| Post/Author/DateTime | Post |
|---|---|
| Cale_Myrkwood05-16-05, 02:07 PM | In light of the new book Heroes of Battle lets see what battlefield encounters, scenarios, and aw inspiring moments and the like can be thought up. Classics or anything goes. Ill start us off with a classic: 1. Storming of the gates --- You know the scene soldiers are pushing up against the wall and the battering ram is closing on the gate ready to smash it down to meet the soldiers ready to engage on the other side. |
| Alcari Ambaron05-16-05, 03:31 PM | Ahh, i'm going to like this thread, and use a lot of things on it. that is, if other join in the posting 2) defending the gates. See 1, but be on the other side 3) hold the pass. Defend/Attack a narrow mountain pass. 4) scouting mission. Find out where the enemy is, and their numbers. 5) hold the outpost. Defend a small border fort against the advanced elements of an enemy army 6) sever the supply lines. Ambush the enemy supply caravans, a soldier fights on his stomach(among other things) 7) infiltrate the castle. find a way into the castle you have under siege and lower the gates. (the toilet is great way) |
| Flushmaster05-16-05, 04:23 PM | 8) Kill the enemy general. You have to somehow get through or around his entire army, through his personal guards, and take him out. To make things more interesting, he could take to battle himself at the head of a squad of elite shock troops and the PCs have to fight their way to him and then deal with his squad. 9) Defend the friendly general. Someplace out there is a team of assasins going after your commander. Protect him. 10) Capture the enemy general. Not only do you have all the difficulties of #8, but now you have to take him alive and make your way back through the same problems again with a captive in tow. |
| Da Dinictus05-16-05, 04:29 PM | 11) Cut the reinforcements! Paramentals fight one another, ravaging the countryside, and it seems they get reinforcements from nearby areas. Infiltrate (and evade the warring paramentals), then find and destroy the source of the reinforcements. Portals are commonly used. And don't forget that they may be protected! |
| Cale_Myrkwood05-16-05, 06:22 PM | 12. Beach assult: PCs are loaded onto landing crafts and shipped off toward an enemy beach. They come under heavy fire as they enter and the PCs boat is ripped apart by one seige weapon or another. They are washed up on shore and have no commanding officer to follow. Do they: Stand up and lead the troops into battle themselves, continue acting on the last orders that they recieved, or is they commander somewhere around and they just cant seem to find him? Mix in volley after volley of arrows, some siege weapons and a fireball or two and watch the sparks fly! Very saving Private Ryan like :P |
| Meshakhad05-16-05, 10:15 PM | 13. Invading demon army has a special portal that can be reset to any plane. PCs have to reach it, figure out how to use it, and reset it to Celestia! |
| Anthus_Longblade05-16-05, 10:41 PM | 14. The PCs must make their way through the enemy army to elimenate key targets, within a time limit. I once ran an encounter where the PCs and a small team of cohorts had to fight through a large hobgoblin warband to destroy about a dozen ballistae, which were the only thing the 'hobs had capable of defeating the Bronze Dragon that had hired the PCs. |
| Sargon05-17-05, 12:41 AM | 15 The players steal an artifact that beongs to a wizard... and the wizard is MAD! nothing worse than a mad wizard. 16 The player hear steel on steel in the distance, top a hill and see 10,000 people with sword trying to kill each other. |
| Minister_for_Moral_Truth05-17-05, 07:58 AM | 17. The Last Hope. Hold out against the odds for reinforcement. When the ritual is complete the portal will open and your allies from out with this plane will rush forth to your aid, until then you have to hold out. 18. The Forlorn Hope. First into the breach, through the hole in the foe’s defensive wall and the first to meet whatever they have prepared for the army. Death and/or glory await. 19. Hold the Line. Hold out for as long as possible. Every second counts. When the foe reach the civilian population it will be nothing less than a massacre. Cover their escape. 20. Seek and Destroy. Enemy forces have been reported in this area. Hunt them down and crush them beneath your boot. 21. Strongpoint Assault. The foe have set up a defended position. Their lead spell caster/greatest siege weapon is set up here, and must be brought low before the army proper can advance. 22. Meat Grinder. You know where they are, they know where you are. On this blasted heath one army will be bloodied, reduced to a pitiful fragment of what it once was. The other will not be so fortunate. “This is... this is the President. I have just been informed that the midrange military bases at Beta Durani and Proxima 3 have fallen to the Minbari advance. We have lost contact with Io and must presume they have fallen to an advance force. Intelligence believes the Minbari intend to bypass Mars and hit Earth directly. They say the attack could come at any time. We have... we have continued to broadcast our surrender and a plea for mercy. They have not responded. We can only conclude that we stand at the twilight of the human race. To buy time for more evacuation transports to leave Earth, we ask for the support of every ship capable of fighting to take part in a last defense of our home world. We will not lie to you: survival is not a possibility. Those who enter the battle will never come back. But for every ten minutes we can delay the enemy advance, several hundred more civilians may be able to escape to neutral territory. Though Earth may fall, the human race must have a chance to continue elsewhere. No greater sacrifice has ever been asked of a people. But I ask you now to step forward one last time, one last battle to hold the line against the night. God go with you all." |
| Mirikon05-17-05, 11:10 AM | 23. Champion's Battle. The two armies meet on the field, and their generals agree to send forth champions to fight one another to settle the issue. 24. Sabotage. The two armies are distracted with the fighting. Your mission is to sneak behind enemy lines, and cause as much chaos as absolutely possible. 25. Flanking maneuver. The main bodies of the two armies are in the field. You must pick your way through the forest to try and turn the enemy's flank. 26. Outflanked. You are on the extreme flank of your army's formation. You have seen no sign of the enemy so far, save from a ways away. And then you spot enemy troops heading directly for you, trying to outflank you. You must hold, or the entire army could be lost. 27. Scout and Harry. The battle has not yet been joined. You are a scout, sent to discern the enemy's location, and to make things miserable for them, if you can. |
| Minister_for_Moral_Truth05-17-05, 11:51 AM | 28. The Seven Kinghts/Samurai/Dwarves. A small force has been preying on a local town. With the national army unable or unwilling to send a force, seven (or less, or more) heroes (or heroines) step forth. 29. Defend the Shrine. A sacred relic housed in an isolated shrine is in danger of desecration by the hated foe. A force of the church's warriors (paladins, fanatics, clerics, templars and militia) set forth to defend it. 30. Secure the Dock. A variation on the beach landing, a force has remained hidden on a captured ship. They must secure the docks relativley undamaged to allow for a swift deployment of re-enforcments. 31. Blitz. A fast moving force (cavalry or fast moving creatures) must smash aside the foe and drive deep into enemy held teritory before overwhelming force can be brought to bear on them. To be bogged down is to be defeated. 32. Battle at the Camp. Allied forces have camped out, their leaders meeting to discuss the next phase of the war. Unbidden, combat breaks out between the troops. Officers assume treachery, and soon all-out combat ensues. (Good for strained aliances, such as dwarves and elves or rival orc tribes.) 33. Carnage! Multiple forces have converged on the same objective (perhaps a powerful artefact?). Unwilling to compromise or withdraw, a multi-sided bloodbath takes place to be the side to take the prize. |
| Yoho1.505-17-05, 12:52 PM | 34) Retreat! the party has to fight a series of rearguard actions to defend a slow moving column of refugees and wounded. 35) Sallyforth! the PCs must leave the besieged city to perform a spoiling attack the encircling army, by destorying the biggest seige weapon, killing the head seige engineer, or killing a the enemy wizard. 36) A different Retreat! all is lost and the party must just save themselves by fighting their way through an army to catch the last boat, flying carpet, or place on the teleport circle. 37) A different Sallyforth! the party must sneak through the enemy lines and evade pursures to get an important message out or call for aid from a nearby city. 38) Into the Breach! The PCs meet in a seige tower heading for a wall when the ramp goes down all are killed but the PCs and they must fight to lead the follow up troops along the wall. 39) Into the Breach 2, go under young man! The PCs are attached to an engineer/pioneer battalion and must clear out counter mines and maurading Umber hulks to make way to mine the wall. |
| Syrus The Red05-17-05, 01:00 PM | 40) Load the catapults! Heroes must retreive and load ammo for catapults. 41) Load the ballista! (as above for ballista this time) 42) Prepare the boiling oil! Storming a castle becomes difficult if you know how to do this. |
| mcnoo05-17-05, 01:25 PM | 43) Get across the batlefield as quickly as possible to destroy the massive artilery/ stop the dark ritual/close the portal before it can come into effect and win the batle. 44) The paladin has a one on one duel with the BBEG on the crumbling batlements as catapult stones slam into the wall all around while rest of the party holds off the small army trying to make it's way up the stairs. Massively dramatic and theatrical. |
| Planar Wanderer05-17-05, 02:11 PM | 45)The commander is dead and the PCs must take command of the local units to organise a defense of the gates/portal/whatever, whilst providing aid once to prevent the dispirited units being overwhelemed. 46) as 45 but the commander is a traitor and first the PCs must convince the local units of his treachery and gain control of the army before the enemy reach their position. (By the way Minister for Moral truth, thats a good quote, where is it from?) |
| Flushmaster05-17-05, 03:50 PM | (By the way Minister for Moral truth, thats a good quote, where is it from?) I'm quite certain that's from Babylon 5. Before the series started, humanity nearly lost a war with the Minbari and there were numerous flashbacks to that point. IIRC, the minbari were moving in to finish earth off and were confused when they noticed a distinct stiffening of the resistance when it was painfully obvious that hope was completely lost. A few of their mystics requested a live prisoner, so they snagged an earth fighter and yanked the pilot out. The Minbari are quite spiritual, and became convinced that this human (and the others standing to fight the already lost battle) had somehow came to be the reincarnation of a Minbari soul (they had been worried about the apparent lack of returns by more heroic and noble souls, and were now convinced that the humans were somehow getting them). The entire Minbari fleet promptly surrendered, right in Earth orbit. |
| Cale_Myrkwood05-17-05, 07:59 PM | 47. Meet with allied spy: PC's much push into enemies line and move behind them through whatever means necessary to gather intelligence from an allied spy. 48. "Its a trap!": Much like #47 but the "spy" that the pcs are meeting with is actually an assassin of the enemies that caught wind of the spy and has replaced him. Who knows who could be waiting in the bushes to ambush the PC's! |
| Minister_for_Moral_Truth05-17-05, 08:17 PM | I'm quite certain that's from Babylon 5.Correct on all points. There are more details, but they are besides the point. 48. Wipe them out, all of them. The war is all but won. Only one last pocket remains. As heroes who have proved themselves, the PCs are dispatched to ensure the final destruction of the foe. Will they manage to force a surrender, or will they put the last vestiges of resistance to the sword? What is victory? Is it to defeat your enemy on the field of battle? Is it to simply repulse his armies and slay his misguided warriors? No, this is only the very beginning! True victory is to crush you foes utterly, to shatter his armoured legions and run down his feeing troops as they scatter. Purse them to their lairs and burn them out. Burst into his unholy temples, smash down his icons and topple his foul idols. Burn his heretical works and leave no stone upon stone. Slaughter his followers, their families, and their livestock lest any of their taint remain. And when that is done, put the ruins to the torch. Any that have dealt with them or given them succor must be obliterated, for memory is insidious and though you have crushed their will and their bodies they may yet return. Send warrior scribes to excise the records of their name, expunge their deeds from the annuals of history and remove even the memory of your foe’s existence. Only then you truly have won. This is the meaning of victory. |
| Meshakhad05-17-05, 10:38 PM | 50. A bronze dragon lives somewhere in the combat zone. The PCs have a portable hole filled with gold and diamonds to bribe the dragon to join their army. Part 1 involves penetrating enemy lines to reach the dragon. Part 2 is getting back home (now with a draconic ally), but facing prepared enemy forces armed with dragonbane bows. |
| Cale_Myrkwood05-18-05, 11:11 AM | 51. Capture the tower: PC's are the early strike force whose mission is to capture an enemy tower near an enemy held town or territory and hold the tower for the night. Tower is fairly well guarded and has some bunkers and light siege weapons around it. During the night a heavy rain falls turning much of the surrounding area into thick mud. Will the PC's be able to hold the tower when the morning comes, when allied forces are set back due to the weather or will the message that slipped out last night doom the PC's because of the encroaching enemy army. |
| Meyverya05-25-05, 12:21 PM | 52. Defend artifact/spellcaster. This artifact or wizard is generating some kind of defensive or blasty power that is going to save the city from seige along with it's military force. To have the artifact/wizard destroyed means the loss of the city. 53.) Pull what the Russians did to Napoleon. Evacuate the cities from across the area as quickly as possible to a stronger location, once people are out, wait until the enemy army is really close. Then summon as many critters as humanly possible and burn the city to the ground. The catch, party must either help with this evacuation, being extra paranoid, as a single scout seeing this can ruin this plan or party must stay behind and make sure that the few people left in the city have a clean getaway. Note: This strategy is only worth it if you have the proper situation. As in there is no way that assault can beat down this huge army, but wild monsters, other surrounding tribes and, like in real life, harsh weather conditions, will make them so weak that you can send a force of half their numbers to annhilate them once they are worn down. |
| Leibel05-25-05, 12:43 PM | For the glory: Most of the army has retreated already(think Rev war battle of Camden where 2,400 of 3,000 colonial soldiers fled in the 1st 5 minutes). A small force(the 600 continental regulars) must fight a larger force(2,000 redcoats). |
| Dimple the bard05-25-05, 02:00 PM | Battle of the 30. PC are traped in a keep. there attacker tell then to send out there best 30 men and they will do the same. and whom ever wins the fight, wins the battle. |
| Junun05-25-05, 02:24 PM | 56) There's a long line of enemy archers, firing in sync every other round. There are a bunch of parapets and barricades scattered throughout, so the PCs (and their allies) must make it from one barricade to the next during the turn where the archers are reloading (maybe give 'em heavy crossbows to make sure it takes an entire round) or else they'll be hit. Additionally, melee fighters are down below trying to force the PCs out of the barricades' protection. The PCs must ultimately make it past the archers to activate a portal, where reinforcements are waiting. |
| Andrewinator05-25-05, 02:28 PM | Oops that above one was posted by me (Andrewinator). Some idiot at my library didn't log out on this computer. |
| Alcari Ambaron05-27-05, 03:35 PM | What is victory? Is it to defeat your enemy on the field of battle? Is it to simply repulse his armies and slay his misguided warriors? No, this is only the very beginning! True victory is to crush you foes utterly, to shatter his armoured legions and run down his feeing troops as they scatter. Purse them to their lairs and burn them out. Burst into his unholy temples, smash down his icons and topple his foul idols. Burn his heretical works and leave no stone upon stone. Slaughter his followers, their families, and their livestock lest any of their taint remain. And when that is done, put the ruins to the torch. Any that have dealt with them or given them succor must be obliterated, for memory is insidious and though you have crushed their will and their bodies they may yet return. Send warrior scribes to excise the records of their name, expunge their deeds from the annuals of history and remove even the memory of your foe’s existence. Only then you truly have won. This is the meaning of victory. Warhammer 40k, I believe. As for babylon5, there were Vorlons in it somewhere, and the Minbari withdrew, that not the same as surrendering 57) Urban warfare. The enemy is coming, the defences are gone. Garrison the houses, barricade the streets, sally from the alleys. The city must not fall. 58) Urban warfare 2 Your forces destroyed the walls, now enter the city and destroy all who oppose you. 59) air drop The PC's and some special/elite troops jump from flying creatures and featherfall to the top of the walls to lower the gate/kill the leader/destroy something 60) sneak attack The walls are thick, the hoardings strong, The bowmen stand ready. But not for this, the enemy bursts from the ground, spilling into the streets. the Pc's must seal the tunnel or face immanent defeat. 61) Defend the breach The wall is breached! all must fight for their lives. The PC's are first to reach the gap and must drive back the enemy, or be overrun by superrior numbers 62) swarm them The enemy stand well prepared, mounted atop mighty steeds, in shining plate armor they look fearless, holding their lances and longswords high in the air. Your men are donned in animal furs, wield clubs and use horses only for food. The other difference is that there are twenty times as many of you, then there are of them. 63) preperation is everything The Pc's must hold a small borderfort from a group of advanced enemy raiders. They cannot win in a fight, so they must dig in. trap the floors, walls and ceilings, barricade the doors and destroy the staircase. |
| Leibel05-27-05, 06:10 PM | 64) Running Cavalry battle on a huge open plain. Great vs. Goblin fighters mounted on worgs. |
| Dale warrior05-29-05, 02:55 PM | 65)ambush (1) you have been sent out as part of a scouting force and have walked into an ambush you must fight your way out to warn your army of the ambush 66) ambush (2) you have set an ambush and hav been waiting all day for the enemy officer/wizard/artifact to come and now you must destroy there force and/or interrigate their leader edit/ corrected the numbers/ |
| Alcari Ambaron05-29-05, 05:28 PM | 67) (the correct one this time) You have been waiting all day for the enemy officer/wizard/artifact to come, and now is the time to strike. But the target is the wrong one. reasteblish your ambush and hide the casualties No plan survives contact with the enemy |
| Dale warrior05-31-05, 03:28 PM | sorry about that corrected the numbers on my post good idea |