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Sounds like you've already got some good ideas on how to tweak the Assault for your group. Filling in those quiet turns with Unorthodox Tactics is a great idea.
You might also consider getting creative with descriptions of events that fail. Frex, in Turn 1 they could see the Ironfang Legion deploying smaller siege weapons, perhaps scrapped together from pieces of broken catapults, that bounce harmlessly off Longshadow's walls. The point being to reinforce that their previous victories had real and meaningful consequences.
Aside from that, it looks like there are only three events that are completely eliminated due to PC sabotage--the others are instead weakened or changed. My suggestion would be to shuffle around the other events to fill in those quiet spots, and then hold back a few turns "in reserve" to pad out the battle if it looks like the PC's need a moment to catch their breath.
As a side note, the rules for the Assault changed a bit in development, so there may be things I missed on my quick readthrough. Other people may have better advice!
EDIT: Also maybe consider moving "Rallying the Troops" from Turn 0 to Turn 1. Flavor it as the PCs overseeing the initial phase of the battle, keeping the town defenders from breaking under the initial charge and directing their attacks to where they're needed most.