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ID: chhCCvKN/qst/6247003#6260537
6/18/2025, 12:50:09 PM
>>6260096
Alright, expanding on my suggestions for digging in to maximum detail, I've added some rough details to the map I'd posted previously - orange is a rough "barrier" of the mountains, red is fuck-you-NCR radio-chemical fields, blue is their advance and green is hypothetically our positions. Should maybe have swapped some of those colors around but the basic concepts are solid.
We want to engage them on the narrowest frontage of each of the paths of assault, because we've only got about 60~ fighting men right now and we want at least some of them loading cargo. We've about 4 hours between needing to load cargo admittedly, so if we're lucky their assault tempo will end up matching our shifting of labour, but we can't assume it will. So for that reason, the goal has to be to stop them reasonably far out, to buy breathing room and in positions where a dozen men can fight a hundred and possibly win.
To do that, further, we want to create pre-sighted artillery positions overwatching the frontline foxholes. These won't be proper artillery, we don't have time to train troops for that, but we've a simple trick - fatmen. The bunkers will almost certainly contain some of these and their nuclear projectiles - array a dozen launchers in a dugout, each sighted to fall at a particular place or two or three places using a series of dug-out guides. A single person can volley all twelve out as fast as they can flick the trigger and the resulting nuclear bombardment, if used correctly, will destroy any assault - either through morale damage or material damage. These will form perfect positions for the walking wounded or any 1st infantry we bring in. The Fatman is also perfect because the spring-fire nature of the projectile totally avoids any flash or bang that'd make counter-battery a viable prospect.
I would also highlight the potential for an ambush along each of the routes of approach or for hit-and-fade tactics along the approaches, using retreat up into the mountains as a way to distract and slow their advance, but this risks drawing them off of the known routes of attack and creating a situation where we're attacked from even more directions. If we could, however, get a dozen men positioned on hillocks and ridges overwatching one of the roads, any advancing column of trucks or infantry could be eliminated in a single glorious volley - or the following reload. Total elimination of such a force would block the road with their wreckage, forcing a dismount to foot or going off-road for any follow-up vehicular reinforcements; ideal in case they have technicals. This admittedly assumes they are not coming with outriders, but letting a dozen pass so a hundred can be taken without issue may be worth it.
Alright, expanding on my suggestions for digging in to maximum detail, I've added some rough details to the map I'd posted previously - orange is a rough "barrier" of the mountains, red is fuck-you-NCR radio-chemical fields, blue is their advance and green is hypothetically our positions. Should maybe have swapped some of those colors around but the basic concepts are solid.
We want to engage them on the narrowest frontage of each of the paths of assault, because we've only got about 60~ fighting men right now and we want at least some of them loading cargo. We've about 4 hours between needing to load cargo admittedly, so if we're lucky their assault tempo will end up matching our shifting of labour, but we can't assume it will. So for that reason, the goal has to be to stop them reasonably far out, to buy breathing room and in positions where a dozen men can fight a hundred and possibly win.
To do that, further, we want to create pre-sighted artillery positions overwatching the frontline foxholes. These won't be proper artillery, we don't have time to train troops for that, but we've a simple trick - fatmen. The bunkers will almost certainly contain some of these and their nuclear projectiles - array a dozen launchers in a dugout, each sighted to fall at a particular place or two or three places using a series of dug-out guides. A single person can volley all twelve out as fast as they can flick the trigger and the resulting nuclear bombardment, if used correctly, will destroy any assault - either through morale damage or material damage. These will form perfect positions for the walking wounded or any 1st infantry we bring in. The Fatman is also perfect because the spring-fire nature of the projectile totally avoids any flash or bang that'd make counter-battery a viable prospect.
I would also highlight the potential for an ambush along each of the routes of approach or for hit-and-fade tactics along the approaches, using retreat up into the mountains as a way to distract and slow their advance, but this risks drawing them off of the known routes of attack and creating a situation where we're attacked from even more directions. If we could, however, get a dozen men positioned on hillocks and ridges overwatching one of the roads, any advancing column of trucks or infantry could be eliminated in a single glorious volley - or the following reload. Total elimination of such a force would block the road with their wreckage, forcing a dismount to foot or going off-road for any follow-up vehicular reinforcements; ideal in case they have technicals. This admittedly assumes they are not coming with outriders, but letting a dozen pass so a hundred can be taken without issue may be worth it.
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