>>192641>Charmed or not, if we use the NPCs as dumb meatshields they will refuse at best or turn on us at worst.The description of the charm person spell would beg to differ. An opposed Charisma check can be used to compel a creature to do something that they would not normally do. Furthermore, these creatures are soldiers, and Soviet-coded soldiers no less: fighting on the dangerous front lines to succeed on a military objective is in fact a thing that they would normally do, just look at WWII, so it could be worth a try.
>Our attack should be surgical in natureThis is a point, but I don't know how feasible that is.
>should involve only trained fighters.GM has said before that he uses lvl 2-3 elite array Fighters for even his unimportant NPCs: all of the soldiers are trained fighters.
>Pulling volunteers away from the bivouac might also endanger those who stay behind, so we should be careful with who we choose.One of the points of a bivouac is minimalism. A larger force within their encampment is more likely to draw attention.
Furthermore, attacking the Kostroma with a large force may actually draw attention away from the airponies, because the Traveller would be distracted by the larger group attacking it nearby. All of the enthralled sailors and monsters are under control of The Traveller. If we siege its lair with a larger force, it will reflexively send its minions towards that group, drawing attention away from the airponies and giving ourselves an opportunity to enter the ship from a different direction and surgically go after the quest objectives (the hippogriff and the traveller).
Furthermore, this could make it easier to play through text, because if most of the enthralled sailors are fighting the communists on the opposite side of the ship, they will not need to be counted in initiative, which makes things easier to run and more likely to actually be done by the end of the year.
>If this option is unavailable to usI have all the spell slots I need for this, and I've researched Soviet ships in this mileau enough to determine that the upper deck should be made of wood, easily dissolved by my puppies in no more than a couple rounds.
>we could use the warhead to blow a hole through the middle of the deck, but that risks structural damage to the Kostroma.I would advise against using the warhead aboard the Kostroma for any reason. I want to use it to escape, as well as resell it to fund my lab/army.
We got the explosive harpoon for a reason: it should be strong enough to kill the whale-like traveller.
Also, I really, really, really want to drop the warhead on the GRU ship to obliterate them. My kill count in this game has been way too low, and razing an enemy stronghold is on my sacramental to-do list.
>Maybe we can locate more grenades.Perhaps, but I wouldn't count on it. All the communists we looted have been broke so far. This has been a rather low-magic adventure and scarce with treasure.
>While we have the cover of night and fog, we don't know what countermeasures Stalliongrad employs against these tactics.Monstro has no heat signature and neither does Posey. Disguising him as a cloud of mist/smoke should be enough if we drop the bomb from high up.
>It would help if we had some sort of military knowledge check.Knowledge Local, History, Martial Lore, or most notably Warcraft could be rolled for this. I would recommend rolling Warcraft anyway, because a check can be used to gain a strategic advantage, per Heroes Of Battle. I would recommend that qualified characters put some ranks into Knowledge (Warcraft) after we level up, because it should be useful in a military style game.
Speaking of, my chosen commander aura only works on intelligent undead, so I can't buff anypony.