Small Unit Tactics (part 2)


This document is intended to be an amplification and/or clarification of my previously posted discussion of small-unit tactics and their application to Shadowrun. This document assumes the reader is passingly familiar with some of the stuff mentioned in the previous post. I will continue the numbering to be consistent with the last article.

In any event, the previous discussion dealt with ways to make things difficult for runners from the standpoint of being able to defeat them successfully using mediocre (but smart) goons. However, it should be pointed out that even when played well tactically, the goons might not always have the upper hand. When dealing with a group of runners that has their heads together and is using a solid plan, life for the goons can get tough. So what do said goons do? That's right, they use smart tactics to turn the situation around, and those defensive tactics can mean the difference between life and death. It can mean the difference between having the runners complete a total cakewalk of a run, or making them work hard for every inch of ground they gained.

So when things start to go badly for the goons, how can they keep from being totally overwhelmed?

15. Assessment. Critical to any combat situation is the ability to keep tabs on exactly what's going on at all times and in all areas of conflict. In many instances, this very concept is a veritable pipe-dream, and combat is nothing if not chaotic and confusing, but it is important to give it your best shot. In this type of situation, security forces often have an easier time of it. Surveillance drones, security cameras, good radio communication, and a knowledge of the layout of the facility can be invaluable. It is absolutely essential that whoever is in charge of the security forces keep abreast of what's going on. Keep in mind the note on communication and the sharing of intelligence in the last post, as all of those points are applicable here. If the opposition starts to break through in a location, then security needs to know a) where the opposition can go, b) where the opposition is likely to go, c) how long it will take them to get there, d) whether delays will be of any use, e) what the opposition's target is worth, and f) what are acceptible losses to keep that target out of the hands of (or safe from) the opposition.

16. Contingency planning. After assessing the situation, the head of security must weigh his or her alternatives; shore up the flagging defense with reinforcements? Pull back and allow the opposition in deeper to draw them into an ambush? Fight a rolling retreat to delay the opposition until help can arrive? Let the opposition get to their target and trap them there? These are all questions that should be going through the chief's mind, and they are questions that the GM should think about. Too often, runners will mow through the first layer of resistance and then waltz around a facility because the GM isn't thinking like a security chief. Know what you're protecting, and know your options.

17. Retreat. So things are going badly. The opposition is too strong, too quick, or too numerous to be able to contain. Well, the first thing to do is to pull your people out before they get geeked. How do you do this? Well, remember that point from the last article about limiting your opposition's visibility? The easiest way is to pop smoke, flash, and/or gas grenades to slow your enemy down and keep them from seeing your retreat. This is a delaying tactic in and of itself, as the runners will either need to let the smoke clear or will need to advance somewhat blind. When there is suddenly smoke everywhere and all the firing has stopped, the runners are forced to wonder if it's a retreat or an ambush that they're about to walk into. And if they just see smoke, they may not realize that you've popped both a smoke and a NeuroStun grenade together. If they're not prepared, they may walk right into it, thinking that it's just normal smoke.

18. Ordered retreat. Taking things a step further, say you want to retreat, but you want to do it in a fashion that will maximize the likelyhood of your operatives surviving. An excellent way to accomplish this is by using the principle of bounding overwatch (described in the last post on tactics) in reverse. Units to the rear take up overwatch positions (potentially laying down suppressive fire) as units to the front fall back past them. This type of maneuver requires precision, training, and a cool head to keep from turning into a rout, but when used effectively, it can open up a lot of distance between the goons and the runners without sacrificing too much in the way of casualties or ground lost, especially if you can keep your opposition pinned down while you pull back to a safer, more defensible position.

19. Defense in Layers. Retreat sends a message to your opponent loud and clear. It says, "you're kickin' my butt, and I'm gettin' the hell outta here." But it doesn't have to be telling the truth. Consider this: you have put operatives into hidden ambush locations. Your standard goons retreat past them, running balls-to-the-wall and screaming for mama. Your opposition follows the goons, knowing that they have your guards on the run. Suddenly, they blunder into your hidden ambush, comprised of the reserve operatives who waited until the last second to spring their trap. Alternately, you could allow the opposition to go past your lurking operatives, such that said operatives will later enter the fray behind the runners, coming at them from a direction which they probably won't expect (because they've already "cleared" that ground) and from which they almost certainly have less cover. The factor of surprise in and of itself could tip the balance of the engagement.

20. Redirect. So the head-on defense hasn't worked. How about redirection? By putting up a stiff resistance in certain areas, you can herd the runners into areas where you have a stronger defense, or a terrain advantage, or make them take a longer route that gives you valuable time to prepare your next layer of defense.

21. Area Denial. The question comes up, if I can't beat my opposition head-on, how can I put up a stiff resistance in certain areas? The answer is area denial weapons. Like I said before, never underestimate the power of a good anti-personnel mine. Knowing or suspecting that an area is booby-trapped to hell makes it a lot less likely avenue of attack. Grenades, mines, gas, sentry-guns, drones, or suppression fire can all be used as impromptu area-denial weapons. Even inconveniences like heavy security doors that require cutting or demolition, or an officeroom full of cubicles with lots of hidden nooks and crannies (any one of which could hide lurking goons) can give the runners pause. Making it look like there are more security assets present than there actually are can work almost as well as having a strong defense in an area, and it's usually much cheaper. One of my personal favorites is flooding a hallway with smoke, as it forces people to wonder just what's down that hallway. When presented with an easy alternative (the hallway that has no smoke), the alternative is usually the one that's taken, especially in a time crunch situation where the runners are in a hurry.

22. Speaking of being in a hurry, think about delaying tactics. Closed doors (even simple ones), locked doors (even wimpy ones), blocked doors (even if just with the boss's overstuffed chair), debris, stopped elevators, blocked stairwells, ambushes, booby-traps, redirection. All of these things cause the runners to have to slow down (because if they don't they pay the price). And having a decker gunning for you on matrix overwatch opening all the locks does you exactly zero good when some enterprising guard has wedged a door shut with his empty clip or cut the power cables to the elevator winch. Slowing down on a run when security knows you're there is generally a bad idea, as every second that ticks by is another second in which reinforcements, Lone Star, or something worse might arrive. Block every exit around where the runners are if you can. Once they are on the site, keep them there (this is especially true when dealing with an extraterritorial facility). Once more security forces or the authorities arrive, there are more goons to throw at the opposition, so any delays you can throw at them increase your chances of success. Furthermore, if you delay long enough, the runners may just decide to cut their losses and pull out. If you can keep them from getting what they came for, your mission as a security chief is complete.

23. Make the bastards pay. Virtually any guerilla tactic can be used defensively. Hit-and-run attacks by security will leave the opposition confused, delayed, and hopefully wounded. For that matter, wounds are better than death because they slow you down (see the note [*] on movement immediately after this point), and there may just be the chance that you'll capture some or all of the opposition for later interrogation. Oh, the possibilities... In any event, quick, hit-and-run engagements initiated by security are significantly less likely to incur casualties on said security force, because you can pick the time, location, and duration of the engagement. Show up out of thin air, take a few shots or bursts, and fade back deeper into the installation. At worst you've wasted a little ammo, at best you've caused some serious damage to your opposition.

* A note on moving when wounded. It may be stated as such in the original rules, but I don't think so, so I'll state my "house rule" on running when wounded. I apply the wound penalty to a person's walking speed [which is their Quickness], down to a minimum of 1 meter; further the penalty is applied before the running modifier. As such, a human with a Quickness of 4 and a moderate wound has a walking speed of 2 and a running speed of 6. It may seem harsh, but keep what wounds mean in perspective. Could you sprint as well if you were 30% dead?

Again, and like always, I want to put in my quip about target number modifiers. Without them, tactics are meaningless. What good does filling a hallway with smoke do if you are going to forget to tack on the visibility modifiers? They are easy to remember, or you can make a little reference sheet that has all of them listed. Movement (shooter and target), cover (shooter and target), wounds, visibility, range, or other random situational target mods can make a huge difference in the nature of the engagement. They have the effect of making smarts and careful planning as important as the Firearms skill and the Reaction (Initiative) attribute, which would not otherwise be the case.

Hopefully, these suggestions will get you thinking about situations where the goons can do their best to snatch victory from the jaws of defeat. Using these kinds of tactics can make even goons who are losing ground a serious threat. Runners may think they have the upper hand, but let them. Let them get cocky, let them make mistakes, and then let them pay the price for those mistakes. I can virtually guarantee you that they will be a lot more careful about how they approach these kinds of situations.

Finally, what's good for the goose is good for the gander. If your runners are smart and start using some of these tactics, then that's okay too. That's what the "Military Theory" skill is all about, after all. If the players come up with a tactically sound approach and pull it off well, so much the better. Reward them for good planning and execution (which was the whole goal of making the goons tough in the first place, neh?)

As always, comments are welcome, and I'd be happy to give clarification or elaboration on any of the subjects discussed here.

Marc Renouf ([email protected]) 1

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