</p><p>section or patrol / 8–12 / 2+ fireteams</p><p>squad or crew / 8–12 / 2+ fireteams</p><p>fireteam / 4–5 </p><p>fire and maneuver team / 2</p><p></p><p>Now, I'd start with the Illusionist. He's probably a master manipulator, so he'd want a level of authority which, while keeping him well away from conflict, would permit him a maximum amount of control, without having to leave either of his companions in evil to questions of authority. I see him as impersonating a captain (captain is a very <em>authoritative</em> name. People know where they stand with a captain.), and overseeing a company of elete soldiers, like british special ops. Then, he puts a platoon under the command of the attack magic specilist (as a first lieutenant) and a patrol under the melee master (as a battle-hardened Sgt. at-arms).</p><p></p><p>Making life difficult for the party, the master of attack magic and his troops are patrolling the city and woods around the hill itself. any attempt to approach will be undoubtedly me6t with strong resistance, including (but not limited to) tanks, Armored personel carriers, Humvees, helicopters, and anything else you can justify using in a wargame. Just describe it as intimidating enough for the party to realize that a frontal assault would be fruitless.</p><p></p><p> Your Precog should probably scan for "safe" ways to approach that tower (which is obviously going to be riddled with snipers), and have a brief vision of a few seperate key landmarks which lead to an office complex on the far side of the hill. (or a warehouse nearer to the party, or a subway access tunnel, or another location that is man-made and is appropriate for this kind of work, while avoiding being cliche.) The first level of defenses is the weapon-master and his elete special ops team. When the party heads into the cliche level, they will find it crawling with ultra-elete special-ops teams. There are only a few of these guys, but they are tougher than any other soldiers, os it should be a fair fight. pull out every just-this-side-of-impractical weapon from any FPS you've ever played. For instance, Crossbows with ceramic tips (goes past that pesky "magnetic-powered girl's defenses) Laser-trip bombs, smoke grenades, sticky shockers. open up your splinter-cell bag 'o goodies when arming these guys.</p><p></p><p>Think three steps ahead when running these guys. They are ultra-elete special operatives, play them like it. Use supressive fire, grenades to flush out the heroes. have alternative means of quick movement scattered around the premises (like ropes outside windows, or cargo nets stringed up in strategic locales)... if at all possible, these guys should have a few levels of Monk for the close-quarters-combat effectiveness and the mobility options. You might want to play hit and run against these tough PC's.</p></blockquote><p></p>
[QUOTE="Agent Oracle, post: 2883965, member: 40076"] Hmmm... okay, this is going to take some serious effort on your part, as a DM. First off, when you say, you have controll over "some, but not all" of the british military, how many troops can you safely command without arising nay suspicion? 50? 100? 200? Here's a quick guide: brigade / 3000–5000 soldiers / 2+ regiments or 3–6 battalions regiment / 2000–3000 / 3–4 battalions battalion / 300–1000 / 2–6 companies or squadrons company or squadron / 60–250 / 2–6 platoons or troops platoon or troop / 30–40 / 2+ squads or sections section or patrol / 8–12 / 2+ fireteams squad or crew / 8–12 / 2+ fireteams fireteam / 4–5 fire and maneuver team / 2 Now, I'd start with the Illusionist. He's probably a master manipulator, so he'd want a level of authority which, while keeping him well away from conflict, would permit him a maximum amount of control, without having to leave either of his companions in evil to questions of authority. I see him as impersonating a captain (captain is a very [i]authoritative[/i] name. People know where they stand with a captain.), and overseeing a company of elete soldiers, like british special ops. Then, he puts a platoon under the command of the attack magic specilist (as a first lieutenant) and a patrol under the melee master (as a battle-hardened Sgt. at-arms). Making life difficult for the party, the master of attack magic and his troops are patrolling the city and woods around the hill itself. any attempt to approach will be undoubtedly me6t with strong resistance, including (but not limited to) tanks, Armored personel carriers, Humvees, helicopters, and anything else you can justify using in a wargame. Just describe it as intimidating enough for the party to realize that a frontal assault would be fruitless. Your Precog should probably scan for "safe" ways to approach that tower (which is obviously going to be riddled with snipers), and have a brief vision of a few seperate key landmarks which lead to an office complex on the far side of the hill. (or a warehouse nearer to the party, or a subway access tunnel, or another location that is man-made and is appropriate for this kind of work, while avoiding being cliche.) The first level of defenses is the weapon-master and his elete special ops team. When the party heads into the cliche level, they will find it crawling with ultra-elete special-ops teams. There are only a few of these guys, but they are tougher than any other soldiers, os it should be a fair fight. pull out every just-this-side-of-impractical weapon from any FPS you've ever played. For instance, Crossbows with ceramic tips (goes past that pesky "magnetic-powered girl's defenses) Laser-trip bombs, smoke grenades, sticky shockers. open up your splinter-cell bag 'o goodies when arming these guys. Think three steps ahead when running these guys. They are ultra-elete special operatives, play them like it. Use supressive fire, grenades to flush out the heroes. have alternative means of quick movement scattered around the premises (like ropes outside windows, or cargo nets stringed up in strategic locales)... if at all possible, these guys should have a few levels of Monk for the close-quarters-combat effectiveness and the mobility options. You might want to play hit and run against these tough PC's. [/QUOTE]
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