Welcome to (Ranged) Melee Academy
Melee Academy is a monthly cross-blog article and link-fest among the GURPS blogs, with each article focusing on some aspect of melee tactics. There's supposed to be a theme each month, and this month's theme is ranged tactics.I'd already intended to write the following article, which is loosely tied to ranged tactics. But it's not very appropriate for the theme, since the tie-in is rather loose.
If you want a better article for (Ranged) Melee Academy, please read my excellent post on Skirmish Archer Tactics that I wrote for May's Melee Academy, when the theme was closing the distance. I just can't get the timing right on these articles.
Tactics Example: Entering a Room in Dungeon Fantasy
Tactical principles are best demonstrated through a concrete example. In this case, I am illustrating the tactics of entering an enemy occupied room in GURPS Dungeon Fantasy, using my sample delving band.Tactical Principles for Entering a Room
- Scout ahead
- Prepare before opening the door
- Proceed cautiously
- Stay together for defense and to overwhelm the foes' defenses
- Don't panic when things go wrong, but try to get back on track
These are all pretty basic. A closed door presents an unknown situation on the other side, so it makes sense to get as much information as is reasonably possible before proceeding. Listening at the door is easy and generally safe if performed by stealthy characters, but other actions such as sending rat familiars ahead or casting Earth Vision to see through walls are possible.
After the delving band has scouted ahead, they should prepare. People with multiple weapons should choose which ones they have ready depending on the available information. Archers should prepare their weapons, and spellcasters should consider casting and holding a Missile spell. Alternately, casting expensive buffs such as Great Haste before the fight starts is better than waiting for it to start. The delvers should also figure out who is going to open the door and line up to give themselves the best defense possible.
Upon opening the door and entering the room, the temptation to charge forward should be resisted. Moves and Attacks with melee weapons are low success, high risk maneuvers in GURPS. Charging an orc only to miss him and then get backstabbed by the hidden ninja is an embarrassing way to go in Dungeon Fantasy. It's generally better to the let the enemy come to you.
Moving slowly also makes it easier to stick together. A well designed DF delving band has several members with Sacrifical Parry, Shield Wall Training, and/or the Deflect Missile spell, all of which work best on a reasonably compact group. Staying together makes it harder for the enemy to get easy hits in from the flank or rear, and easier for several delvers to attack the same foe together to overwhelm his defenses.
Finally, when things go wrong, and they will, it's important to not panic. If the martial artist ran forward to get a flank shot on an ogre, the rest of the delving band should move up near him and try to form a defensive line (the martial artist should also be moving back post-haste). If the knight takes a critical hit and falls over, everyone should try to defend him while the cleric moves to cast Major Healing. GURPS can have a death spiral, but if the members of the group support each other, the spiral can be halted and reversed.
Specific Example
This example uses rooms 1 and 2 of the Hidden Fortress from Mirror of the Fire Demon. The first room contains 6 orc soldiers and 3 tough orc soldiers, along with a sprinkling of furniture. In the adjacent room, there are 3 orc sergeants, an orc shaman, and an ogre.
Isawa knows that he casts a Missile spell now, he can prepare a larger spell without interruption than he'd be able to in combat. Since he suspects there are living foes, he's tempted to cast Concussion, but decides not to since the massive area of effect (10 yard radius stun effect) might hit his allies if the room beyond the door is too small. Instead, he elects to cast a 6d lightning bolt, and convinces the others to wait 10 minutes so he can recover some of the expended energy.
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The GM reports that the orcs are visibly stunned and many of them don't have their shields on or their weapons out. The group has an immediate decision to make: whether to charge into the room to slaughter the defenseless orcs, or to stay back and cautiously whittle them down with Grumbly's archery. Charging into the room exposes them to unseen traps or hidden enemies, and is really not a good idea. Unfortunately, Simonne is Impulsive and Overconfident and decides to charge into the room anyway. Since she has a high Basic Speed, she gets to act immediately after the GM notes that the orcs are surprised and stunned.
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Unsurprisingly, several of the orcs die before they manage to recover from suprise and take the Ready actions to pick up their weapons. Grumbly focuses on shooting orcs at a distance, trusting the melee fighters to handle the ones who get close. The orcs, in turn, try to move torwards him, either with direct shield rushes or by trying to overwhelm Simonne. Grumbly is forced to retreat from a shield rush and the delvers are temporarily surrounded. At this point, the orc sergeants and the ogre come out from Room #2, having heard the shouting and fighting.
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Grumbly moves through the delver's line to get a clear shot on the shaman, knowing that Sir Allen has Sacrificial Parry on a Reach 2 weapon and should be able to defend him even at a distance. Simonne, Sister Joan, and Sir Allen move to follow and protect his flanks without exposing their own. Isawa and his fire elemental keep backing up while attacking, throwing their most powerful attacks (Isawa's held 6d lightning bolt) against the ogre.
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More Melee Academy Links
- Douglas Cole at Gaming Ballistic starts off with a review of muscle powered ranged weapons.
- Peter Dell'Orto at Dungeon Fantastic discusses how to use enfilade fire to guarantee more of your shots hit
Documentation that only describes how to do stuff when everything is working perfectly isn't useful when things go wrong. =) Examples that describe where things might go wrong and how to recover from them are useful, too.
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