RE: Swamped
07-30-2016, 07:33 AM
You have your own "Rider".
During the infestation you gave an unofficial command to a certain squad. "Capture a greatrat - do not let anyone know."
When you last checked, Squib was successful in his capture attempt - found a greatrat in the water, apparently. With the Great rat bound and blinded, it makes for a passable mount, but one that is poor in combat.
You don't need Squib to fight though, just appear and cause confusion among the marshguards. He'll be the one to challenge the Rider directly, from a distance of course. As the Rider approaches the strike team will intercept and begin the actual combat.
That's just one spearhead, however. One that you can't tell Long about directly, and one that you haven't been able to directly address with Burgundy around. Long would scold you for the risk in the plan. "It's too dangerous to ride a greatrat", he'd say "You're putting our soldiers in jeopardy!" But that's because Long sees every member as an equal - he doesn't flush out their full potential and their limits. Squib is much like a greatrat himself, brutish, easily scared, strongest in a pack, and blinded by reward. He's easy to manipulate, and, frankly, expendable if needed.
But that's just one plan, not the one you're sharing with Long. The second plan is more conventional, You tell Long that you'll have a squad create a diversion, which should draw out the Rider into the fray. But, in addition to that, you've sent out a scouting squad - 2 swimmers and a runner (it would have been 3 swimmers, but it seems that Stacy was nowhere to be found) The runner is the decoy scout, lightly armed and ready to race back to base upon being spotted by the enemy. The swimmers wait and watch how the guards react to the runner. After collecting their intel, at least one should rendevouz with the strike team and relay their info. If possible, the remaining swimmers will then attempt to flank rider's squad and provide support to the strike team. They play recon, and backup in case something goes wrong.
If the strike team engages the Rider in the wrong place; however, the entire plan is worthless. It needs to be on The Knob. While the Bogknight base is stationed on the imposing Bog Hill, there are a series of smaller elevated hills around the area. The Knob is one of these, a low lying area just above the water's surface, with a dome-like structure in the middle, about chest high. The ground on the Knob is sludge-like, difficult to traverse, even for a swampbeast. The ground on the dome, however, is solid, strong footing and provides a clear advantage to whoever can hold it.
If they confront Rider on The Knob, if Long can pressure him, Rider will take the dome. He'll have the high ground and be ready to defeat anyone below who dares to knock him off of it.
But you'll get him from above.
Nathan Grinnes, an ex-performer with excellent hand-eye coordination and known as "The Lobber". He's often sent on watch duty, partly for his eyesight, but also because of his specialty: High arcing projectiles. With his equipment, they fly high and come down fast - assuming he has time to set it up. If he knows his target beforehand, though - you can launch a scatter shot right into the rider from above...though you could also have him use collapsible net, or other non-lethal projectiles.
During the infestation you gave an unofficial command to a certain squad. "Capture a greatrat - do not let anyone know."
When you last checked, Squib was successful in his capture attempt - found a greatrat in the water, apparently. With the Great rat bound and blinded, it makes for a passable mount, but one that is poor in combat.
You don't need Squib to fight though, just appear and cause confusion among the marshguards. He'll be the one to challenge the Rider directly, from a distance of course. As the Rider approaches the strike team will intercept and begin the actual combat.
That's just one spearhead, however. One that you can't tell Long about directly, and one that you haven't been able to directly address with Burgundy around. Long would scold you for the risk in the plan. "It's too dangerous to ride a greatrat", he'd say "You're putting our soldiers in jeopardy!" But that's because Long sees every member as an equal - he doesn't flush out their full potential and their limits. Squib is much like a greatrat himself, brutish, easily scared, strongest in a pack, and blinded by reward. He's easy to manipulate, and, frankly, expendable if needed.
But that's just one plan, not the one you're sharing with Long. The second plan is more conventional, You tell Long that you'll have a squad create a diversion, which should draw out the Rider into the fray. But, in addition to that, you've sent out a scouting squad - 2 swimmers and a runner (it would have been 3 swimmers, but it seems that Stacy was nowhere to be found) The runner is the decoy scout, lightly armed and ready to race back to base upon being spotted by the enemy. The swimmers wait and watch how the guards react to the runner. After collecting their intel, at least one should rendevouz with the strike team and relay their info. If possible, the remaining swimmers will then attempt to flank rider's squad and provide support to the strike team. They play recon, and backup in case something goes wrong.
If the strike team engages the Rider in the wrong place; however, the entire plan is worthless. It needs to be on The Knob. While the Bogknight base is stationed on the imposing Bog Hill, there are a series of smaller elevated hills around the area. The Knob is one of these, a low lying area just above the water's surface, with a dome-like structure in the middle, about chest high. The ground on the Knob is sludge-like, difficult to traverse, even for a swampbeast. The ground on the dome, however, is solid, strong footing and provides a clear advantage to whoever can hold it.
If they confront Rider on The Knob, if Long can pressure him, Rider will take the dome. He'll have the high ground and be ready to defeat anyone below who dares to knock him off of it.
But you'll get him from above.
Nathan Grinnes, an ex-performer with excellent hand-eye coordination and known as "The Lobber". He's often sent on watch duty, partly for his eyesight, but also because of his specialty: High arcing projectiles. With his equipment, they fly high and come down fast - assuming he has time to set it up. If he knows his target beforehand, though - you can launch a scatter shot right into the rider from above...though you could also have him use collapsible net, or other non-lethal projectiles.