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Something I'm looking to throw at my players
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Kraken
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PostPosted: 11-Jul-2008 11:15    Post subject: Something I'm looking to throw at my players Reply to topic Reply with quote

While at a yard sale today, I picked up some bits and pieces of a few G. I. Joe vehicles.

One of them was the laser turret from the Pulverizer - www.yojoe.com/vehicles/89/pulverizer/ .

This gave me an idea for the campaign.


I've already got it that the planet is under siege by hostile forces who have managed to take over two major cities.

What I can say is that they're looking to hook up a capital-scale weapon such as an NPPC in order to keep off-world reinforcements from arriving; the party would have to send a team in and knock it out. Of course, it would be heavily guarded.

Thoughts?
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Clifff
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PostPosted: 22-Jul-2008 08:10    Post subject: Something I'm looking to throw at my players Reply to topic Reply with quote

It is a nice idea for a campaign mission. The downside is the best weapon to take it down is artillery. Once the weapon has been seen, then artillery can pound it into nothing in relatively short order. So any fixed defenses will mean nothing. The most simple tactic would be a baiting maneuver. Use a force to "say hello" and invite them to play (retrograde fight). When they are busy open up with the artillery from the opposite side. The defenders would have to break off a fight and turn their backs on the visitors to deal with the artillery, otherwise they will lose the gun.
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Kraken
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PostPosted: 26-Jul-2008 19:40    Post subject: Something I'm looking to throw at my players Reply to topic Reply with quote

I was looking to do a string of missions leading up to the actual assault.

#1. A combined force of commandos and partisans / militia are still inside that town and offering limited resistance. However, they cannot step up their efforts while civilians are still in the town. They've made plans to get a number of civilians out of the town, but can only escort them part-way. The party must therefore defend a nav point where the civilian escape convoy will stop to regroup, and hold the nav point until an escort force can come lead the convoy from there.

#2. The OPFOR is stunned by the sudden disappearance of about 25% of the town's population seemingly overnight. Caught off guard, they have stepped up their patrols. The party will ambush one of these patrols, wiping it out.

#3. Alarmed by the loss of several patrols in what appeared to be simultaneous strikes, the OPFOR have ordered forces from the other town to come in and help out. The party must ensure that these forces never arrive.

#4. With the OPFOR frightened and confused, the commandos and milita / partisans have taken over and are now causing problems. However, they cannot get close to the cannon as the OPFOR have rounded up a number of the remaining civilians and are holding them as hostage. The party must actually enter the town and create a diversion so that a rescue can be attempted.

#5. Previously, the OPFOR had been using their battle armor complement to garrison the cannon. Now, they're using them to hunt down the commandos / militia. The original plan called for the commandos / militia to simply disable the cannon so that it could be captured and used for planetary defense. But with them pinned down, there's no other option but to destroy it. The party must destroy an anti-aircraft emplacement so that air strikes can begin against the cannon.

#6. The explosion caused by the destruction of the cannon obliterated most of the OPFOR remaining in the town. It also obliterated about 10% of the town, but we don't have time to deal with that right now. High Command has reason to believe that the garrison commander and several other high-ranking OPFOR officials are trying to escape with the assistance of whatever OPFOR forces remain; whatever is left of the party after the last few missions is needed to help run a dragnet.
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