Download as pdf or txt
Download as pdf or txt
You are on page 1of 31

47 BATTLE TACTICS

AND STRATEGIES
For Your Military RPG Campaign

SEPTEMBER 19, 2015


BLACKSTONE ENTERTAINMENT, INC
47 VILLAINOUS PLOTS

47 Battle Tactics and Strategies

Military-heavy storylines can be extremely fun, combining the


excitement of standard RPG campaigns with the epic scope and scale of huge
battles, massive sieges, and harrowing marches through enemy territory.
While many RPG systems out there have rules for conducting massive battles
(some even go into detail when it comes to morale, formation bonuses, and
fatigue), few bother to talk about the actual tactics and strategies used by
armies in the conduct of war. This supplement attempts to remedy that, and
provide GM/DMs with another tool in their arsenal for running a believable,
memorable campaign.

As this guide is system-agnostic (though it admittedly caters to fantasy


or historical RPGs in general) no specific recommendations exist when it
comes to exact bonuses or penalties to morale, statistics, ability to hit, dodge,
or ability to cause damage. These are rightly left to the GM/DM to apply,
based on his or her knowledge of the specific rules system being used. Where
applicable, however, we have noted areas where very general statistical or
probability-based advantages (missile cover, range, movement,
surprise/initiative, to hit and morale) can be inferred.

This guide is in no way meant to be a definitive collection of every


military tactic ever used, nor does it claim to be authoritative on the subject
of strategy. There are as many tactics and strategies out there as there are
leaders with imagination and opportunity, and these are but a few! The

1
47 VILLAINOUS PLOTS

tactics below are divided into 5 broad categories; Ambushes, Skirmishes,


Field Battles, Sieges, and Fantastical or Other. While certain tactics might
well look similar to one another (Double Flank/”V” Ambush and Double
Envelopment, or Hasty Ambush and Hasty Attack for example) they are
placed into their own sections out of consideration for numbers, objectives,
and matters of scale.

Enjoy!

Ambushes:
1. Hasty Ambush.
A Hasty Ambush is a tactic used in a situation where there the
attacking force does not have a lot of time to prepare a more thorough
attack. Hasty Ambushes are best used in running battles, where the distance
between foes can be counted in a matter of minutes or seconds. Using
whatever terrain they have at hand, the ambushers set up on one or more
sides of the expected enemy approach, ready to spring their assault with
melee and or missile weapons and spells as soon as the foe is within the
appropriate range.
Strengths: Hasty Ambushes are very good for trained soldiers,
monsters or adventurers who know how to fight together cohesively. Done
properly, a Hasty Ambush can catch a fast-moving enemy unawares better,
conferring a higher chance of achieving surprise or initiative. Hasty
Ambushes also don’t require much more than a few minutes’ preparation
to succeed.
Weaknesses: Green or ill-disciplined forces are less likely to
successfully launch a Hasty Ambush as they will require more lead-up time
to properly conceal themselves and determine the most advantageous place

2
47 VILLAINOUS PLOTS

and timing to launch the attack. Ill-disciplined forces are better suited for
Prepared Ambushes, and those characters/beings without stealth or
sneaking skills cannot guarantee Surprise or Initiative bonuses.

2. Prepared Ambush.
Prepared Ambushes are basically Hasty Ambushes with hours or even
days of lead-up time, allowing the attackers to better prepare the battlefield
for the coming fight. Using the natural terrain as a starting point, Prepared
Ambushes go a step further, setting traps, digging ditches or using
brush/earth/wood to funnel an enemy more efficiently into a prepared
‘kill-zone’ for melee, missile, and spell attacks.
Strengths: Usable by both veteran and inexperienced troops alike, the
Prepared Ambush will almost certainly grant automatic surprise and or
initiative in an encounter. No special skills are necessary from the
ambushers – thus characters with low or non-existent stealth or hiding
skills can still perform a Prepared Ambush.
Weaknesses: Prepared Ambushes require the ambushing force to be
in place hours or even days ahead of the enemy, and the grueling task of
setting traps or creating earthworks can easily deplete any advantage such
a force might have when it comes to rest and fatigue. They also require
some advanced knowledge of the enemy’s movements and pace, as even the
best laid ambush is worthless if the enemy takes another road!

3. Linear Ambush.
A Linear of single-edged ambush is the most basic of surprise tactics,
and involves striking an enemy force on a single flank along the line of its
march, almost always while it is moving.
Strengths: Linear Ambushes are incredibly easy to conduct, and
generally require no specialized leadership or military skills. They also
allow a commander to keep sight on his or her entire force, as the

3
47 VILLAINOUS PLOTS

ambushers have a single, unbroken line of attack.


Weaknesses: Linear Ambushes provide the enemy a single flank to
protect, meaning they are more quickly able to get vulnerable or important
units out of the fight. These units can then be sent around the flanks of the
ambushing force, or held in reserve (and resting) while the main line units
continue to wear down the ambushers.

4. “L-Shaped” Ambush.
In this tactic, the enemy performs a Hasty Ambush with missile-
capable troops, setting up directly in front of and to one side of an
approaching enemy. This gives the attacking force some good advantages
when it comes to striking the weakest point of the foe – good L-Shaped
Ambushes can easily put officers and even enemy commanders well within
the reach of an ambushing force’s missile weapons. Cover is key here; L-
Shaped Ambushes are best performed in forested or very broke terrain
where both the enemy and their targets will have some degree of missile
cover.
Strengths: The L-Shaped Ambush creates close to a mathematical
certainty that the victims of the ambush will gain an absolute maximum of
33% cover from incoming missile attacks. It is also easy for less-disciplined
troops to perform, as there is little danger of catching their own allies in a
crossfire, and when retreating, the ambushing force can still maintain a
degree of cohesion – they can all retreat in the same direction, and none of
them are at any particular risk of being cut off should the ambush go
poorly.
Weaknesses: The L-Shaped Ambush is not as effective at catching an
enemy in a crossfire (removing ALL cover bonuses from terrain) as a
Double Flank Ambush. The L-Shaped Ambush also opens up the ambushing
force to a concerted counter-attack as well should the ambush go poorly.
Finally, the very terrain that makes L-Shaped Ambushes so successful

4
47 VILLAINOUS PLOTS

(forests and broken ground) also grants cover to the enemy.

5. Double Flank or “V” Ambush.


Similar to the L-Shaped Ambush above, this ambush puts the
attacking force on opposite sides of their victims, ensuring almost total
removal of cover bonuses against missile weapons, and preventing all but
the most numerous of foes from forming up to face melee opponents on
both sides at once.
Strengths: The Double Flank Ambush, used by experienced forces,
can catch nearly any enemy by Surprise, and negate nearly all cover
bonuses against missile weapons or spells – even from shields. It also has
the benefit of ensuring that the victims of the attack will have their backs to
one side or the other for a significant portion of the battle, making them
more vulnerable to flank and rear attacks.
Weaknesses: Ill-disciplined or green forces are much more likely to
catch one another in their own crossfire, especially in short ranged missile
engagements. Green troops are almost guaranteed to lose cohesion the
moment the battle begins, and exercising command over the two sides
(with an enemy in between) is much more complicated, particularly if the
ambush has to be called off suddenly.

6. Choke Point Ambush.


This ambush uses a natural terrain feature such as a narrow pass, a
bridge, gateway or river-crossing to limit the number of foes that can
squeeze through at once.
Strengths: By limiting the number of enemies you have to fight at
once, the Choke Point Ambush grants the ambushers a great deal of options
when it comes to dealing with the vanguard – or rear-guard, depending on
which side of the Choke Point the ambush occurs upon. Attacking the
enemy’s weakest troops – while ignoring its strongest – is one of the great

5
47 VILLAINOUS PLOTS

advantages of a choke-point ambush.


Weaknesses: As this is only an ambush, and not an actual set-piece
battle, the Choke Point Ambush is only useful for slowing a foe down, not
stopping them in their tracks. By breaking enemy cohesion and limiting
their numbers, the ambushers gain the upper hand for just a few moments,
but will quickly lose any Initiative or Surprise benefits once the battle
commences.

7. Defile Ambush.
This ambush uses the presence of a narrow defile or passage of some
sort that is flanked by high, unassailable ground on both sides for some
distance, creating a natural funnel that forces the victims to either push
ahead, or retreat.
Strengths: A Defile Ambush is best when the sides of the defile are
either too steep to climb or at least present such a limiting factor on
movement rate that the attackers above are afforded a great deal of time to
deal with those who do try to climb. Done correctly, a Defile Ambush can
achieve Surprise and Initiative, as well as forcing the enemy to travel a
great deal of distance (forward to the end of the defile or backwards in
confusion to the beginning) to get to their attackers.
Weaknesses: Defile Ambushes are relatively useless for troops
without missile or spell attacks, though the presence of boulders or logs at
the top of the defile may at least allow melee-only troops to send them
crashing down into their foes. The nature of the defile itself also ensures
that your forces are divided in two, potentially making each side vulnerable
to the eventual counter-attack. The amount of time it might take the two
sides to join up again could thus do a great deal of harm to the ambushing
side.

8. Feigned Withdrawal.

6
47 VILLAINOUS PLOTS

In this scenario, your ambushing forces stage a controlled – but


convincingly frantic looking – retreat before the foe, who is compelled to
give chase. By giving chase, the enemy might well lose any bonuses from
terrain or cohesion they had during the original fight, as well as Initiative.
Strengths: A Feigned Withdrawal, done with disciplined troops who
haven’t yet failed their Morale, can catch an otherwise superior force off-
guard, especially in broken or forested terrain where the enemy’s numbers
might not be of much use. By forcing the foe to give chase into rough
terrain, their unit cohesion will be broken, and they may not be able to
make much use of tactics that grant them bonuses on open ground – i.e.
unimpeded use and mobility of their mounts, clear lines of fire for archers,
or shield walls/phalanxes for heavy infantry.
Weaknesses: Unfortunately, the act of retreating is a very dangerous
thing in and of itself, and rallying the troops to turn about and launch a
counterattack will require a commander of sufficient reputation and skill.

9. Infiltration.
This tactic involves placing a number of elite or specialized soldiers
(mid-high level adventurers generally work well here) well within the
enemy’s lines, for purposes of spying, assassination, sabotage, or the sowing
of confusion or discord. These soldiers can be either covert or overt – that is
to say, completely hidden or hidden within plain sight. If they are
completely hidden, they must rely upon their ability to sneak about –
detection will mean instant confrontation. If they are hidden in plain sight,
they are generally masquerading as the enemy, bearing the arms and
uniforms of the foe in an effort to blend in and get close to their target.
Strengths: This tactic can easily wreak havoc on an enemy force –
either at camp or on the move. By placing some of your best elite forces at
the literal heart of the enemy, a commander is able to achieve a great
number of goals – imagination and opportunity being the only limits. See

7
47 VILLAINOUS PLOTS

Magical Infiltration for another strategy available in high fantasy settings.


Weaknesses: This tactic requires the fantasy or historical equivalent
of Special Forces, as these soldiers will be completely cut off from aid,
surrounded by enemies, and required to think on their feet and improvise
effectively the moment something goes wrong – which it generally does.

Skirmishes:
10. Skirmish Line.
Used by light or missile troops, a Skirmish Line can help to break up
or soften enemy forces before they reach their goal. Best used with lighter,
relatively fast-moving forces, Skirmish Lines are irregular, and have no real
unit cohesion to break.
Strengths: Skirmish Lines should grant a minor bonus to missile
weapon accuracy or damage, as well as a very slight movement bonus to
reflect their lack of encumbrance.
Weaknesses: Extremely vulnerable to cavalry charges and direct
attacks by fast-moving light-medium infantry forces. Lack of unit cohesion
means Skirmish Lines generally break easily.

11. Withering Fire.


Rather than have all of one’s missile troops fire at the same time,
Withering Fire causes them instead to stagger their shots throughout the
combat round. Although the sheer destructive power of a full volley is lost,
Withering Fire ensures that arrows/spears/stones are falling more or less
constantly upon their targets.
Strengths: Withering Fire is great for keeping foes under cover, or
moving slowly as they are forced to keep their defenses up. Withering Fire

8
47 VILLAINOUS PLOTS

should grant bonuses to hit against targets moving from cover to cover, and
against targets with shields.
Weaknesses: Withering Fire reduces the overall volume of missiles
that can hit an enemy at once, and although the casualties will be the same,
the shock to morale of losing those casualties will be spread out more
evenly.

12. Bounding Overwatch.


By use of this tactic, a retreating (or advancing) force can keep an
enemy under the constant threat of missile fire without the entire force
either stopping, or exposing themselves to return fire at once.
Strengths: This tactic should grant the forcing using it some minor
missile to-hit bonuses, as well as perhaps reducing the enemy’s own rate of
fire due and movement rate in pursuit due to the Bounding Overwatch’s
ability to constantly keep missile fire on their foes, potentially forcing them
to seek cover or slow down and protect themselves.
Weaknesses: This requires a preponderance of missile weapons
amongst the troops using Bounding Overwatch, and without it, it is
relatively useless except as a risky attempt to cover a retreat by melee
forces.

13. Hasty Attack.


Much like the ambush strategy above, Hasty Ambush, this is a tactic
used in a situation where there the attacking force does not have a lot of
time to prepare a more thorough assault. As a general rule, an army is only
at its best when it is actually arrayed and formed up for battle; any other
condition (marching, encamped, foraging, etc.) leaves it vulnerable to
assault. Rather than wait for the enemy army to reach its proper battle
array, the commander using Hasty Attack decides to push the assault before
his foe is properly prepared.

9
47 VILLAINOUS PLOTS

Strengths: Hasty Attacks are very good for trained soldiers who know
how to fight together cohesively. As armies on the move or encamped at
night are at their most vulnerable, attacking them at such times can
severely hamper that army’s usual advantages of numbers or armament.
Done properly, a Hasty Attack can catch a moving or encamped enemy
unaware, conferring a higher chance of achieving Surprise. Hasty Attacks
also don’t require much more than an hour or so of preparation to succeed.
Weaknesses: Green or ill-disciplined forces are less likely to
successfully launch a Hasty Attack as they will require more lead-up time
to properly conceal themselves and determine the most advantageous place
and timing to launch the attack. Large armies are also very hard to conceal
– moving a sufficient force towards a marching or encamped foe will take a
great deal more planning and discipline.

14. Cavalry Screen.


A Cavalry Screen is a group of horsemen or other equally mobile
units who are sent out to scout an enemy and derive vital information
about their numbers, formations, and position. By moving well ahead – or
behind – the main army, they serve as an extension of the army
commander’s situational awareness.
Strengths: Proper Cavalry Screening can inform a commander of an
enemy’s movements and strengths early enough in an engagement to effect
an advantage. In game terms, effective Cavalry Screens should generally
prevent or at least give proper warning of ambushes of all sorts.
Weaknesses: Cavalry Screens put the horsemen in grave danger, as
they are often well out of contact with the main army. Cavalry Screens are
vulnerable to ambushes themselves if they do not have proper scouts. I the
Cavalry Screening force doesn’t know the terrain in which they ride, their
ability to sniff out ambushes before the main army arrives is somewhat
nullified.

10
47 VILLAINOUS PLOTS

15. Reconnaissance in Force.


This tactic involves the sending out of bodies of soldiers – of all types
– for the purpose of sniffing out the position of the enemy and forcing them
into battle. The tactic is generally performed by dividing a large portion of
the army into smaller units and spreading them out over a much wider
frontage – anywhere from 2x to 10x the army’s normal battle frontage.
Strengths: Used correctly, Reconnaissance in Force can prevent
ambushes by a waiting enemy, as the units who are ambushed will be only
a small part of the whole army. Such small scale ambushes are quickly
reported to the main army, and the ambush is either avoided or
overwhelmed.
Weaknesses: Reconnaissance in Force puts the majority of an army
on precarious footing, spreading it out and removing its unit cohesion
entirely. Faced with a prepared enemy position of any real size or strength,
the leading units will generally be annihilated. Additionally,
communication between the various reconnaissance units becomes difficult
in any kind of broken or rough terrain, leaving the entire army vulnerable
to large-scale enemy movements to counter them.

16. Feint.
A Feint is, simply put, a ruse conducted by an army meant to fool the
enemy into believing something advantageous to you. This can take many
forms, from convincing an enemy that your flank is weak in order to invite
a foolish attack to convincing the foe that you intend to attack their left
when your real intentions lie to their right.
Strengths: Done correctly, a Feint can all but ensure the enemy moves
vital troops into a disadvantageous position, potentially opening up a flank
or weakening their main line.
Weaknesses: A Feint requires a skilled battle commander, as well as a

11
47 VILLAINOUS PLOTS

believable movement of troops – the enemy isn’t going to react unless you
give him or her a reason to believe they have an advantage. Improperly
conducted, a Feint can backfire very easily, leading a commander to
sacrifice precious men, time and resources to a ruse that doesn’t fool
anyone.

17. Holding or Delaying Force.


A Holding or Delaying Force is used when an army needs time to
accomplish some part of its goal – the taking of a hill, the orderly crossing
of a river, or even a withdrawal in the face of the foe.
Strengths: Unlike the Covered Retreat, this is usually a significant
force, and though casualties may be steep, this is not a sacrificial action.
Weaknesses: Holding or Delaying Forces require mobility and or
staying power to accomplish their mission – enough so that these units will
often be among the best units available to the commander. Putting your
best units into the fight is always risky, particularly if the rest of the army is
some distance away.

18. Covered Retreat.


This tactic allows a commander to conduct an orderly withdrawal of
his or her main forces without the battle turning into a rout. By placing a
small number of generally light or support troops in the path of the foe, the
rest of the army can move back through this line, and be given minutes –
even hours – to make a clean – and most importantly orderly - getaway.
Strengths: Correctly done, a Covered Retreat can spare an army from
utter annihilation in the face of a superior or unexpected force. It can also
delay an enemy for a decent amount of time, particularly if the enemy is
unaware that the main body of the army is retreating.
Weaknesses: The covering units must be formidable enough to
actually stop the enemy, who will usually conduct an all-out assault on

12
47 VILLAINOUS PLOTS

them in an effort to reach the retreating army. Otherwise, these units will
simply be swept aside by the tide of the foe. Additionally, the units covering
the army’s retreat will usually be lost, or at the very least take horrific
casualties.

19. Mounted Infantry.


This tactic involves mounting a significant portion of normally footed
soldiers for the purpose of getting them into position faster than walking or
running afoot could generally allow. Though it might seem
counterintuitive to call such a force anything but cavalry, these infantry
still prefer to fight afoot, and unlike most cavalry forces (who prefer to
avoid prolonged melees) they can easily form a solid defensive line as soon
as they reach their destination.
Strengths: Such a force allows a commander the ability to put a solid
fighting force just about anywhere he or she needs them without tiring
them out by marching them there. It also allows for a bit of surprise effect,
as the enemy commander might be caught off-guard when an infantry
force suddenly appears on an unexpected flank.
Weaknesses: This requires a lot of spare horses, as well as a good
number of sturdy infantry with horsemanship skill. It also comes with some
inherent vulnerability, as such troops tend to fight quite poorly if they are
forced to fight while still mounted.

20. Mixed Arms Line.


This tactic involves the creation of a combined-arms unit, generally
of two or more troop types (cavalry + light Infantry, heavy spearmen +
archers, etc.) in an attempt to negate the inherent disadvantages of the
individual units. For example, a cavalry unit might be paired with very fast
moving spearmen in an attempt to give the cavalry forces some staying
power, while archers might be interspersed with heavy infantry to proffer

13
47 VILLAINOUS PLOTS

some protection from sudden cavalry charges.


Strengths: This tactic can grant certain units some very hefty
advantages when facing enemies that generally have advantages over them.
As certain units have a natural paper-rock-scissors paradigm (infantry
generally defeat cavalry, archers generally defeat infantry, and cavalry
generally defeat archers), combining certain troop types into a single
cohesive unit can break that paradigm.
Weaknesses: Mixed Arms Lines are generally limited to individual
units (which is why this tactic is relegated to the Skirmish section, rather
than Field Battles), and rarely comprise a significant portion of the army, as
the specific cross-training required for two inherently different troop types
to work together effectively is somewhat prohibitive..

Field Battles:
21. Envelopment.
Also known as Flanking, Envelopment is the act of wrapping a single
flank around the opposing flank of the enemy. Best done by faster or more
maneuverable forces (cavalry, light infantry, etc.) to limit enemy response
time (a slow moving flanking force could be counterattacked by enemy
reserves if they take too long), Envelopment allows a force to viciously
attack two or even three sides of an enemy force.
Strengths: The Enveloped foe’s flank will take moderate to severe
Morale and Defensive penalties (to Armor, melee defense, etc.) once
flanked, and their ability to maneuver will be entirely removed – this
includes their ability to escape as well.
Weaknesses: Enveloping an enemy’s forces requires several factors to

14
47 VILLAINOUS PLOTS

work together perfectly – a numerical advantage (at least among local


forces), speed (cavalry are particularly well-suited to Flanking), timing (if
the enemy has uncommitted reserves, they can Envelop the Enveloping
forces!), and terrain. With one or more of these factors missing,
Envelopment will fail very easily, opening the would-be attackers to deadly
counterattacks.

22. Double Envelopment.


Taking the concept of Envelopment to the next level, Double
Envelopment is the act of wrapping both flanks around the opposing flanks
of the enemy.
Strengths: The Enveloped foe’s flanks will both take severe Morale
and Defensive attribute penalties, and be faced with the possibility of utter
annihilation since there is no safe path for them to flee through.
Weaknesses: Even more difficult to perform than Envelopment,
Double Envelopment almost always requires either a decisive numerical
advantage or brilliant leadership – not only from the overall commander
but from the individual unit leaders who command the flanking forces.

23. Protected Flank.


This tactic anchors one side or another of one’s forces on a terrain
feature (a wall, a river, a cliff, a swamp, thick forests, etc.) that completely
or moderately inhibits movement. By doing so, one more or less guarantees
that the flank so anchored cannot be enveloped by an enemy.
Strengths: By protecting one’s flank with a river or other impassible
terrain feature, one’s forces gain a moderate bonus to Morale and
Defensive attributes. It also opens up the flexibility to strengthen ones
opposite flank, making Envelopment an easier tactic to use.
Weaknesses: Anchoring one’s line on such a terrain feature also
limits one’s ability to maneuver, as the terrain feature is a static (non-

15
47 VILLAINOUS PLOTS

moving) piece on the battlefield. It also removes one possible direction of


escape (should the battle be lost) for the forces using it.

24. Wedge Formation.


This formation takes advantage of the weight of numbers on a
relatively small portion of the line as a way of punching through defensive
infantry lines. Putting one’s best troops at the front, and using the
momentum and charge of all those behind, it can overwhelm an enemy
line, potentially splitting it in half.
Strengths: A Wedge Formation should grant bonuses to the To Hit,
Damage, and any Charge-related stats or bonuses granted. Used by cavalry
forces, it can increase the shock value of their charge greatly, giving them
the ability to pierce straight through all but the best-defended or thickest
battle lines.
Weaknesses: By concentrating so many forces in one area, the Wedge
can easily be surrounded, and once the momentum of the original charge
has been spent, a determined or skilled foe can surround it on three sides
simply by committing reserve forces to closing the gap created by the
Wedge.

25. Feigned Withdrawal.


This tactic, a specific variation of Feint, aims to fool the enemy into
believing an army’s forces are retreating before them. In reality, all of the
involved units involved in the Feigned Withdrawal know it to be a ruse,
and have pre-determined orders to turn about at a moment’s notice,
potentially catching a pursuing or out-of-position enemy unaware.
Strengths: This can be a decisive tactic, especially against ill-
disciplined or over-eager foes. Sprung correctly, the immediate turn of
multiple units in the face of disorderly, no longer cohesive enemy troops
can easily result in a rout.

16
47 VILLAINOUS PLOTS

Weaknesses: Feigned Withdrawal requires relatively disciplined,


capable troops – lesser or ill-trained troops can easily turn a Feigned
Withdrawal into an actual one!

26. Refused Flank.


Also known as Oblique Order, by holding one’s flank back, or even
drawing it towards the rear, the battle commander maneuvers the other
flank of his own forces in such a way as to attack a single flank of the
enemy. The enemy is presented with the option of attempting to force an
attack upon the refused flank, or holding the remainder of his forces in
check, being unable to commit them to battle.
Strengths: A Refused Flank can allow a commander to take advantage
of superior local numbers on one side, while forcing the enemy to go on the
offensive against a weaker or perhaps even fortified flank. Forces on the
assaulting side should gain some minor To Hit or Damage bonuses due to
concentration of force.
Weaknesses: A clever foe can either draw all of his own forces back,
or launch a devastating attack of his own to blunt the enemy’s assault. A
Refused Flank also either hampers or weakens the commander’s opposite
flank, limiting his ability to envelop or press home any numerical
advantage.

27. Choke Point or Funneled Defense.


This military tactic, similar to a Choke Point Ambush in all but scale,
involves the use of natural or prepared terrain features in forcing an enemy
to move into a position of extreme disadvantage.
Strengths: By placing the army’s best units on a limited front, this
tactic can quickly neutralize an enemy’s superior numbers or skill. If the
army has skilled missile units on the flanks, they can easily catch the enemy
in a deadly crossfire, neutralizing missile cover and potentially gaining an

17
47 VILLAINOUS PLOTS

advantage to hit, as the targets will be much more compact (difficult to


miss).
Weaknesses: There are always risks inherent in any attempt to
surround or fall upon a trapped enemy – an enemy that can’t easily
withdraw may well fight on longer than they would normally.
Furthermore, some choosing/preparation of the battlefield ahead of time is
required for this tactic to work.

28. Hidden Envelopment/Flank:


This tactic involves the placement of a significant force of soldiers
behind a hill, within a forest or swamp, or otherwise hidden behind terrain
features. Done properly, the enemy will not even know the flank exists, and
will often voluntarily ensure his own envelopment by marching straight
into the part of the army he can see.
Strengths: This tactic allows a potentially smaller or disadvantaged
force the ability to envelop an enemy, springing the trap at the last moment.
The hidden forces will generally be placed in such a way as to enable them
to fall upon the rear or flanks of the foe, gaining advantages of morale and
possibly damage against the surprised foe.
Weaknesses: Such tactics rely upon the ability of the battlefield to
actually hide the enveloping force – if discovered, such a force is rendered
useless as the enemy will simply realign itself accordingly.

29. Prepared Defenses.


This involves the digging/construction of ramparts of earth, wood,
and stone, ditches, spikes, moats, fences or even walls for use in bolstering
the defenses of an army. The natural slope of a hillside can be steepened, a
river ford can be dredged (making it harder to cross) or a forest on a flank
can be made impassible with barricades and spikes.
Strengths: Properly prepared, such defenses will grant a number of

18
47 VILLAINOUS PLOTS

bonuses to the defending army, from missile cover to height advantages to


refused flanks. Hidden pits, difficult terrain, and even ramparts will all
confer major disadvantages to attackers attempting to surpass them.
Weaknesses: These defenses of course assume the enemy will ‘play
nice’ and actually attack the prepared position – something most wise
commanders will avoid when possible. This tactic also requires significant
(as in days) lead and preparation time, and thus extremely advanced
knowledge of the enemy’s movements and arrival.

30. High Ground.


By use of advantageous terrain, the force on the high ground is
granted a number of benefits in combat, including a commanding view of
the battlefield (making it harder for the enemy to conceal his own
movement/numbers), increased range for missile weapons, superior melee
defenses, and a considerably reduced enemy movement rate or fatigue.
Strengths: High Ground grants those who occupy it a moderate
bonus to their to-hit rolls, and should also provide some penalties to foes
that are forced to charge uphill against them (to-hit penalties, fatigue,
lowered movement rate, etc.)
Weaknesses: Those on High Ground are relatively limited in their
own tactics, as enemies might well decide to hold back, or ignore them
altogether, preferring to make those on High Ground come to them.

31. Shock Charge.


Utilizing heavy cavalry or elite forces, a Shock Charge’s purpose is to
bring to bear massive offensive force upon a vulnerable part of the enemy’s
line. Forces capable of performing a Shock Charge must possess speed,
heavy impact, and lethality – light cavalry or slow-moving infantry are
unsuitable for such a tactic.
Strengths: The Shock Charge, used correctly, should impose a

19
47 VILLAINOUS PLOTS

moderate to severe morale penalty in those enemy forces who survive it.
Weaknesses: The Shock Charge requires that the enemy being
targeted are relatively weaker than the charging forces; disciplined infantry
– particularly those with spears or other anti-cavalry weapons – will often
stand their ground against this tactic.

32. Mounted Infantry Attack.


This tactic requires only basic riding skill on the part of standard
infantry forces to be performed correctly. Mounting them only as a form of
transportation, the commander uses the additional speed and mobility of
horses or other mounts to quickly move a portion of his infantry to a
chosen spot on the battlefield, where they dismount and form up as
standard infantry once more. At no point are Mounted Infantry expected to
fight in the saddle.
Strengths: A Mounted Infantry Attack allows a commander to move
heavy infantry forces around the field much more quickly and with less
exertion than if they were forced to move by foot, potentially covering 3 or
4 times the distance men on the march could manage.
Weaknesses: This tactic obviously requires the use of a great number
of horses – mounts that cannot really be used for anything else. It also
requires sufficient manpower in the form of attendants who round up the
horses once the infantry dismount.

33. Indirect Attack.


This tactic involves the use of a significant, but limited force to pin or
‘hold’ the enemy in place by frontal engagement while an equal or
sometimes much larger portion of the army moves to flank. Different than
a standard envelopment, which seeks to flank the main body of the enemy
with smaller forces, Indirect Attacks actually attempt to achieve
envelopment with the main body.

20
47 VILLAINOUS PLOTS

Strengths: By placing such a massive force in position to flank the


enemy, a properly sprung Indirect Attack can overwhelm pretty much any
defense an enemy can bring to bear on his or her flank.
Weaknesses: Placing the majority of your army out of position - or
for that matter attacking the main enemy force with a minority of your
forces – is very dangerous, and is only attempted by very bold or confident
commanders. If the enemy has significant reserves, or detects the intent to
perform an Indirect Attack, they can easily move their own main body to
counter the assault, rendering the whole maneuver useless.

34. Heavy Reserve.


This tactic, generally used by particularly cautious commanders,
places the vast majority of the army in reserve, while presenting only a
relatively thin front line. Heavy Reserve is useful when facing a superior
foe, as you are better able to keep that foe occupied while your own
reserves remain fresh and un-fatigued. It is also useful when the enemy
force is not entirely revealed, or when a commander fears the enemy has a
significant hidden reserve of its own.
Strengths: A Heavy Reserve gives a commander a significant tactica;
advantage in that he or she can call upon multiple fresh units to plug any
gap that appears in his or her own line, or take advantage of any
opportunity that presents itself during the course of battle. It also ensures a
significant portion of an army’s troops are ‘fresh’ – i.e. not fatigued from
battle and capable of assaulting the foe with vigor late in the battle (when
most armies are entirely fatigued) or chasing after fleeing troops at will.
Weaknesses: Holding the majority of your army in reserve steals any
ability you might have to overwhelm the enemy, and more or less ensures
that a wise enemy can mirror your tactics as soon as he or she sees what
you’re doing. It also generally shortens an army’s line, meaning the army’s
frontage in yards is greatly lessened. This gives the enemy opportunities to

21
47 VILLAINOUS PLOTS

envelop your force, and no amount of reserves in the world will matter if
that happens.

Sieges:
35. Standard Investment.
This type of siege is your run-of-the-mill assault against a fortified
structure. Using ladders, towers, mines, siege engines and rams, the
attacking force undertakes a lengthy but determined assault upon the
enemy castle/city walls.
Strengths: Much faster than a Protracted Investment, this type of
siege doesn’t require the same amount of supplies, not the same risk of
disease, starvation, or the arrival of relief forces to attack the besieging
army.
Weaknesses: This is also the far riskier type of engagement, and
casualties (at least in the short-term) will be much higher than with a
Protracted Investment.

36. Protracted Investment.


In this type of siege, the attacking force surrounds the enemy
structure (castle, city, etc.) and simply waits, keeping up only a relatively
low-level exchange of missile weapons. The point of the Protracted
Investment is to starve out the enemy forces, who – if properly surrounded
– have no access to reinforcements nor supplies.
Strengths: This type of siege is less risky in the short term, and the
attacking forces will generally take fewer casualties. It also allows a force
that cannot build siege equipment to take fortifications that they otherwise
could not, as such sieges don’t require engines of war, towers, or even

22
47 VILLAINOUS PLOTS

ladders.
Weaknesses: Protracted Investments take a very long time – weeks,
months – even years to successfully starve out an enemy. They also open up
the attacking army to the risks of starvation, disease, and attack by relieving
forces, who will have more than enough time to gather and march upon
the besieging army.

37. Infiltration.
By use of stealthy, agile, or simply well-disguised agents, the
attacking force places a very small but well-trained force within the
enemy’s fortification, prepared to sabotage the defenses, murder castle
leaders, burn their supplies or even open the gates from within.
Strengths: Obviously, the use of such a tactic can save countless lives
that would otherwise be spent in assaulting the castle. It can also save a
great deal of time; three of four infiltrators who enter the castle as simple
merchants or travelers can easily open the gates at night for an attacking
force that arrives under cover of darkness – the defenders will often be
caught completely off-guard in this case.
Weaknesses: Such infiltrators must be exceptionally brave and well-
trained, and must of course be able to overcome any resistance they might
face inside without hope of aid or rescue if things go wrong. It also requires
relatively lax security within the castle/city to work effectively, as on-guard
or particularly watchful agents of the enemy are often trained to look for
such foes.

38. Special Weapons.


By use of spells, diseased or plague-ridden corpses, non-standard
fantasy artillery, or siege-engines, the attacker brings heavy firepower and
weapons to bear upon the besieged forces.
Strengths: Obviously, the destructive and morale-reducing power of

23
47 VILLAINOUS PLOTS

such tactics and weapons will be very difficult to counter, turning normally
protracted sieges into quick and deadly assaults.
Weaknesses: The rarity of such weapons/tactics in your campaign
world will be a natural limiting factor in their use, and most weapons or
tactics of this nature can also be turned against the attackers or have
inherent disadvantages all their own (plague also spreads outside the walls,
artillery can be captured, siege-engines can drastically slow down their
army, etc.)

39. Sally Forth.


A defensive tactic to be used by those being besieged, Sallying Forth
involves the defenders rushing out of the main or secondary (even hidden)
gates in force, trying to take the attackers by surprise. If done successfully,
such a tactic can be used to destroy siege engines, burn or even steal enemy
supplies, or even drive the besieging force away entirely.
Strengths: Sallying Forth can be performed at nearly any time, but as
surprise is necessary for it to be most effective, it is often done at night.
With disciplined forces, such a tactic should grant automatic surprise
against unprepared, ill-disciplined, or even bored attackers.
Weaknesses: The risks involved in spending the lives of defenders are
very high, and such attacks completely get rid of all of the advantages
afforded the soldiers by high walls and thick gates.

40. Relief Force.


Sometimes, when a siege has gone on too long, or when the allies of
the besieged force are quick to rush to their aid, a Relief Force can arrive to
drive out any attacking armies.
Strengths: Obviously, being attacked from behind while your forces
are spread out around the walls of a castle or city is a bad thing. Relief
Forces should gain bonuses to surprise, as well as a moderate to-hit bonus.

24
47 VILLAINOUS PLOTS

Their foes, being caught between high walls and fresh enemy
reinforcements should also see a moderate drop in morale, as well as nearly
non-existent unit cohesion.
Weaknesses: A Relief Force requires allies willing to meet the enemy
in the field, as well as enough time for such soldiers to be marshaled
together and marched to the castle’s defense. As the besieging army will
have likely stripped the entire region bare of supplies, Relief Forces should
be expected to bring their own supplies with them, potentially slowing
them down even more.

41. Undermining/counter-mining.
By digging well shorn-up tunnels beneath the vulnerable corners or
edges of enemy walls or towers, then lighting said tunnel shoring on fire, a
small force of skilled miners can bring down a section of wall, tower, or
even gatehouse. Counter-miners within the castle or city can rely upon
sounding devices or possibly magic to determine the location of enemy
tunnels, and dig their own tunnels to meet them.
Strengths: This tactic is relatively difficult to counter, and if
successful, such a mine will almost always cause severe damage to stone
structures above. It also affords the besieging force a relatively quick (days
and weeks, rather than months or years) way to end the siege if they are
performing a Protracted Investment.
Weaknesses: Tunneling is difficult and dangerous, and collapses,
deaths from asphyxiation, and counter-mining are very real threats. It also
requires a clear path from the tunnel’s beginning (which must be
concealed and protected, lest the besiegers tip the enemy off to their
intentions) to the wall or tower being undermined. The presence of marshy
ground, high ground water, a river, or even solid stone will render such
tactics useless.

25
47 VILLAINOUS PLOTS

Fantastical or Other:
42. Triple Envelopment.
Taking advantage of large flying creatures (dragons, wyverns, rocs,
etc.), a commander on a fantasy battlefield could not only surround his or
her foe on land, but in the air as well.
Strengths: Troop formations are incredibly vulnerable to aerial
attacks, and present neat, tightly-packed targets to avian creatures. The fear
factor should not be underestimated either; troops have a hard enough time
fighting their own kind, let alone creatures that rain down death from
above.
Weaknesses: Not only would the availability of trained or
controllable avian creatures be a problem set in and of itself, there is also
the risk of friendly fire when you bring something like a dragon into a
battlefield. Even under exacting control, dragons are not exactly surgical in
their attacks.

43. Magical Infiltration.


This tactic, made possible via teleport, shape changing or other
similar spells, allows a commander to strike anywhere WITHIN the lines of
his or her foe, rendering conventional enemy formations nearly useless.
Strengths: This tactic allows a commander to potentially send his or
her very best shock troops; giants, monsters, or high-level adventurers
straight into the heart of the foe, entirely bypassing any defenses the enemy
might have. This allows for a quick and unexpected decapitating blow to
the enemy, potentially slaying their leader before the conventional
engagement begins.
Weaknesses: Unless the infiltrating force can also be exfiltrated just
as easily, they can very quickly find themselves surrounded by the foe, with

26
47 VILLAINOUS PLOTS

all hope of escape dashed. Of course, if the enemy also has the ability to use
Magical Infiltration, wise commanders will leave their own elite forces in
reserve awaiting the arrival of the enemy’s shock troops, then send them in
right on top of the infiltrators!

44. Monstrous Attack.


The army commander makes use of dragons, wyverns, ogres, giants,
or other equally powerful, frightening units to strike at the enemy. Far
more effective (generally) than a mere Shock Charge, Monstrous Attacks
can literally sweep the field clean of foes in a particular portion of the
battlefield.
Strengths: Very few conventional military units can defeat - or for
that matter, resist – an attack by such powerful forces, and most lesser
soldiers will crumble and disintegrate before the first casualty is sustained.
Weaknesses: The availability and cost of such forces would usually
necessitate a limitation on the number available. Furthermore, constant
reliance on such a unit can easily drive down the experience and morale of
an army’s other units – after all, how often would that army’s conventional
soldiers actually see battle when their general’s pet dragon destroys every
enemy army they meet? Also, for particularly large or hard-to-control
units, collateral damage is a very real possibility.

45. Magical Barriers.


This tactic involves the magical ability to create barriers – physical or
mystical – on the field of battle with the purpose of either denying the
enemy passage or even deflecting enemy missiles/artillery.
Strengths: Magical Barriers can generally only be surpassed by
magical attacks, unless the barriers themselves are specifically tailored to
stopping spells and the like. They are also generally impossible to detect for
all but the most perceptive of enemies – meaning that the enemy might

27
47 VILLAINOUS PLOTS

well waste valuable time, arrows, or men in a fruitless effort. Such barriers
can also create choke points or significantly slow an enemy’s charge,
granting the army the ability to concentrate their forces for a decisive
engagement.
Weaknesses: Magical Barriers – beyond being relatively rare, also
rarely last particularly long. Some also require concentration, a difficult
task for a wizard in battle.

46. Magical Artillery.


The presence of powerful wizards on the battlefield make this tactic
both viable and extremely useful. Using their long-range or area-of-effect
spells like super-powered catapults, wizards or magical artillery of any sort
can easily rain down death on enemy units with reckless abandon.
Strengths: The morale-sapping effect of being hit with powerful
spells cannot be overstated – common soldiers, having no real defenses
against such attacks, won’t want to hang around for long. Such attacks can
also generally bypass or ignore normal and terrain-based defenses (castle
walls, high terrain, earthworks, etc.)
Weaknesses: Wizards are rarely numerous on the battlefield, and on
the rare occasions they are – the enemy also has some of their own. Range
is often another disadvantage, as spellcasters in most RPG systems have
relatively short ranges, measured in tends of yards, rather than hundreds. If
the general of an army has to get his or her wizards within 100 yards to be
effective, and the enemy regiment of longbowmen can shoot 200 yards, the
math is rarely kind to the wizard.

47. Legion.
This tactic involves the use of some sort of numerous, fantastical
soldiers who do not suffer the morale, fatigue or damaging effects of
normal soldiers. Anything from a few hundred undead to a band of fearless

28
47 VILLAINOUS PLOTS

Orcs can be used here, with the key point being the unit’s ability to ignore
one or more extremely important strategic or tactical limitations that bind
most armies. For example, most fantasy iterations of Undead do not know
fear, nor do they tire or feel pain – qualities that even on their own can
easily turn the tide of war.
Strengths: Legion tactics are hard to counter, and generally provoke a
negative reaction in terms of morale on troops who are not used to dealing
with them.
Weaknesses: The morale effects don’t matter to veteran troops who
have faced such foes before, and most Legion units have some severe
limitations (low movement rate, requirement of a spellcaster to control
them, etc.) that can be taken advantage of by a cunning leader.

29
47 VILLAINOUS PLOTS

Blackstone Entertainment, Inc. is a Veteran-Owned Small Business located in the heart of the
Shenandoah Valley. We express our warmest thanks to you for purchasing this product, and hope you
thoroughly enjoy it.

For a list of new releases and upcoming games from BSE, check out our Twitter page at
https://twitter.com/ForgedNotBorn

30

You might also like