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-   -   Martial Arts: Facing multiple opponents (https://forums.sjgames.com/showthread.php?t=124585)

TheOneRonin 03-31-2014 09:41 AM

Martial Arts: Facing multiple opponents
 
Recent gaming experience has shown me just how difficult it is, under GURPS rules, to deal with multiple opponents in unarmed melee combat.

I understand the core strategies (movement to keep them out of your side/rear arcs, throws and sweeps to knock them prone, TA to vitals/neck/skull, etc.), but even with those approaches, it's still a struggle to defeat a small number of low-skilled opponents even with very high skills and improved techniques.

So I come to the forums to tap the wealth of knowledge and experience of this community. How do YOU overcome the odds when confronted with multiple opponents in melee combat?

Here are some basics that I'm working in:

-Modern Campaign...TL8 here on Earth (circa 2016)
-No cinematic rules
-VERY skilled and capable character (ST 14, DX 13, HT 13, Judo/Karate @ 18, Very Fit, combat reflexes, etc.)
-Opponents are human, no body armor, and run the gamut from untrained gangbangers to Chinese Special Forces.
-I have GURPS MA and Tech Grappling, and all of the non-cinematic options in those books are available.
-Let's assume I can re-build my character and, staying within my current point totals, adjust my skills (20 is the cap for this campaign), techniques, and advantages (nothing cinematic or supernatural).

Also, here are some things I would like to remove from the discussion:

-Use a weapon: I totally understand that adding a weapon to the mix can be a game changer, but that's actually irrelevnt for this particular discussion.
-Have buddies helping out: Again, this changes the scenario significantly, but not relevant.
-Extra Attack: Even 1 level of this is not approved by the GM in the current campaign. So can we be effective against multiple opponents without it?
-Running away: always a good choice when you are outnumbered, but sometimes you can't. For this scenario, assume you can't.


So given the above, how do you approach dealing with multiple, unarmed opponents? What maneuvers, skills, techniques do you use, and how do you use them?

Cyrilin 03-31-2014 09:57 AM

Re: Martial Arts: Facing multiple opponents
 
My personal favourite is highly dependent on what your GM is like. But there is always trying to use your surroundings to your advantage.

If you have good acrobatics or perfect balance you can fight on narrow rooftops and the like, which will give your opponents a huge disadvantage. Try to lead your enemies into places that make their numerical advantage meaningless. Alleyways, narrow corridors.

Use objects in your surroundings to your advantage (i.e. pushing over boxes, etc). Throwing a lamp to the ground or just spilling its oil can also help secure one of your sides since people who step into flaming/slippery areas are in for bad times.

In the end I've always found versatility and good tactics more important than having very high skill levels and stats.

As for actual combat maneuvers, try arm locks and the likes if you have high Judo skill. Arm locks in particular can be devastating and easily break an enemy's arm without taking much effort to set up.

Also remember you can use Judo throw after you parry an attack to throw that enemy into another, possibly taking them both out for a few turns.

Gigermann 03-31-2014 10:37 AM

Re: Martial Arts: Facing multiple opponents
 
I've been doing a lot of experimenting with this sort of thing lately.

What works tactically in game is what my martial arts instructors had always told me in real-life: the secret to fighting multiple opponents is to get them one-on-one. You want to use position and terrain, and even themselves, to manipulate the battlefield such that you're engaged with as few of them as possible. Pay attention to their Move, and keep them at a distance that forces them to use Move and Attack or All Out Attack to reach you. If they're in a line, get to the end of the line, so they have to move around each other to get to you.

Also, if you can't drop them outright, putting them on their backs is very helpful, however you can do it. Even a live enemy on his back is an obstacle to the others, and gives you a few extra seconds with his buddies, at least. Don't be afraid of going for a random hit location—crippling a hand or foot won't kill them, but it will seriously degrade their ability to hurt you.

TheOneRonin 03-31-2014 11:26 AM

Re: Martial Arts: Facing multiple opponents
 
Quote:

Originally Posted by Cyrilin
My personal favourite is highly dependent on what your GM is like. But there is always trying to use your surroundings to your advantage.

<snip>

I 100% agree, with Kiss the wall being one of my favorites. Positioning is certainly key, especially protecting your side and rear arcs, like I said above. But sometimes the terrain is not in your favor. Can you still win if the fight takes place in an empty parking lot? If so HOW?


Quote:

Originally Posted by Cyrilin
As for actual combat maneuvers, try arm locks and the likes if you have high Judo skill. Arm locks in particular can be devastating and easily break an enemy's arm without taking much effort to set up.

Also remember you can use Judo throw after you parry an attack to throw that enemy into another, possibly taking them both out for a few turns.

Joint locks are my favorite technique, but they aren't always the best option. I love Throwing from locks, but it takes a few turns to get there, and spending those turns focusing on one target can give the other bad guys an opportunity to ruin your day.


Post-parry Judo throws are certainly key, but you can only throw a single opponent that way each turn. If they fail the HT check and are stunned, fantastic! You get at least two rounds of them being out of the fight. But you can't count on that. A HT 10 thug is going to succeed on that test 50% of the time. It's better than nothing, especially since the guy ends up prone. But what happens when it's 3 on one, or 4 on one. You can only dump 1 guy at a time that way, and the 1st guy will be back in your face right after you dump the last guy.



Quote:

Originally Posted by Gigermann
I've been doing a lot of experimenting with this sort of thing lately.

What works tactically in game is what my martial arts instructors had always told me in real-life: the secret to fighting multiple opponents is to get them one-on-one. You want to use position and terrain, and even themselves, to manipulate the battlefield such that you're engaged with as few of them as possible. Pay attention to their Move, and keep them at a distance that forces them to use Move and Attack or All Out Attack to reach you. If they're in a line, get to the end of the line, so they have to move around each other to get to you.


Agreed. My instructors have advocated the very same thing. Again, this protects your side and rear arcs, and reduces the # of times you have to use an active defense between your turns. But it doesn't help you with taking those opponents out of the fight. THAT is the piece I seem to be missing.


Quote:

Originally Posted by Gigermann
Also, if you can't drop them outright, putting them on their backs is very helpful, however you can do it. Even a live enemy on his back is an obstacle to the others, and gives you a few extra seconds with his buddies, at least. Don't be afraid of going for a random hit location—crippling a hand or foot won't kill them, but it will seriously degrade their ability to hurt you.

Knocking people off their feet is probably the most effective approach for buying yourself some time. Judo throws for damage work well there, and I've been experimenting with Stamp Kick/TA Foot for a quick way to cripple a limb, cause a major wound AND drop a target prone. But it costs A LOT of points to be able to do that consistently well.

Gigermann 03-31-2014 11:36 AM

Re: Martial Arts: Facing multiple opponents
 
Quote:

Originally Posted by TheOneRonin (Post 1744238)
Again, this protects your side and rear arcs, and reduces the # of times you have to use an active defense between your turns. But it doesn't help you with taking those opponents out of the fight. THAT is the piece I seem to be missing.

What it does is free you to concentrate on the guy in front of you.

Using random hit location frees up the TA penalties so you can instead take penalties for Deceptive Attacks—the sooner they fail their defense rolls, the sooner they go down.

Mathulhu 03-31-2014 11:39 AM

Re: Martial Arts: Facing multiple opponents
 
I am going to ask a few questions,
What do you consider your win condition? Do they need to be dead or just down or somewhere in between?
How skilled is your defender?

My basics for dealing with being out numbered is to back peddle quickly either judo parry then throw or attacks to feet and legs. Once you have someone on the ground get as far away from them as possible so they won't be back on you immediately. When you have got someone on their own then you can go on the offensive at them with whatever form of violence you favour.

Dalillama 03-31-2014 11:54 AM

Re: Martial Arts: Facing multiple opponents
 
While the advice given by others will help reduce how bad you lose, and might even give you some wins, realistically your choices are Get Armed or Use Cinematic Rules. This is really your problem here: 1 person who can reliably beat down 3-4 other people while unarmed isn't that realistic. Even the tactics that come from RL martial arts are usually considered a prelude to one of Run Away or Get Armed, because that's how you deal with being outnumbered.
EDIT: Within the criteria you specified, though, TA (Kick/Leg, Foot or Joint if you're using that location) is a good one for putting someone on the ground and at least temporarily out of the fight. It's not that big a hit penalty to buy off, and a crippled leg will really impede someone's efforts to hurt you.

DouglasCole 03-31-2014 12:45 PM

Re: Martial Arts: Facing multiple opponents
 
Im on my phone so this will be short. How about Grabbing Parry followed by either wrench arm or a strike to that arm, using any control points to increase damage?

A crippled arm should be pretty distracting.

Also Judo throw from a parry requires a few turns to get up from, and the fallen body presents challenging terrain. Or it should.

But one on many with no cinema, no weapons is bad juju. Expect to lose unless you can intimidate them into hesitation.

Icelander 03-31-2014 12:53 PM

Re: Martial Arts: Facing multiple opponents
 
Quote:

Originally Posted by DouglasCole (Post 1744274)
But one on many with no cinema, no weapons is bad juju. Expect to lose unless you can intimidate them into hesitation.

Even without active use of the Intimidation skill, seriously wounding one might cause the others to hesitate, if the realism in the game extends to NPCs as well.

Realistically, one against many fights are usually won, if they are won at all, because the many don't fight like emotionless robots that take advantage of every opening, but instead have a few less courageous people who hang back and may be dismayed when the bolder among their number are put down.

Sunrunners_Fire 03-31-2014 01:01 PM

Re: Martial Arts: Facing multiple opponents
 
Quote:

Originally Posted by TheOneRonin (Post 1744195)
So given the above, how do you approach dealing with multiple, unarmed opponents? What maneuvers, skills, techniques do you use, and how do you use them?

You are going to lose. Thereby, your best bet is to lose as gracefully as possible so they don't kill you once they're done beating you into the ground. Realistic people can't handle multiple opponents with any degree of reliability absent weapons (preferably ranged weapons being used at range), cinematics or supernatural abilities.

Unarmed one vs many? One dies.

More usefully, I'll echo the idea of investing heavily into Intimidation and as many modifiers to Intimidation that you can scrounge together. Your combat skills are mostly irrelevant given the situation; your social skills may keep you breathing.


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