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In a rpg game how can i balance the Use of Air power and artillery against my players who at most will have a BMP at their disposal and some support being part of a larger force but still having them rely on their skills?
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You can't. The counter to air power and artillery is air power and artillery.
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You don't. Just like in real life, if air or artillery want you personally dead you're probably going to die. That being said.
>air
Time on target. Planes don't just magically spawn in, they have a speed and bearing they approach from, and a duration over how long they can effectively attack things on the ground. This can limited by fuel, munitions, more pressing targets, etc. Maybe give your players some kind of "tap" into enemy comms so they have an early warning for CAS showing up and a chance to be somewhere else or hidden when it shows up, as well as an idea from what direction it's going to be coming from.
>artillery
Again, ToT. Unless it's presighted guns take time to lay, shells take time to land, and usually guns require some adjustment provided by a spotter. Maybe give your players that same heads up, they're calling in a fire mission, and a bracketing shot or two. Direction of fire also matters, is there terrain that occludes it? Can you see and suppress or eliminate any possible spotters? Will the enemy call danger close on themselves? Is there hard cover? Can we use the terrain (ditches, depressions, etc) to help cover our movements and mitigate blast? Also remember most artilley has some drift involved in actual landing point.

The biggest thing is going to be what era it's in and what capabilities they're up against. If it's a plucky band of mercs against an African warlord or a heavily armed cartel yeah, they could probably do OK even in modern times. If it's a bunch of mobiks against a modern western army, they're going to get wiped repeatedly. If it's set in the 60s or 70s, assuming they're careful, even against an army armed with period correct western gear they might stand a chance, assuming low competence or limited resources to expend.
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>>64652779
Isnt the counter to artillery power tanks?
And its a rpg it doesnt need to be extremely realistic just enough for a copple autists
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>>64652746
Have the players use special forces, rapid movement, camoflage and stealth? WW2 Germans had airpower and artilllery but couldnt do much against the SAS.

The air power and artillery also have to be called to fire by spotters, they cant kill the players if they don't know where they are or the comm system is comprimised (lines cut, etc).
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>>64652746
By RPG Im assuming you're referring to something akin to jagged alliance or wasteland 2, so artillery could be countered by staying in cover (i.e. have map features confer a directional armor bonus when crouched inside or next to) or just by leaving the map square; while air support could be avoided by concealment; like having trees shadows visible on the ground around them which would reduce detection chance. Obviously if a character gets seen then the air support will level the whole treeline, but that's just how it be.
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Look at Japanese tactics in WWII and the NVA in Vietnam. The best counter you're going to get to superior firepower is to grab the enemy by the belt via infiltration followed by massed close-in assaults. You'll take absolutely horrendous losses doing that sort of thing, guaranteed, but you'd probably take the same or worse by trying to play the game of someone who can put a bomb down your smokestack if he knows where you live.
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>>64652746
You make them write condolence letters for every single fatality they suffer.
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>>64653823
NVM, read it backwards. You should do it anyway.



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