I say set up an ambush then retreat, but also have a secondary ambush lying in wait so that once the enemies pass them by they jump out and hit them from behind before then going back into cover, allowing the once retreating forces to hammer them again.
 
I'd say block the south, set up turrets north, and dig-in in central.

The thing is that, in practice, Clear Cover has a 75% chance of being at least three times as good as setting up turrets (the bonuses being basically identical, but it applies to all three areas). Blocking is possible, but I think either Raise Volunteers to have a reserve, having traps to further reduce their abilities, or Take The Fight To Them to get in an early shot, are all probably better.

Something like one of these:

[ ] Plan Fort Up w/Militia
-[ ] Southern Front
--[ ] Normal Security Detachment
-[ ] Central Front
--[ ] Heavy Security Detachment
-[ ] Northwestern Front
--[ ] Normal Security Detachment
-[ ] Reserve
--[ ] Militia (if recruited)
-[ ] Erect Defenses
-[ ] Clear Cover
-[ ] Raise Volunteers

[ ] Plan Fort Up w/Ambush
-[ ] Southern Front
--[ ] Normal Security Detachment
-[ ] Central Front
--[ ] Heavy Security Detachment
-[ ] Northwestern Front
--[ ] Normal Security Detachment
-[ ] Erect Defenses
-[ ] Clear Cover
-[ ] Taking the fight to them
--[ ] Heavy Security Detachment

[ ] Plan Fort Up w/Traps
-[ ] Southern Front
--[ ] Normal Security Detachment
-[ ] Central Front
--[ ] Heavy Security Detachment
-[ ] Northwestern Front
--[ ] Normal Security Detachment
-[ ] Erect Defenses
-[ ] Clear Cover
-[ ] Prepare traps: All Fronts


I think I prefer the Militia option as it has the most redundancies (both the others take risks, the ambush plan in an obvious fashion, the traps plan just risks wasting the Traps action given its not great success rate), but all those look valid to me.

EDIT: Thinking about it, the Southern Front is most vulnerable in all of the above so this version is also probably worth noting:

[ ] Plan Fort Up w/Southern Traps
-[ ] Southern Front
--[ ] Normal Security Detachment
-[ ] Central Front
--[ ] Heavy Security Detachment
-[ ] Northwestern Front
--[ ] Normal Security Detachment
-[ ] Erect Defenses
-[ ] Clear Cover
-[ ] Prepare traps: Southern Front


That's a safer option for people who don't want to get a militia, too, though I'm disinclined to it personally...I'd rather take a 50% chance at traps everywhere than a 90% chance at 1/3 the traps if going traps (and prefer militia to that anyway), but that's personal preference.

Doubling up on Erect Defenses would also be possible, but I think all of these are slightly better than that.
 
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Heavy Security Detachment is better served on the Northwestern front as that's a road in itself. We dont know if Vehicles are a thing but it is safe to assume it is. Only our Heavy Sec guys have the ordinance to deal with the possible vehicles.
 
Heavy Security Detachment is better served on the Northwestern front as that's a road in itself. We dont know if Vehicles are a thing but it is safe to assume it is. Only our Heavy Sec guys have the ordinance to deal with the possible vehicles.

That's fair, I'll adjust.

EDIT: Actually, wait. Looking at that again, whoever is placed there gets an additional attack bonus, something non-Heavy forces probably need, which is why I stuck them there. I think even non-heavy security forces can handle bikers or the like, and I doubt they have vehicles too much heavier than that.
 
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I agree primarily with [ ] Plan Fort Up w/Militia we don't have much to gain here and everything to lose. We already have a lot of weapons and the only advantage we could get from attacking them head-on is information from prisoners which we may very well get if they run and leave their wounded behind. So no point in risking it with an ambush. the only thing I can maybe add to the plan or replace is to place a turret on the central or south side probably south hide to help there instead of maybe clearing out cover since it's only a -5 or we can take an additional action for one -5.
 
I agree primarily with [ ] Plan Fort Up w/Militia we don't have much to gain here and everything to lose. We already have a lot of weapons and the only advantage we could get from attacking them head-on is information from prisoners which we may very well get if they run and leave their wounded behind. So no point in risking it with an ambush. the only thing I can maybe add to the plan or replace is to place a turret on the central or south side probably south hide to help there instead of maybe clearing out cover since it's only a -5 or we can take an additional action for one -5.

The turrets only provide +5, and only at short range, and only on the South side. So this is effectively -5 to the Northwest and Central areas (as well as the South at extended ranges) and nothing else, it's a purely negative action with no benefits. Which is intuitively weird, I acknowledge, but it remains true.

There are actions that it can be argued are worth the -5 because they do something that isn't just a numerical bonus (the Ambush, for example, or intercepting their communications) but basically none of the numerical actions are worth the penalty, and that generally means that even if we do want to do the 'do something' actions, we should ditch a numerical bonus action to do it as part of the first 3 rather than take extra actions.
 
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Alright, the moratorium has ended!

You have 24 hours to vote on how you want to prepare and organize for the upcoming battle!
 
[X] Plan Fort Up w/Ambush

The gang just got run out of Vegas, no one knows we are here much less exist, ambush this rag tag group of wanna-be gangers with a rocket to the face I say!
 
There's only about half an hour left until the vote is called, so if you want to add your input and haven't yet, now is the time to do so!
 
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