New module available! Pursuit and Ambush Simulator for Role-Playing Games

This new tool serves to simulate, in an unbiased way, the players' encounter with their persecutors. When players get into trouble with the law, annoy a powerful noble with their exploits, or thwart the plans of a religious cult, is it not possible to put a price on the lives of the PJs for it? This is the idea for which this module was developed, and the fact is that, for a Game Master, it is really complicated to be impartial in introducing the ideal moment for the pursuers to get to the players.

To access this tool click here: Role-playing chase and ambush simulator

When to use this simulator? If the player characters get into trouble or there is a reward for their capture, the DM can start using it every time the PCs enter a new urban core or alternatively, every 7 days of in-game time. This represents that the pursuers are investigating, looking for clues and questioning everyone who may have been connected with them. 

It is a simple simulator that also, optionally, incorporates a description of the leader of the company that is looking for the players and how the encounter with them will be. These encounters can be ambushes, here are some tips on how to set them up in a role-playing game.

 


Ambushes in role-playing games (D&D, Pathfinder, Aquelarre, and others).

 

1. The main purpose of an ambush is to destroy or capture characters. However, some ambushes are intended to slow players down or simply block their way, forcing them to take other routes. Some ambushes are also used to measure the players' forces, attacking and retreating, gathering information about them for future attacks.

2. In all ambushes there is a surprise factor and a violent attack. This is fundamental to set the mood of danger and confusion in the players. Who are they? Why are they attacking us? If the DM wishes, he can also include a "pause" moment in the middle of the action to introduce the leader in the middle of the combat, this helps the players to understand why they have reached that situation and clear doubts, continuing a more solid story line. 

3. There are several types of ambushes: Direct (wild and surprise attacks), Fakes (Attack and retreat quickly to lead players into an even bigger ambush) and harassment ambushes: quick and short attacks with retreats, traps and ruses that force players to be always vigilant, be on the defensive, not patrolling outside the shelter or night operations. Harassment is a strategy that attacks players psychologically, creating confusion and panic. In addition, harassment allows players not to think about "counter-ambushing" as they will be too alert to possible traps and attacks from the shadows.

4. Although not always fulfilled, every ambush has several keys to success. The first is that the soldiers have sufficient training, whether they are veteran bandits or professional soldiers. The second is planning and dividing the attack into "phases". Lastly, good concealment, choosing the right place to always have a clear advantage against the players and that the ambushers have accurate firing lines. Although ambushes usually take place at night, camouflage during daylight hours allows ambushes to take place at level crossings, forest edges, etc.

5. There are several rules for an ambush: 

- The place for the ambush has to allow the entry and exit of the pursuers without being seen. 
- Night ambushes are prioritized if you can dominate melee combat or short firefights. 
- Daytime ambushes are prioritized if players are likely to flee. In this case, being daylight helps the pursuit.
- The enclave for attacking the players must be one in which they are forced to group together.
- For an ambush to have a greater chance of success, divide the attacking forces into two or make relays. The second ambush will be a reinforcement, arriving quickly and once again sapping the morale of the players.
- The use of traps and ruses, using plant and animal means such as weapons, poisons, false tracks, distribution of false reports, use of children and women to initiate ambushes, are some ways to gain advantage.

6. Common mistakes in ambushes:

- It is important that the shooters do not all shoot at the same target. This causes each player to be more concerned about his own life than saving his partner's and creates a more immersive stress to the action.
- Shooters must make the most of the surprise moment. Once the players massively attack them, they must encounter melee combatants to distract them while the shooters continue attacking.
- The leader must appear in the combat as a reinforcement, trying to attack the rear of the players.
- Delimit the firing lines well so that the shooters do not inadvertently wound their melee partners. This is achieved by channeling ranged fire from the sides and launching the melee infantry into combat from the front or rear.
- During the ambush no shooter should move from his position, forcing the players to go after him. This causes the group to disband and lose power.


Where and when to make an ambush?

 

There are several places where ambushes will have a greater chance of success. The most traditional is to use the roads most traveled by players or routes leading to villages. However, more complex scenarios give more immersion and danger such as water supply areas (since in every journey you will need to refuel water in some natural source, river or lake) and forest edges (places where the trees become scrubby, this transition is ideal for ambushing players, as the shooters will be camouflaged by the trees). 

By day ambushes allow for greater control over the players, allowing for a larger scale and longer offensive. It facilitates a ground and air pursuit in case the players retreat. The biggest drawback is the surprise factor, as by day players will have more resources to detect the ambush.

At night the concealment is much greater and allows total concealment after the first firefight, allowing the DM to confuse the players who will not know from where they are being attacked. Night ambushes are very dynamic because flares or magical fire attacks can be used to illuminate the players to blind them. This turns the ambush into a "hunting ground" of sorts, as players will be confused, blinded and in the center of a firefight. 


Where to place enemies in an ambush? Types of Ambushes

 

1. The most traditional is flanking. This ambush attacks players from one side of the route. It allows greater control of the shooting and prevents players from escaping from the sides. In flanking, priority is given to places where there are natural obstacles (vertical walls in mountains, rivers...) or artificial ones (wire fences, walls, etc.) in front of the position of the shooters. 


2. The frontal ambush is the least used, as it is prioritized only when players pass through routes with lateral obstacles (natural canyons, steep mountain roads, etc.) to prevent players from fleeing from the sides. 


3. The mixture of the two previous ones is called "L" Ambush. After the side fire, players will have to face sideways, forced to group together and being vulnerable to a frontal or rear infantry attack and with no danger of friendly fire.  


4. The Minúe ambush is based on attacking the players with shooters from the flanks, rear and front with continuous shots. This causes absolute bewilderment and psychological pressure that will force players to flee or protect each other by grouping together.


5. The Balalaika ambush is derived from the Minuet. It is exactly the same but in this one the shooters fire alternating bursts of fire instead of all simultaneously. One first, then another, then another, and so on. This causes the players to orient themselves in one position to protect themselves and then receive fire from another front, catching them off guard and preventing the players from a direct charge at the target.


Aerial ambushes are one of the most used when players are in a terrain with many paths, and where it is easy for them to flee through a route that has no enemies. In this way the aerial attackers will be able to eliminate the characters trying to flee and will be able to channel them into a single path where the main ambush awaits them. 


If you want to know more about ambushes you can read the Manual de Guerrillas y Contraguerrillas of the Universidad Experimental Politécnica de la Fuerza Armada Nacional de Instrucción Militar de Caracas.