Maedhros said:
My concerns are not so much "what kind of game situations can I use to challenge my PCs" but more "when I present a combat challenge, what kind of rules-of-thumb can I use to provide a fun fight without excessive TPK possibility?"
Ok, that puts a different spin on things.
I'm not really any more familiar with the MgT rules than you are, but you can even things out somewhat by having their opponents use dirty tricks against them. Even if the opponents are way undergunned, they might just be smarter, or know the environment better. Use those things to your advantage:
- Set up crossfires so the PCs will have to expose themselves in order to take an objective. Their combat armor may be able to handle it, but eventually you'll figure out what can penetrate and what can't, just like their opponents will.
- Traps. The PCs run into a building to clear out the opposition, only to find that the opposition has decided they can't win in a fair fight, so they bring down the building on them. Chances are the PCs will survive, but the other guys got away, and they have to dig themselves out. Likewise, combat armor is heavier than a normal man, so well built pit traps can be effective, too.
- guerilla techniqes, IE, shoot and scoot. Sure, the opponents may not be able to outgun or even injure the PCs, but it will sure get annoying when they continually have to stop what they're doing to try and find the guy who's peppering them with small arms fire - AGAIN.
- ambushes. Even TL1 natives can be quite annoying if they're ambushing the PCs in a spot that the PCs can't fight back easily, no matter how powerful their weapons. After all, combat armor only holds out so long against 1 kg rocks being thrown off a 100 meter cliff.
The point of these type of encounters is two-fold - one is in-game story stuff that makes things interesting even when the PCs outgun their opposition, but the other reason is so that you can learn just what's effective, and what isn't.
Take the shoot & scoot scenario. Say the PCs are trekking by foot across some jungle terrain back to their ship after their air/raft was damaged and forced down, possibly by enemy small arms fire. The enemy sets up several small ambushes involving snipers who fire off a few shots, then scurry away into the underbrush/hidden cave system/whatever. The first few attacks don't do anything but ricochet off their armour, causing the players to all laugh at the ineffectiveness of their enemy.
But any time one of the PCs has to take a leak, or take off their helmet to get some air - bam, there's that small arms fire. At sunset, when they're trying to sip their field rations through straws as to not take off their helmets and get shot, it's going to be pretty damn annoying when the sniper starts taking out their rations.
"Ah man, my craberry sauce is all over the front of my armor now - this is going to take some scrubbing to get off!"
Keep this up for a few of days while they get back to their ship, and even the simplest, most non-effective weapon against them is going to be pretty darn annoying - not "Ho, hum, yawn" - especially if they finally get the guy(s) after putting up with this for days.
"Finally got that b-tard! Hoo Yah!"
While they're enduring all that, you can, if you like and it makes sense, be trying different weapons to learn their effectiveness.