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  • GMing a city defense

    So after a few well placed catastrophic failures, the PCs and the city they reside in find themselves under imminent attack by the local warlord in the Texas area. He controls the region and subjugates the surrounding towns. The PCs defied him in not giving what he wanted and failed miserably to smooth things over angering the militia who is now going to make an example that this is what happens when you defy him.

    How should I conduct this fight Use D&D thinking meaning think big play small only conduct PC combat and their tasks and depending on their successes or failures influences the overall defense Some ideas would be most welcome

  • #2
    You will need to "focus in" on the group the way a TV show focuses in on the actions of the lead characters. You need to focus the action on the players to keep them invested in the game. If their fight is going badly, you can have townspeople show up to help them. If it is too easy, have a messenger come running up and yell "They've broken the defenses at [insert location here]!" The players will now have to "hustle over" to that location for round TWO. Only GENERALLY describe to the players what is going on in other parts of the town. This will allow you to "modify" the initial plot [of events] based on the Character's own success. Never "paint yourself into a corner" through too detailed a narrative about events that the Characters would only have the barest details of in reality.

    Start with a RECON mission or Skirmish attack on the advancing Militia group. You want the players to understand that this group should NOT be allowed within "attack range" of the town unharrassed. It will also be important to know who is where with regards to Heavy Weapons or AFVs in order to set the town's defenses up properly.

    The players could also be put in charge of "improving" the town's defenses. Have the player with Engineering Skill roll to direct the townspeople to construct those defenses properly. Failure indicates either an incomplete defense OR a hidden weakness that was unprepared for (such as an open drain or hole in an exterior defense that can be exploited.

    The Recon Team could "call fire" from mortars or other artillery or mine bridges on the Militia's route to buy the Construction Team time to fortify the town. Make sure the Team has an "Alamo" or RP to retreat to. An escape route would be wise as well.

    Some questions must be asked and answered in order to give yourself the best planning options. Those are:

    -How many Militia are attacking and How experienced are they Experienced units will thoroughly Recon the Town and NOT launch a DIRECT attack WITHOUT artillery support and MORE THAN a two to one superiority in numbers. They may try an Infiltration Raid with a Diversion if they have a two to one advantage. Most units will break off the attack once they have lost 25% to 30% of their forces. They will regroup and a Leadership (morale) check may be needed to continue. If they withdraw, the battle will go to the players but the WAR may continue as the Militia regroups and replenishes their strength. A counter attack may be in order to destroy the Militia's unit cohesion.

    -How far must they travel More than 20km and Fatigue becomes an issue for MARCHING units. This may mean camping near the town before launching the attack. A good idea for Skirmish troops would be to attack or mortar the encampment.

    -How much "Heavy Equipment" does the Militia have This may limit the Militia's routes of advance due to terrain or bridge weight limits. These are prime areas to defend with a "Defense in Depth" or to mine/destroy to deny their use to the Militia.

    Make the PLAYERS work for their victory by giving YOU DETAILED plans for the defense. Don't do all the work yourself.
    Last edited by swaghauler; 08-20-2018, 07:42 PM. Reason: spelling

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    • #3
      Wow some great suggestions thank you! The players have not yet taken a toll of the available force to them but they will have around 90-103 men available for defense (possible to rally neighboring settlements if the PCs can pull it off) they are outnumbered and outgunned easily. The attacking militia will be attacking with a force of over 250-30 men, has two M198 Howitzer batteries, plus civilian vehicles with MGs mounted. They have some AT weapons though limited and have enough ammo for a sustained siege.

      The players have limited equipment in town as the town has been under constant tyranny from the warlord and he takes all their shit lol. But they will have 1 81mm mortar plus some MGs and heavy rockets and whatever equipment the PCs have. Also a Bradley.

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      • #4
        You could use the large scale combat rules from Ruins of Warsaw, or perhaps Last Battle (which was actually intended to not only be a stand alone game, but used for larger T2k combats).
        Look to Return to Warsaw for guidelines on converting to Last Battle.
        Last edited by Legbreaker; 08-21-2018, 12:00 AM.
        If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

        Nothing happens in isolation - it's called "the butterfly effect"

        Mors ante pudorem

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        • #5
          I'll take a look at them thanks!

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          • #6
            Wait...two *batteries* That's what, 8-12 guns, depending on which TOE you're going by and if they're full strength.

            Probably the best hope that town has for survival, maybe the *only* hope, is to neutralize those guns quickly, with extreme prejudice. You say the baddies have the ammo for a protracted seige, I'm going to assume that means they've got a good supply of feed for that arty. If those guns don't meet an untimely end, they're going to ensure that everyone in that town has a bad day.

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            • #7
              Also TNE's "World Tamer's Handbook" has mass combat.

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              • #8
                Originally posted by stg58fal View Post
                Wait...two *batteries* That's what, 8-12 guns, depending on which TOE you're going by and if they're full strength.

                Probably the best hope that town has for survival, maybe the *only* hope, is to neutralize those guns quickly, with extreme prejudice. You say the baddies have the ammo for a protracted seige, I'm going to assume that means they've got a good supply of feed for that arty. If those guns don't meet an untimely end, they're going to ensure that everyone in that town has a bad day.
                Oops I meant two guns lol.

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                • #9
                  Originally posted by guncrazy View Post
                  Oops I meant two guns lol.
                  They must STILL die. I served on M114 "Hogs" and the M198s with the 10th Mountain. The M198 is capable of ACCURATELY delivering a 155mm HE shell out to 18km (the CEP is around 40 meters which is smaller than an HE's burst radius). They can set up a good distance from your town and rain destruction down upon the Characters from afar. A SINGLE 155mm HE round will COMPLETELY DEMOLISH a typical US stick-built single family home. NOTHING destroys your moral like watching your house disintegrate into a cloud of dust and falling debris.

                  On a better note, The M198 and 5-Ton "prime mover" CANNOT drive over the typical 10-Ton bridge found on most US secondary roads (they'll collapse). This may limit the Militia's approach routes.

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                  • #10
                    Originally posted by swaghauler View Post
                    They must STILL die. I served on M114 "Hogs" and the M198s with the 10th Mountain. The M198 is capable of ACCURATELY delivering a 155mm HE shell out to 18km (the CEP is around 40 meters which is smaller than an HE's burst radius). They can set up a good distance from your town and rain destruction down upon the Characters from afar. A SINGLE 155mm HE round will COMPLETELY DEMOLISH a typical US stick-built single family home. NOTHING destroys your moral like watching your house disintegrate into a cloud of dust and falling debris.

                    On a better note, The M198 and 5-Ton "prime mover" CANNOT drive over the typical 10-Ton bridge found on most US secondary roads (they'll collapse). This may limit the Militia's approach routes.
                    Yes, the odds are most certainly not in the PCs favor and they as characters (and players) are aware. Consequences of lying to the face of the warlord lol. Though this is my first GM attempt at T2K, I'd like to make the defense winnable but it will be a challenge. Big rewards of the PCs succeed.

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                    • #11
                      Originally posted by guncrazy View Post
                      Yes, the odds are most certainly not in the PCs favor and they as characters (and players) are aware. Consequences of lying to the face of the warlord lol. Though this is my first GM attempt at T2K, I'd like to make the defense winnable but it will be a challenge. Big rewards of the PCs succeed.
                      I might humbly suggest sapper and sniper teams to harass the militia. Expending remaining fuel to create molotovs may help. Replacing the fuel can be an adventure hook later.

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                      • #12
                        Yes I suspect the PCs will be doing that so I planned ahead for it.

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                        • #13
                          (Mostly) fake minefields, with enough real ones and lots of booby-trapped fakes to slow them down.
                          If you have a good idea about the way the Warlord's forces would be coming, set up some tempting almost-hidden caches along their line of approach with whiskey laced with antihistamines, which will have them falling asleep on their feet or behind the wheel. If you're feeling evil, rig up some Gatorade bottles with antifreeze--their livers will thank you for it.
                          Otherwise, scorched earth
                          Contaminate water sources--wells, reservoirs, apparently sealed bottled water--with some easily-obtained E. coli bacteria (I'm sure you can figure that one out).
                          Stealth raid to steal or damage the breech blocks of the artillery. And the good old tried and true "sugar in the gas tank" trick.
                          If they reach the town, make sure they will be channeled into dead-ends and crossfires,with rat-holes allowing the defenders to shoot, scoot, and shoot again.
                          "Let's roll." Todd Beamer, aboard United Flight 93 over western Pennsylvania, September 11, 2001.

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                          • #14
                            Just a note -- MOUT is regarded as an infantryman's nightmare, and with good reason. Every window, every crack, every corner, every car, every everything could have a gun or grenade behind it, and everything could be rigged to explode. You're constantly on edge, because an attack could come from anywhere. And it cuts both ways.
                            I'm guided by the beauty of our weapons...First We Take Manhattan, Jennifer Warnes

                            Entirely too much T2K stuff here: www.pmulcahy.com

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                            • #15
                              Originally posted by pmulcahy11b View Post
                              And it cuts both ways.
                              Worth noting that any little trick or makeshift weapon system the PCs/defenders come up with, the militia could also be using.
                              Drainpipe mortars, chlorine gas, jam tin grenades, trench catapults, etc. The only limit is imagination.
                              If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

                              Nothing happens in isolation - it's called "the butterfly effect"

                              Mors ante pudorem

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