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Dashifen
post Oct 16 2007, 08:58 PM
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QUOTE (Eryk the Red @ Oct 16 2007, 03:52 PM)
The grenade thing comes up a lot in these discussions, I know, but seriously, throwing a grenade at them gets everyone real creative, real fast. Especially if you give it a longer fuse than expected, making sure that everyone can react. They might run away, or try to grab the thing, or who knows what. But they won't stand still with a grenade at their feet.


Best one I saw recently was a mage command an earth spirit to engulf the grenade. The spirit, grudgingly did, but it's force was such that the grenade blew it to bits. I penalized all persons nearby for being covered in hot mud.
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ruknabard
post Oct 16 2007, 08:59 PM
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I'm all for the "dud grenade" approach. Give them a real reason to sweat and rethink their tactics without having to be too harsh or use GM fiat to rectify any damage done.

Also, monkey-see, monkey-do works well in these situations. Have them team up with a veteran runner and let them watch how he works the battlefield. Alternatively, you could have them face off against that one remaining guard who has enough grit and guts to outclass them because of experience.

Not every runner is a Grammaton Cleric, so feel free to draw inspiration from great fight scenes you've witnessed. Sadly, I'll suggest such movies like "The Transporter" for their innovative action sequences.

Also, putting PCs in a hard situation where they're at a distinct disadvantage with no escape routes and no way to go but forward sort of "forces" creativity. Sacrificial buddies work great in these situations to demonstrate the "proper" way of confronting say, a sniper at the end of an oil-slicked hallway with nothing between them but a smattering of crates (conveniently sized so only one character fits behind each outcropping).
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Eryk the Red
post Oct 16 2007, 09:31 PM
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Your mileage may vary, but I don't care for the dud grenade. It has an immediate effect, but since there was never even a little risk, its not much of a lasting motivator. I like a live grenade, but with ample time to escape. Depends how much you want to scare them, I guess.
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FriendoftheDork
post Oct 16 2007, 10:12 PM
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Actually, in my group the problem is not PCs not using tactics, the problems is that PCs and NPCs with initiative 12 or less usually doesen't have time to act before the fight is over.

Ok, perhaps an overstatement, but still fights seldom last longer than 3 seconds! That makes combat very little cinematic, and although cover sometimes is used, as well as grenades of different kinds, it's usually bang bang and perhaps slash slash if Trog wants to use his spurs, and then the combat is over.

And the problem is not the challenge involved, most fights are do or die, if the PCs don't act fast and take out the opposition, the opposition could possible kill PCs.

I agree the penalties are not high enough for the highly skilled. Ok perhaps someone with pistols 6 and specialization SHOULD be mostly ignoring penalties for cover, concealment etc, but I'm a bit tired of PCs never missing a shot... and I don't think I've seen a glitch with a firearm even once!

I think this is somewhat a problem with the character generation, as it's too easy for players to make extremely skilled characters that always hits even when taking blind shots.
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Kyoto Kid
post Oct 16 2007, 10:15 PM
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QUOTE (Tarantula)
Its what creative uses of the clubs skill is for.  HOME RUN!

...that's what Tomoe (#33...ahhh an Ice cold Rolling Rock would taste so good right now...) would do with her trusty "WonderGirl" Bat focus.
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Apathy
post Oct 16 2007, 10:19 PM
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I would think that the PCs staying in place just gives the opposition (guards, Lonestar, etc) time to call in overwhelming reinforcements. The opposition almost always has more firepower if you give them long enough to get their act together - why would the runners want to wait around for that to happen?
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hyzmarca
post Oct 16 2007, 11:18 PM
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Downlaod videos of the North Hollywood shootout. Show the players what the robbers did right and what they did wrong.
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Aaron
post Oct 16 2007, 11:34 PM
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We've had a few relatively dynamic battles. Usually, it's because the terrain or circumstances are shifting (e.g. morlocks coming through a door, fight breaks out in a crowded dance club).

I handle what the bad guys do in a combat situation by taking a "motivation-style" approach. What do these guys want? Additionally, what do they think of their opposition? What are their expectations as to their own abilities?

So, for example, a free shadow spirit that thought it was invulnerable just floated out in the middle of the combat area, while the drone that was working with it kept trying to move for a better shot, following its orders to seek and destroy.

One thing I do to prevent the trench thing is to steal a page from my infantry leadership training and have an element try to move into a more advantageous position while the rest of the bad guys keep the team pinned. In theory, when both sides are trying this, combat can turn into a bit of a chess match.
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Riley37
post Oct 16 2007, 11:44 PM
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In my experience, bonus Karma is one of the most motivating carrots a GM can hand out, so give bonus Karma for good tactics and/or for asking questions that add detail and visualization to the scene. If there's an NPC that they'd like to impress, then have that NPC comment on good tactics.

If they cluster inappropriately, maybe the first grenade is CS or Pepper Punch rather than frag.

If video games really are a major source of their conception of combat, give them a tactical shooter game such as Rainbow Six. Better yet, take them to a paintball match.

On another hand, this is an example of the difference between PC skills and player skills. Heck, if I took all the time I'd RPGed a tech expert, and had spent that time instead on night school, I'd be able to do the cool stuff my characters can do. Do they have a strong desire not to learn tactics, to do things the hard way?
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Fortune
post Oct 16 2007, 11:49 PM
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QUOTE (hyzmarca)
Downlaod videos of the North Hollywood shootout.

Got any linkage for the lazy? :D
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hyzmarca
post Oct 16 2007, 11:57 PM
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QUOTE (Fortune)
QUOTE (hyzmarca @ Oct 17 2007, 09:18 AM)
Downlaod videos of the North Hollywood shootout.

Got any linkage for the lazy? :D
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Fortune
post Oct 17 2007, 12:08 AM
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You da man! :)
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Wounded Ronin
post Oct 17 2007, 12:23 AM
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SR4 is too newfangled and complicated for me, but I GMed SR3 for years. Sometimes if player characters were doing nigh-suicidal things (i.e. bunching together behind cover while enemies deployed grenades or what have you) I would say, "Make an Int (4) test". If the character succeeded I would say, "Your character, due to his background in military operations, realizes that this course of action is stupid, and furthermore that conventional wisdom states that a squad needs to spread out a bit so that the entire squad isn't taken out by one grenade."

And, yeah...if the PCs bunch up behind cover just have the enemies:
1.) Suppress the PCs with suppressive fire and delayed actions waiting to shoot anyone who moves into view from behind cover.
2.) Send a flanking party with grenades to get closer
3.) When flanking party gets close enough grenade spam the PCs.

That's realistic, anyway. Behind behind cover is great but if the enemy gets close enough they're going to nade spam you and make you die. So if you want to bunch behind cover like that you need to kill everyone who is trying to get close before they can do so.


EDIT: In terms of games I'd recommend America's Army as well as Rainbow Six, since another poster was talking about games.

Electronic Arts' SEAL Team is dated and emphasizes suppressive fire which doesn't work so well in SR BUT it does an excellent job of making you think about whether or not you're in hand grenade range, of thinking about how hand grenades make lots of people die, and lastly why SEAL teams don't like it when people notice them and begin firing multiple shoulder-launched rockets in their direction.
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laughingowl
post Oct 17 2007, 12:34 AM
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QUOTE (Yoan)
Well, I know -how- to go about it, but 3 of the 4 players (they are new, to their credit) don't think 'dynamically'-- I want to encourage them to use their environment, the crates, even the god damned fire hydrant if necessary. I started by having their opposition use basic tactics (no grenades yet, though) etc... as a kind of hint, but I don't want to go too far without offing them!

I do use maps, but mostly on the fly. We also have maps of the players apartments/their immediate neighborhood just to avoid argument.

Their lack of tactical sense (minus one player, the weapons specialist) led to the fact that the hacker, of all people, ran in the middle of the street without cover after seeing his ork comrade try to do the same and get knocked down (5 boxes of damage): the hacker received a total of... a lot of damage boxes, only surviving due to generous use of trauma patches, edge and a large hospital bill. ;)

Anyway, the above isn't entirely relevant to the post, just blowing off some steam.

In tonight's game, I must admit the opposition is particularly deadly (they are at ~30 karma or so, I figure I can up the odds) if they are stupid. The problem is, though, I know the 3 players (thank Dunkelzahn the 4th one is smart!) think binary:

1. Go out blasting without too much regards for cover or,
2. Hide, hide, hide, barely take any shots.

Oh well. I'll try to put more fluidity in my descriptions, see if they pick up the cues... again. :D

Edit: Too many darned smileys.

One advise...

Have the NPC take advantage and describe the effect.

Crouched behind the wreck of the citymaster, the gangers take cover from your firewall, most seem to hit the cover rather then the gangers.

When the party gets the idea and starts asking about what they can take cover behind...


Crouched behind the dumpster you take shots at the gangers. One of the gangers suddenly rolls out and moves to lying on the sreet taking cover under the curb, from his direction you have no cover from the dumpster.


If give examples of the NPCs taking dynamic actions to get modifiers, it should encourage your PCs to do the same
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Clyde
post Oct 17 2007, 12:56 AM
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Use the full defense option in ranged combat. When a character abandons their action to full defense they can still move - which makes it a really convenient time to do that.
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MaxHunter
post Oct 17 2007, 02:42 AM
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Fortunately, the people I play with are very tactical and combats get pretty dynamic and cinematic. Making the opposition use and abuse of the environment also help "colour" up the fights.

One thing I have observed is that it is possible to hack the players mind and implant a subtle suggestion to nudge them into using the environment (or anything else)

i.e. : "you lean against that [bold] old, ramshackle wall [/bold] looking for cover while gunshots send wood and wallpaper fragments all around you. Getting ready to move, you can hear the gangers' heavy boots on the wooden board [bold] right on the other side of your cover[/bold]. They are about to come in and finish the job."

Next action the dwarf shot the gangers through the wall with his predator loaded with APDS. Right after that, the surviving ganger used the hole to force-place his shotgun barrel through the wall and shot the runners through it... and so on and so forth. (this is just one example, happened last run)

That being said, I wouldn't mind the hacker not knowing anything about tactics. Hey, I would even mark it as good roleplaying if he does stupid things in combat. You could even talk to the weapon specialist and suggest him that he took advantage of those situations to roleplay his combat knowledge (in a friendly way, of course)
-"No! Jimmy, get back here! Damm script kid! Too many trid games! Trog, cover me, I am going to get him back"

Cheers and happy gaming!

Max

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kzt
post Oct 17 2007, 03:40 AM
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QUOTE (Aaron)
One thing I do to prevent the trench thing is to steal a page from my infantry leadership training and have an element try to move into a more advantageous position while the rest of the bad guys keep the team pinned. In theory, when both sides are trying this, combat can turn into a bit of a chess match.

You have fights last long enough for this to matter?

The last fight we had had, with 3 PCs vs 12 armed gangers, the Sami was taking down two per IP, the light mage took down half of them on the second IP with an alpha firing a frag (missed with the first HE grenade on IP 1). It was over by intuitive 16, IP 1 on the second turn.

The bad guys got to move exactly once.
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Clyde
post Oct 17 2007, 05:09 AM
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kzt,

It sounds like your gangers didn't have much in the way of stats.

For example, a starting street samurai can throw 14 dice with an assault rifle. Since it takes at least one net hit to connect, you need something like 11 to 12 dice to confidently defend. Impossible? Hardly.

First, get a base Reaction of 4. No gunfighter should do with less. Increase that reaction to 5 with drugs or cyberware (either are cheap enough to be available to anyone).

Second, get a Dodge skill of 3. Specialize in ranged dodge (the only real advantage dodge has over gymnastics, but it's a big one).

Third, fight from good cover. A -4 penalty puts the sammie at 10 dice. The ganger defends with 10 dice on full defense.

On full defense, your hypothetical ganger won't get hit by anything short of a long wide burst (which the sammie can throw), an edge augmented shot, or just good rolling.

Full defense is critical to stretching out a fight, imo. You can use it when it's not your turn - although it will take up your next available action. For grunts, often the choice is between losing an action and losing your life. Because you can still move while on full defense, it actually becomes an offensive maneuver. A grunt can run (gaining +2 to defense rolls) to a better attack position.

Even if going defensive doesn't save a grunt, it often means that the runner has to work twice as hard to bring him down. That leaves more goons alive to shoot back.

You also want to use Edge to preempt the runners. Group edge makes that tough, but it's a better use of one or two edge points than the ability to reroll your tiny dice pool. This tends to force PCs to be a bit more careful in who they attack, because it's easy to get lots of dice to hit with (smartlink, specialization, muscle replacement, etc).

Another stat to be wary of is armor. It's easy to underprotect your bad guys. Runners will virtually always load up on explosive or EX rounds, so their guns will tend to hit harder than weapons of comparable force in the hands of a budget minded NPC. With enough armor, grunts can take multiple hits to bring down.

It's vitally important for grunts to spread out for two reasons. First, when bunched together they make great stunball and grenade targets (as you saw). Second, when spread out they get more shooting angles on the runners.

Don't forget to throw in a lieutenant or two that is more powerful than a typical grunt. This guy maybe shouldnt' be obvious (to keep him alive longer) or should be using edge to preempt the runners.

Finally, sauce for the goose is pretty important to keep the goose from tasting like crap. Use stunball, grenade launchers, EX explosive rounds from tricked out Ares Alpha assault rifles and cheap Reaction enhancers and muscle toner on your runners. (For the price of a mercury comet, you can be twice the security guard than an unaugmented foe - probably a worthwhile trade). Don't forget drones and spirits. Your grunts will thank you :love:
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hyzmarca
post Oct 17 2007, 05:32 AM
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Gangers should use smart tactics, as well. These people fight for their lives and their turfs every day. What they lack in training they make up for in practical experience. And, being young and untrained, they are more likely to take novel approaches to combat. These are the same sort of guy who invented the Drive By Shooting, after all.

If fact, if you don't have gangers just Drive By the PCs at least once, you aren't using Vehicles to their full effectiveness.




In addition to the above suggestions, I'd suggest the following.

Have the encounter in an alleyway. 1 Ganger lures them into the ally near a metal dumpster he has a melee weapon but acts friendly. They're doing legwork and he's a friend of a friend of a contact. Six more gangers with mixed SMGs and Auto-Shotguns are hiding behind the dumpster, they pop out, firing wide bursts while the traitor character melees the PCs. Then, three tanks with mixed Ak-97s and Auto-shotguns close off the alleyway, blocking their retreat. (The Spikes would never do this because it goes against the principals of Sun Tzu, it forces the PCs to fight to the death and increases their chance of pulling a miracle out of their assess.) Finally, four more gangers, acting as snipers, point bipod-modified Ak-97s out the windows and snipe with aimed bursts and called bursts. All of the gangers on the ground have an extra +1Rea +1IP from either Cram or Jazz. LTs might even have both.
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Kyoto Kid
post Oct 17 2007, 06:29 AM
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...gangers with auto shotguns, assault rifles, snipers using bipods?? I thought the Red Hot Nukes were no more. :grinbig:
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kzt
post Oct 17 2007, 06:40 AM
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Magic and airbursted grenades tend to toast people trying to play dodger.

Even when the PCs luck sucks, as it did here.

Oh and the rules make dodge only effective on full defense. "There is no skill that applies to defending against ranged attacks—defending characters simply roll Reaction (the defaulting modifier does not apply). Characters may also go on full defense (p. 151)."

It's always easy to kill the PCs. It's hard to have a combat that last for long in SR if the PCs have a clue. Nobody really misses much, and if they go to grenades or magic, they don't typically miss by enough to matter.
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Zak
post Oct 17 2007, 03:45 PM
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QUOTE (Kyoto Kid)
...gangers with auto shotguns, assault rifles, snipers using bipods??  I thought the Red Hot Nukes were no more. :grinbig:

Crime pays. Way better than by the SR books even. Any proper gang worth that name will be armed to the teeth. Otherwise they would be wiped from business.

And damn, i love the Red Hot Nukes :D
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Kyoto Kid
post Oct 17 2007, 04:04 PM
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...a gang of dwarves who love to blow crap up... always been my fave.
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Fortune
post Oct 17 2007, 04:23 PM
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QUOTE (Kyoto Kid)
...a gang of dwarves who love to blow crap up... always been my fave.

And here I thought you didn't like Magic. :D
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Kyoto Kid
post Oct 17 2007, 04:25 PM
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...yeah but they also like using very big guns & explosives too. That makes up for the magic. :grinbig:
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