| Declan Corvus |
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First step would be to reconnoiter a 1-2 block radius of the clinic, mapping the terrain. Looking for Bad Guys, potential ambush spots (both from Bad Guys AND places to set up potential ambushes FOR Bad Guys), likely avenues of approach, fields of fire, landmarks that can be used to judge range ("when they're standing next to the barber pole, they're exactly 100' from the Clinic entrance," as an example), places to stash weapons and/or equipment (barrels of pitch or flasks of Alchemist's Fire to drop from above, for example). All of which is VERY likely to be overkill, but this is Zander/JV's unconscious tactical programming kicking in. Totally fine if someone talks him down from it part-way through.
Fundamentally, what we really need is a pre-fight knowledge of the terrain, probable avenues of approach and retreat for the gang bangers, and paths of retreat for ourselves if something goes unexpectedly badly. If opportunities to significantly improve the defensive position present themselves (like, say, a single avenue of approach could be blocked with a wagon, or if hiding in a specific alley would put some of our people behind Snow and his people, so they're suddenly flanked during the negotiations, etc.), then those would also be good to know.
Dec (and Sky) are still New Here, so they'll go along with Zander's reconnoitering. But once it's clear the warforged is approaching this more as if we're engaging a professional military rather than a bunch of street kids, they'll gently dial him back.
I think it'll suffice just to have the lay of the land and places to station people so Snow and his backup realize they're outmatched once we enter negotiations. And so that if violence does break out, we keep the upper hand.