Mental Ward Tactical Assessment Guide- Morgue-Defense phase One

MAKING THEM PAY TO GET IN- Phase One

We usually try and play the Attack/Defend game with 3 to 1 odds in favour of the attackers. The Defenders have a huge advantage if they actively defend against entry. An important rule which is grey but definite, is that no Defender will be on the 1st or Basement floors until the attackers have actually entered the building to the Defenders definite knowledge. No Defender is allowed to exit the building (except when eliminated, of course.)
If the attackers enter the building, the Defenders are allowed access to all floors, and this doesn't change for the rest of the game, even if all attackers who entered are eliminated. This rule means that if you're attacking you need to keep an eye on what's going on even in the deadzone.
Typically, but not necessarily, the game starts with the Attackers all standing near the end of the bridge. They can actually start the game from the staging area as long as they announce Game On before dispersing. (A player must go to the bridge or somewhere he can make audible contact and get confirmation of game on with the defenders.) But since most games start near the bridge, the most obvious entry place becomes the ground floor front door.
Access to the side entrances is arduous and even in the summer lacking sufficient cover to get to those doors undetected (if the defenders are vigilant.) The back door is well defended from the back windows, and has ill cover on it's approaches.

The Front Door has the bridge with it's columns, and some decent sized trees for cover. In any case, against an active Defense, it's not an easy entry either, but it's certainly direct.
Thus, there must be at least one defender in the front room. If there are 3 or more defenders in the building, I place 2 defenders in the front room. Each works a side, and if the attack become severe, they work at cross firing to avoid direct exposure to the windows.
At all times they must watch that no one enters.
At the same time, the front room defenders must watch the approaches to the side doors. The right flank (from outside) is a road that goes all the way to the back. Typically attackers stay on the road, which offers scant cover. They can often be stopped in their tracks if not entirely dissipated or discouraged into retreat back to the front side.
On the Left Flank is decent foliage cover and attackers may be able to get close to the building from this side. However the immediate approach to the door on the left side is a broken pile of rubble, which will slow an advancing player long enough to be shot out, if you're aware of his approach. As a defender, this approach is vital to keep shut as entry at this position allows immediate access to #1 and #2 stairways. #1 gives them immediate access to the Bridge floor front room which can mean doggy style on the front room defense.

Field Maps of the Ward

The MORGUE

1st Floor 2nd Floor 3rd Floor

Basement Surrounding

Front Room defenders should be aware of how many of the opposition is facing them. Exact numbers are important, if the whole opposition force is in the front, it may be prudent to bring forwards one of the back area defenders so that three defenders are up front.
From the front you can usually see what direction attackers are heading, and this info should be passed to everyone.
If there are 3-4 defenders I usually will set one in the very back, his position is often slow until an attacker can make his way to the back of the field. But it's essential that the defenders have this back door guarded, or at least under observation. An Attacker who enters here undetected can destroy a defense. The rightside windows give the defender shooting lanes into the approaches on the right road, and the left-side windows give less clear shooting lanes onto the approaches to the leftdoor. The backwindows of the backroom and the stairway #3 give the defender a shooting position onto the back road. A defender should be actively patrolling all these windows to check for signs of the attackers. Listening at the stairway #3 is important, as an attacker may get by your eyes, but coming up the basement stairs is not the stealthiest approach.
If there are 4 defenders I assign the 4th player as a rover. He roves in the middle rooms from side to side, occasionally helping check the back room flanks, as well as the front room flanks. The patrolling should stay very active, so that you may catch a player who was hidden, on the move when you come back to look out the window! If there are only 3 players, the front room defenders must stay extra vigilant to the flank approaches, and if the attack to the front is less aggressive, 1 of the front defenders should assume a roving position, though perhaps more cursory so as not to lapse in front room defense.

Denying the attackers access does a few things. It cuts down the numbers of hostile players who will then be in the building. It also demoralizes and slows the attackers even if they can get into the building.
Active defense against Entry is the first phase and it effectively ends when the attackers have gained entry of the building. (If there are more than 5 defenders, then it is possible to continue the guarding against entry from the front, as long as there is active defense in all 4 of the stairways. Otherwise you risk being backdoored or worse bypassed- the attackers gaining the 3rd floor via Stairs#3 or #4.)
I find it prudent to have a second phase plan. This plan typically goes into effect as soon as attacker entry is confirmed. If the attacker is aggressive, he can be up stairways #1 or #2 in moments, so when the second phase plan goes into effect it must do so at a run. Often the attackers will be slower once inside, but this is only because they are entering with no plan and with the fear that the defenders are already in positions on the 1st floor. However there are many who will act swiftly, knowing that coming up Stairs #1 or #2 may give them backdoor shots at defenders either at the front windows or at the back stairway. Thus the second phase plan should be activated quickly and without hesitation.