Disclaimer: This is a half-formed idea. I don’t know who the audience is for this post, besides myself. I might return to it in the future, who knows. Oh, and also: I’m very much a civilian, and these are observations based on video games.

As a maker of TTRPG things, I really like thinking about certain experiences or feelings and how to capture those in mechanics. I’ve played quite a bit of Helldivers 2, and it got me thinking about the dynamics of firefights. I guess that whatever this ends up as, it might be usable for modern/cyberpunk/sci-fi TTRPGs.

Movement & Combat

What I noticed during Helldivers 2, is that its gameplay, which I’m dubbing “heroic firefights”, is not really about the minute-to-minute exchange of gunfire. I mean, yeah, that’s what you’re doing while playing, trying to land shots and dodge incoming fire, but if you zoom out, there’s a certain ebb and flow to things:

  1. Determine an objective to focus on.
  2. Assault the objective. This attack either succeeds or fails.
  3. On a success, either return to step 1, or…
  4. Fend off a counterattack, now defending the objective from attackers.
  5. On a failure, fall back and thin the enemy’s numbers while fleeing. This continues until you are able to hold the line/regroup. Go back to step 1, possibly attacking the same position again.

So, I figured, this dynamic exists on 2 axis: movement and combat engagement. In a table:

Backward FastBackward SlowNo movementForward SlowForward Fast
No combatTactical withdrawalFall backRegroupBounding advanceReposition
CombatBreaking contactFighting retreatHolding the LineProbing attackAssault

These all describe certain states:

  • Tactical Withdrawal: Running away to an extraction point.
  • Breaking Contact: Fleeing from an overwhelming force, trying to lose them.
  • Fall back: Moving away from an objective to avoid detection and the like.
  • Fighting retreat: Moving away from an objective while under fire, trying to thin out enemy forces.
  • Regroup: Reload, catch your breath, reload all of your weapons, check supplies.
  • Holding the Line: Digging in, trying to survive until the enemy flees or is destroyed.
  • Bounding Advance: A tactical approach of an objective, trying to remain undetected/in cover.
  • Probing Attack: A methodical approach of an objective, sticking to cover.
  • Reposition: Sprinting to a flanking position.
  • Assault: Storm a position, trying to overwhelm the enemy.

I can already imagine this as a flowchart of such, with a squad making a combat roll with modifiers to determine an outcome:

Red is a negative outcome, green a positive one. I didn’t say it’d be a pretty flowchart.

Looking at it this way, I guess you could also say that it’s about pushing forward until you can’t anymore, after which you Hold The Line. Succeeding in Holding The Line means you push forward again until you can’t. Failure means you fall back until you find a better position to Hold The Line.

Heck, if I simplify the movement states somewhat (maybe I should’ve done that from the beginning):

Here, “Attack” is shorthand for “moving towards the objective while fighting”. If you can’t move anymore, you start Holding The Line.

This is a bit more of a macro-level view, lacking some nuance. ANYWAYS:

Cover & Space

So, we began by picking an objective (“Take that firebase!”) and zooming in a bit on the ebb and flow of such an attack (“There’s too many of them! Fall back! They’re gaining on us! Hold the line! Okay, now’s the time, push!”).

But why do some attacks fail, and why do we fall back to hold the line elsewhere? This is where cover and space (maneuverability) comes into play. Cover essentially enhances your defence (perhaps through a modifier or armor rating), whereas space determines how easy it is to be pinned down, flank and maneuver. In open space, a squad could perhaps make an easy dexterity check to gain a more advantage position in the encounter. In a cramped space, this might be impossible.

So, to list some options:

Cover

  • None: an open area, field or street.
  • Some: Scattered clutter; crates, barrels, some vehicles or trees.
  • High: Barricades, pillars, walls.

Space

  • None: A hallway, the interior of a house.
  • Some: The interior of a large building (warehouse, mall).
  • Open: Outside.

Now, if we combine this, we get a matrix with various situations:

No CoverSome CoverHigh Cover
No SpaceHallwayHallway with some clutter (boxes, crates, barrels)Hallway with pillars
Some SpaceHangarBuilding interior (barracks, supermarket)Filled warehouse with pillars
Open SpaceOpen fieldCar park, forestMilitary barricade, trenches

Interestingly enough, engagements could take place between sides in different tactical positions: Side A might be approaching from a forest (Some Cover, Open Space) towards a House (High Cover, No Space).

To Sum Up

That’s kind of where I’m at: a few ideas that I think are on the track of something, but I don’t know what yet, and I don’t have a full toolkit to give you.

If this inspires you, please let me know!

3 responses to “A Ramble About Combat States, Cover & Terrain in TTRPG Firefights”

  1. This sounds really interesting to me. I had also attempted to make a system for more a more “realistic” or at least “tactical” TRPG firefight experience, but I found that being too simulationist ground things to a halt. I’m currently trying to abstract away most of the finer detail and shift the basic level of focus from the individual to small units – basically, it would be a game about small groups of characters, and players would control a team instead of a single character. Your conceptualization of shifting from offense to defense, as well as the idea on how to succinctly describe the tactical qualities of positions, feels very in line with my own ideas. I’d like to see how you might develop this.

    1. Thank you! I also have no idea where this idea goes from here; I’m going to let it gestate, and we’ll see what comes of it!

  2. […] was rereading Quicker Combat for Boot Hill by Prismatic Wasteland. I’ve had a cluster of unrefined ideas surrounding firefights in RPGs, and this feels like it could add another […]

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