So, my Pellucidar game is running smoothly and playing better than I could’ve expected. My initial theories on how combat would play out have all proven correct so far, but the next session will test how well firearms vs. firearms battles will work.
Friday, the party did some more mapping, with orders to recon the area immediately adjacent to their new base camp. While they pussy-footed a bit more than i would’ve liked, I can’t blame them for wanting to return directly to their camp after each encounter (though they were somewhat punished for it with the first hex).
The first hex they explored, they found some Draco Lizards; rather than leave well enough alone, they took the opportunity to use the giant lizards for some target practice, not knowing that they were up against 8 of them and had only spotted 2. Some of the other lizards came at them through and from the trees. While they killed and hurt a couple, they still got a few big bites taken out of them before they managed to drive the beasts off. A perverse desire to haul the carcasses back to camp meant they were slowed down enough to warrant an extra random encounter roll, which led to a pack of mountain lions ambushing those carrying the two carcasses. It cost the life of the medic, but a few rifle shots killed or drove off the big cats.
Fireteam got some fresh blood and kept exploring, managing to ambush an allosaurus on a game trail. If the allosaurus had not rolled a 1 on its perception roll and the players hadn’t got a free round to fire on them, at least one guy woulda been ate before the beast went down.
Last hex, I rolled for a Nazi base in a forest on my random terrain generator, so I asked if we could call it while I came up with some content for it.
I’m making a sub-hexmap for a relevant portion of the hex, where I’m putting in a small Nazi forward base. Along the game trails will be a couple of strong-points, and there will be a few patrols. The main base will be set in a clearing where they’ve pushed back the treeline and set up a few machine gun teams in front of a couple crude observation towers (scoped Mausers!).
This will be a damn tough fight if my players try to attack the base head-on. The first strong-point should be a warning, but if they just come out of the treeline, especially if they’ve alerted the base with a fire-fight, they’ll almost certainly be mowed down by MG42 fire.
I HOPE that they will remember that there’s a pack howitzer setup on a mountain top in the adjacent hex and that they have mortar teams at their disposal. Otherwise, the 30-50 Nazis hanging out in this hex will not only repulse the attack but almost certainly jeopardize the Allied base camp (which is apparently just a 12 miles south of another tribe of lizardmen! ::I rolled up to see what happened to the other NPC scout teams, and those guys didn’t come back…::).
I’m actually to the point where I may need to figure out how many guys are in the US company; they’ve lost one entire team, and probably about 15 or so other soldiers (so maybe 25-30 KIA/MIA). Some of them went back with the dirigible to pick up more supplies once the mountain base was established. Some of them will HAVE to stay back at camp to keep it secure. So, I guess if I want to really ramp up the scale, I could have as many as 100 soldiers dedicated to this particular OP. I’ll probably use some handwaiving for the NPC fireteams who will be a) reconning other parts of the hex, b) possibly flanking to get a better position for the assault on the base, c) getting into fire-fights with Nazi scouting teams, d) acting as “off-board” artillery as mortar teams.
This will be the first real test of the Star Frontiers Advanced Combat Order I’ve been using for initiative by side. Up until now, initiative hasn’t mattered too much, because whether the players win or lose initiative, you’d better believe they’re going to hang tight, guns ready, and shoot at whatever’s coming towards them. A couple times against the lizard men, the lizard men got some javelins in, but guns are always going to go off first against enemies who don’t have a ranged attack. With the Nazis, though, the players will be facing substantial fire themselves for the first time.