Re: C8 : 4th Platoon
The Big OOC Sum-up.
Alright, here's where we accumulate all the various suggestions people have into one single post I keep editing - PM me with the OOC version of things your character contributes and I'll add 'em here so Moloch can keep easy track of 'em. ^_^
Outer Defences.
This looks to be about a kilometer of unspecified terrain based around three unmarked white boxes. We don't know what the slope or terrain is like OOCly, but ICly we'll probably need to defend it. I'm thinking four or five bunkers sized for three to five human(ish) fighters. Each bunker should have a simply log roof and a foot or so of dirt on top with firing slits on all sides. There should be two escape routes from each bunker, leading back to the next line of defence.
In front of the bunkers we'll have tripholes (two to three foot cylindrical holes in the ground dug with a post-holer), some mines, cleared fields of fire and anything we can come up with that might plausably slow heavy armour. The biggest weakness of committing any sort of force to the forward defence is that if we don't throw everything out here it will get swarmed, but if it falls, getting back to the second line under SAMAS attack could be a stone-cold bitch.
Town Outskirts.
for the first time we have a clear idea of where we're digging in, and I think this is the 'main stand' line. We'll emplace four or five more bunkers here (they'll take next to no time to build with 'Fodder digging and the rest of us using vibro-blades and the like to reinforce them) with interlocking fields of fire - picking armour off the roof of 'em is a job for their neighbours. In front we put the lions share of our mines. We'll mark out where most of them are visibly because (i) we're right on top of a friendly town and (ii) the main job of a minefield isn't to kill people it's to make them bunch up pretty-like for your guns.
If someone can think of a way to reliably command-detonate directional mines on a battlefield as torn up as this one's likely to be, we'll set up those too.
Since the escape routes will be shorter here, we can probably dig trenches, flash-harden them and roof them over with logs and dirt to conceal maneuver from the skullheads. Again, this is only an option for the human-sized-ish fighters.
The Park
I see this as being our platoon command area - we'll set a few radio relays in the town hall, maybe a few thermal/signal decoys, then dig in elsewhere. Amongst other things it's gong to be where Cannon Fodder, Firefly's 'borg and I will be starting the battle. If I can persuade Black Andy to lend me his Grenade Launcher the two 'borgs will program a nice, tight grid network over the landscape. We'll send Photios back to Tolkeen via his portal with a roll of cash and bring in all the 'Frag grenades he can carry, and then the front line will be able to call down cyborg-accurate fire support with a 40' radius footprint more or less at will for as long as the ammo holds out.
Firefly meanwhilst is our primary anti-air platform. The massive missile mount he can carry, plus any personal arms he might have will let him do pop-up attacks using the town for cover - if we can't knock it down with small arms, again we call in fire support from him.
We'll also need to reinforce our left flank - block off streets, dig loopholes, emplace explosives. Fortunately inside the settlement it will be easier to conceal and prepare big-bada-booms that are likely to survive bombardment, and so we'll set Firefly to turning this stretch of town into a mini Stalingrad.
Inside the town, fortification is a matter of lots of wood, stone, concrete and other SDC materials piled up with whatever we have that's MDC, on the basis that even a fragile defence is better than no defence at all.
The Hotel Line
Between the Hotel and the Boon mansion things are getting pretty desperate - when we fall back here we're going to be down maybe fifty percent if things have gone well, and we're going to have our backs to the river. To our front we have a good field of fire, but our left flank is going to be obscured by the rubble of the Boon mansion, so we'll likely need to dig in any 'borgs or major MD 'critters we have left there, who can toss the rubble aside to dig in - maybe using shaped-charge 'instant foxholes' prepared by Firefly. It'll be slightly forward of 5th Platoons assigned line, but I don't see a better way to command that flank without knife-fighting.
We'll be dug in in and around the houses at the back of the park mostly, with absolutely no snipers in the clocktower, that's a mugs game. That does overlap 3rd Platoon's assigned positions, but by then I don't expect there to be many buildings standing.
Renford Manor
If we're dug in here, it's all over bar the shouting - escape and evasion is likely going to have to be underwater, so we'll want a stash of armour patches for anyone who's suffered an environmental breach in their EBA, rebreathers for those who don't use 'em and to make sure that anyone who isn't independantly mobile underwater is paired up with someone who is.
Magical Augmentation.
The above is mostly what 'Masque puts forwards as our baseline 'digging in'. So far we have the additions of:
Photios has suggested Magical Illusions (great idea). We can still be seen through thermal optics, which means weapons fire (even railgun slugs leave friction-heat in the air), but normal EBA ought to be hard to spot if dug-in, and we can hide trip-pits, mines and all manner of things with this one.
He's also put forwards the idea of MDC'ing our wooden supports - if we can find someone who can do this, grab him and put him to work. It *will* save lives.
Then we have Mephisto summoning up whatever he can find - we may be able to use some of his critters as magic landmines, dug in here and there under the illusions in the second line (because in the first line, the Dog boys will spot 'em) and use them to cover our fighting retreat. But that depends on what he's calling up.
Photios has also come through with a decent way to cover our retreat: Impenetrable Wall of Force scrolls will give us some protection from direct-fire weapons (though not the total defence he was hoping for, sadly the Skullheads are probably going to have missiles, SAM's and the like), as well as suggesting that we can hand out a few one-shot Annihilate scrolls, which have a fair chance of nobbling a single enemy armour unit inside 500', if we can hit it. Basically they're the magical version of LAW's and we're going to be glad to have them.
He's added the note that it's not too hard to handle pulling in and out of some bunkers by Transport portal or teleport scroll - which means we can do some *really* nasty team-play tricks by bouncing in and out of 'overrun' bunkers if the enemy doesn't unmask them in the first rush, shooting them all up from behind for a round or so, then bouncing out.
Armour Talismans would be nice, but we're probably not going to get the time to churn many out, and they'll go to unarmoured, then lightly armoured warriors first.
He's suggested a spell for bringing down buildings - though I expect that the first fifty or sixty LRM's the Coalition fire will do that for us, and of course everyone's favourite 'Firequake' to break up infantry charges and the like. Another winner, if they give us a target.
Fireteams
We've got 14 effectives, 7 each in Firefly and 4th Platoon proper. I'd like to detach Firefly's borg for fire support, plus myself and 'Fodder. That leaves 11. I'm thinking three three-person teams plus a pair (probably the ones calling in fire support requests). Right now I have no especial preferences for who is working with whom, though this may change. The job of the fireteams is basically to stick together, retreat together, rescue the wounded and (as an afterthought it would be nice) shoot skullheads.
The Opposition
At an absolute minimum we can expect to be outnumbered two or three to one by soldiers who are, by this stage pretty experienced in the use of armour and weapons against magic. They'll use Skelebots, mercs and anything else they can find to draw out our 'big guns' for special attention and to surpress our fire.
A combined arms attack by a force no larger than the one we destroyed protecting the convoy could put a terrifying amount of hurt onto us in the form of indirect -fire missile volleys, small infantry fireteams and a kilometer-wide skirmish line of railgun-armed skelebots, each of which takes a frightening amount of damage to put down when compared to a militiaman in Bushman armour.
They have psychics and augmented men who can and probably will scout out our defences in the greatest detail possible, and many of their power-armour or robots are immune to direct magic unless their armour is breached (Annihilate good, Dominate not so good). They *will* have tactics do deal with most of our magic (though we are ridiculously high-powered for a Tolkeen line unit, fortunately. ^_^) because our side has used it over and again all the way to this point, so we need to spend as much time thinking about how they'll corncob us as we will them.
Still, that said... I think we're going to put on one hell of a show. ^_^
So... please, add what you can - we only get one shot to make this good guys.
This message was last edited by the player at 12:40, Mon 03 Sept 2007.