Procedural Guidelines for Battle Readiness

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Procedural Guidelines for Battle Readiness

Post by daveyeisley on Tue Nov 10, 2009 12:57 pm

1. Locate the enemy, and if they are on the move, determine their goal if possible. Obtain general enemy disposition, capabilities, and numbers.

2. Survey terrain and attempt to choose advantageous ground to mount resistance from.

3. Set a redezvous point close to, but far enough away from the chosen battlefield to allow for withdrawal and regroup actions if necessary. Determine mission Objectives, and Withdrawal conditions.

4. Gather forces at redezvous point, survey capabilities.

5. Attune all forces to arcane support for summoning as needed. Attune Arcane support to redezvous point for teleportion as needed.

6. Determine best possible tactical use of resources. Assign tasks based on capabilities, and issue gear as needed.

7. Assign main healer, and allow main healer to assign individual squad healers if available.

8. If #1 has not been accomplished, assign recon leader and allow recon leader to equip scouts to achieve #1. Main force on standby until #1 is achieved. Revise steps #2 and #3 if needed.

9. Recap battle plan, assign additional squad leaders if needed.

10. Move to engage on chosen battlefield.

Gabriel Stern


Last edited by daveyeisley on Mon Mar 28, 2011 3:24 pm; edited 1 time in total
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Re: Procedural Guidelines for Battle Readiness

Post by daveyeisley on Wed Nov 11, 2009 1:23 am

Just as proper and fair loot distribution requires patience from assembled forces...

This is *doubly* so for properly scouting the opposition, analyzing the threat, and implementing tactics and tasks that will be effective to combat them.

Main forces will need to be patient, and be prepared for some members to be held back from main battle lines as a reserve contingent.

Scouts and Leadership must be cautious and diligent, and this takes time. Even in a crisis situation, rushed or hastily erected positions/defenses are the most fragile and easiest to overcome.

Proper planning, coordination, and discipline can overcome even the deadliest of threats.

Gabriel Stern.
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Re: Procedural Guidelines for Battle Readiness

Post by daveyeisley on Wed Nov 11, 2009 9:42 am

Combat Forces capabilities and roles should be defined to more clearly delineate tasks and expected responses on the battlefield.

General categories:

1. Front line Infantry

2. Reserve/Mobile Infantry

3. Ranged Support Fire (single target)

4. Artillery Fire (AoE)

5. Scouts/Recon

6. Healer/Enhancement

Proper assignment and positioning of forces using these categories and effective tactical coordination should yield significant benefit to both offensive and defensive functions.

Gabriel Stern


Last edited by daveyeisley on Mon Mar 28, 2011 3:22 pm; edited 1 time in total
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Re: Procedural Guidelines for Battle Readiness

Post by daveyeisley on Wed Nov 11, 2009 11:20 am

Tactical Scenario #1 (field test proof of concept)

Target: Ancient Demilich.

Personnel:

1-2 Frontline Infantry with excellent physical endurance. (high level)

3-10 Grenadiers. (any level)

1 Arcane Caster, if available (any level)

1 Divine Caster, if available (any level)

Resources:

1 Lavender and Green Ellipsoid Ioun Stone per combatant

1 stack Asis Full Healing Potions per Frontline Infantry

4 Gifts of Zolaras per Frontline Infantry

10 stacks Holy Water grenades per grenadier

2 Death's Postponement Potions per grenadier and caster

4 Death's Postponement Potions per Frontline Infantry

2 Holyguard Potions per Frontline Infantry (can substitute 5 Liquid Courage)

10 Scrolls/Castings of Breaching Magic

10 Scrolls/Castings of lesser Dispelling Magic

10 Scrolls/Castings of Resurrection

Assigned Tasks:

Death's postponement potions and spell absorption ioun stones are critical defensive priorities.
Holyguard potions are also important to Frontline Infantry for avoidance of target's disabling Fear Aura.

Frontline Infantry must be protected from spells, Fear and Death Magic at a minimum. They must move to enage in melee to hold the target and distract its attention. Damage output from Frontline Infantry is not critical or required, main focus should be spell and damage absorption.

Grenadiers must be protected from spells and Death magic and have resurrection resources available in the event they are struck by area attacks. Fear Aura should not be an issue, as they should be positioned at maximum range for their grenades. When given the signal to attack, genadiers will bombard the target with holy water continuously. Target's healing abilities will make this a prolonged process.

Divine caster will be support for grenadiers. Healing and resurrection of grenadiers should be their main focus. They should avoid proximity to Frontline Infantry, as Frontline Infantry will be equipped with spell defenses, healing, and raise dead capability. Enhancement of Frontline Infantry prior to engaging is a benefit, as well as additional magical defenses if available, such as Spell Resistance.

Arcane Caster will be focused primarily on breaching of target's defenses, such as Acid Sheaths, and dispelling of hostile effects such as Bigby's Hand spells. Counterspelling of hostile magic is also a large benefit. Arcane caster should maintain safe distance from target so as to make Divine caster's support role more feasible.

Gabriel Stern


Last edited by daveyeisley on Mon Mar 28, 2011 6:38 pm; edited 1 time in total
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Re: Procedural Guidelines for Battle Readiness

Post by MannyJabrielle on Mon Mar 28, 2011 4:44 pm

Agamemnon, wizard and engineer leaves a note for Gabriel Stern

"Mr Stern, I do indeed like your thinking about using what's at hand, yes indeed! I would like to talk with you sometime about expanding the role of the artillery types with even more useful gizmos and gadgets. I have a variety of economical and easy to use traps I've experimented with. With just the most novice training, and foresight, they can turn the tide of battle!

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Re: Procedural Guidelines for Battle Readiness

Post by daveyeisley on Mon Mar 28, 2011 10:55 pm

Standard Issue Equipment Kit #1

Application: Scout/Recon forces engaged in Area Denial/Mobility Restriction

For Area Denial/Mobility Restriction qualification, Scout/Recon units must be trained in Set Traps Skill (at least 1 Base Rank).

Standard Area Denial/Mobility Restriction Kit:


1 Stack of Invisibility Potions

1 Stack of Potions of Escape

1 Book of Flying (if unit is not innately flight-capable)

1 Jumper's Amulet

1 set Boots of Striding and Springing

3 Bags of Holding

5 Stacks of 10 - Deadly Sonic Traps (total 50 traps - DC 30 to set)

5 Stacks of 10 - Deadly Frost Traps (total 50 traps - DC 30 to set)

5 Stacks of 10 - Deadly Holy Traps (total 50 traps - DC 30 to set)

1 set Gloves of the Rogue ( 2 Set Trap Skill)

1 Luckstone Amulet ( 1 Set Trap Skill)

1 Trap Master's Helmet ( 5 Set Trap Skill)

1 Ring of Deft hands or 1 Belt of Agility ( 2 Set Trap Skill via Dexterity)

Assessment

Scout/Recon units thus equipped can fulfill the adage "The Best Offense is a Good Defense". By prepping an area near the main battle line extensively with their traps, the enemy can then be effectively "lured" by either a coordinated Withdrawal action of Front Line Infantry forces, or a Feint action by Scout/Recon forces across this prepared area in to a potentially devastating ambush by combined Assault and Reserve forces.
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Re: Procedural Guidelines for Battle Readiness

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