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guide:armor_combat:f.i.s.h

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guide:armor_combat:f.i.s.h [2014/06/25 13:57] – Page moved from guide_to_armor_combat:env:f.i.s.h to guide:armor_combat:f.i.s.h wesguide:armor_combat:f.i.s.h [2019/09/29 13:59] (current) – removed wes
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-====== F.I.S.H. ====== 
  
-F.I.S.H. (fighting inside someone's house) is a colloquial term for what is (usually) an extension of urban combat. Specifically, it is fighting inside buildings or other artificial enclosed spaces. In these environments, there are almost always closed spaces. It continues to carry the problems of dealing with civilians. Generally this combat is taken in room by room steps, however, with the advent of power armor it has become possible for one to merely go through the walls. One should always be aware of the possible damage to power armor and the effects on structural integrity, though. 
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-In general, in a room by room melee, the advantage is again with the defender. They choose which rooms to fight in, and have to only fire on one small portal, the door, though the return fire will eventually start with the same advantage. A commonly underestimated tactic is to stand on the wall with the door on it, and wait for the enemy to enter the room before firing on them from behind. Perhaps the most common tactic in these operations, though, rests on the attacker's side, and that is throwing a grenade into a room and waiting for it to do its work. The items in a building also lend themselves well to barricades, another advantage for the defenders, and the layout of the building can be of tantamount importance, likewise their advantage. 
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-=== Consider... === 
-  * Entry points (doors, windows, etc) 
-  * Blind-spots & Line of sight 
-  * Vertical advantage 
-  * Confined space - Can't outrun an opponent 
-  * Limited environment - Blowing a hull will present a distinct risk 
-  * Stealth - Limited useful sensor information 
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- 
-== Think... == 
-This is when you need to think of a powered armor as a powered-armor and play it like one.  
-There may even be times when it may advantageous to get out of the armor to use the husk as a distraction as part of a plan or because it is loud or obvious. 
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-Big armor and frames are typically at a disadvantage in fish. Sub-armor or pilot ejection may be ideal. 
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-== Weapons... == 
-You are fighting in a confined space. Spread weapons are very useful, as are explosives, though they may block your path or prove a hinderance to you. Ranged weapons don't function especially well but you do need to be able to lay down consistent fire: 
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-Automatic weapons are at their best indoors, as are shotguns. Properly modified, rifles can be used usefully: lining up with the densely armored chest of a target, firing and the recoil planting rounds in their face (often the least armored point of any PA) - negotiating the need to aim carefully (in which time your enemy would have opened fire first).