That's a thought, certainly. Working under those conditions though, the only way to be sure is nuke it from orbit. There's got to be a plan people use for attacking something that big, or at least an acceptable point of, "Okay, we've done enough, let's move on."
Storming the Fort
Posted 18 February 2014 - 03:20 PM
Another thing, in the game i'm currently playing in, we've been attacking a trainstation to capture and hold until reinforcements arrive. We've taken the majority of the area and are about to close in on the station HQ. The enemy is the mutant and we've encountered massive ogryn-sized lizardmen, chaos type weaponry (plasma-ecto-cannons) and a daemonengine, as well as a slew of crazed troops using everyhing from shivs to small arms. The HQ building is 3 stories and we don't know how many enemies are inside, but if previous encounters tell us anything, there could be 30-50 mutants within, likely another sorcerer and several of these lizardmen types.
Our platoon has taken about 30% casualties so far. We've got 3 sentinels (the flamer-equipped one is out of prometheum, the others have multi-lasers and chain attachements), a command chimera (hull-mounted heavy bolter, multi-laster turret, heavy stubber up top) and about 23 guardsmen left, then the lieutenant's retinue (the PC's), as well as 3 heavy weapons teams (running out of missiles). At the end of the last session, we've learned that a platoon from another regiment has landed and is coming to reinforce us.
Given the job and the resources, what do you guys suggest? How do you think the enemy would prepare for us? Also, some of the group sees the incoming help as a reason to hurry it along and not let them get any of the glory.
Edited by Alrik Vas, 18 February 2014 - 03:22 PM.
Posted 19 February 2014 - 03:46 AM
I provide advice from Discworld's General Tacticus: "If the enemy has an unassailable fortress, see that he stays there."
You're at a numerical disadvantage, possibly as bad as 2-1, but a significant proportion of the enemy's forces are only a threat at close quarters. Going into that building is therefore a bad move if you have a way of making the enemy come out to you, especially if you have fresh reinforcements (and just as important, fresh flamer and anti-armour ammunition) inbound, allowing you to cause breaches and provide firebreaks, allowing you to counter the chokepoints the enemy might set up inside the HQ building, and - in extreme cases - just burn the freaks out of the building.
Getting less glory < Less people getting dead.
The trick is that you're allowing them time to fort up or to summon reinforcements of their own (they are an HQ, after all, and you should assume they've got comms capability - in the form of the witch's abilities if nothing else). You need to make sure that the latter is prepared for - and if you do send in an assault party then there are plenty of eyes and heavy weapons pointed in other directions in case a new block of enemy troops turns up mid-assault.
The most important problem is that you're giving them time to sanitize the building. I don't know how organised this lot are, but any HQ for a 'normal' military is a potential gold-mine of intelligence; maps, rosters of troops, vox codes, etc, etc, and if they realise they're trapped they're likely to try and destroy it. That is a real reason for a hurried assault, which is likely to get really bloody.
The best suggestion I have is to be as unpredictable as possible. You have two and a bit squads of guardsmen. Feed them one at a time through the front door and you're all dead men. You need multiple points of entry, ideally not protected by the enemy because they weren't expecting you to break in there. A military building is probably too heavily constructed for a chimera to ram its way inside (although there might be a weak point somewhere), but there might be points of access at the 1st floor reachable from a chimera's roof hatch. Or sewer access. Or a wall breachable by krak missiles.
If you don't have an internal layout for a building, breach-and-clear is one of the most dangerous activities infantry can undertake - the only advice I can give you is to punch your way in simultaneously along multiple lines, close enough to one another for mutual support but far enough apart to avoid a single choke point blocking you off.
If you have the opportunity, an additional assault on the other side might draw off any reserve before the real assault goes in - or (if the other side's officers are good) - throw in the main assault then launch the secondary attack, and with luck they might think your secondary assault is the diversion until it's too late.
- Myrion likes this
Posted 19 February 2014 - 08:03 AM
We ended up shoving smoke grenades down the building's throat and using our grappnels to go in through the second floor. Our preysense goggles made controlling the chaos pretty easy. We captured a high value target (base's commander) and it looks like the initial assault is over planet wide. Now we have to dig in and start seek and destroy missions.
Posted 20 February 2014 - 01:44 AM
Congratulations - and good luck with stage II of the campaign!
Posted 26 February 2014 - 05:25 AM
I'm Alrik's CO and what he forgot to mention was that what started out looking like 30% casualties ended up being closer to 65%
Posted 26 February 2014 - 11:53 AM
It's war, the dead pile up. And we didn't lose anyone last night...aside my eardrums...
Posted 27 February 2014 - 04:05 AM
Pah. There are always more guardsmen.
We started running No Surrender last night. One of the player characters nearly died in a void training exercise before they even landed and a second ate a pair of heavy bolter shells during the first round of the breaching action.
Posted 27 February 2014 - 05:47 PM
Yay death and mayhem! Breaching is what we do best. Breaching Drill is doing it so well you feel like you're cheating.