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<blockquote data-quote="Erechel" data-source="post: 7251118" data-attributes="member: 6784868"><p>I propose using this thread for cooperation among Dungeon Masters, and demonstrate the tactical capabilities of DnD 5e besides feats. Let's share some tactics for NPCs and intelligent monsters to beat the crap out of the characters. I will propose 2 "moderate" tactics, and 1 "common" one. First, my favourite (used this very day with success), </p><p></p><p><span style="font-size: 18px">"The Spinner".</span></p><p>[ATTACH]89695[/ATTACH]</p><p>This intermediate formation isolates a melee character (or basically any character without Reach weapons). At least 2 pikemen are granted with an Opportunity Attack if the character moves or tries to reach a NPC. </p><p></p><p>Note that if you are using Flanking and Facing rules all the pikemen have Advantage on their attacks, and characters from behind negate the benefits of a shield. Even if the character uses its action to Disengage and then walk away, the pikemen could <em>still </em>follow and isolate again the character. Bonus points if the pikemen are Sentinel or Polearm Masters (Variant Humans, basically, but any custom made NPC works). I've used this tactic today, with custom beefy NPCs called Legionarios Aliasinos, which basically have Banded Mail and halberds, 60 hit points and multiattack x2 (CR 3). They almost annihilate the lvl 6 tanky Shield Master fighter of the party in 1 round, and he only could <span style="font-size: 10px">escape </span>by using Disengage with an Action Surge, with only 5 HP left, and then he attacked the most injured of the enemies (he has almost all their HP prior the attacks). </p><p></p><p>(Of course, this works better with a scattered party, EG tonight the companions were a rogue and a ranger archers, busy with other 2 legionaries... yes I know it was a Deadly fight, it was the only fight of the day, and there was another 2 characters on the hold, and they blew away their stealth possibilities).</p><p></p><p><span style="font-size: 18px">Orc Guerrilla</span></p><p><span style="font-size: 18px"><span style="font-size: 10px">This is a more complicated one, but again I've used polearms. Basically, the orcs start with an ambush with pikes at 35 feet of the PCs, and use their Aggressive trait to run to the PCs and attack them. Other orcs use javelins and shields, and protect the pikeorcs with them. Then they use their movement to retreat at 35 feet again, ideally behind cover so the melee characters should use a Dash action or lose the opportunity to attack next round. The melee characters should use throwing weapons or else they don't attack at all. Then the orcs move again. Clever positioning (such as the Spinner, above) could potentially grant OAs to the orcs. When the tanky characters are away, the other orcs attack the squishies with their pikes and javelins.</span></span></p><p><span style="font-size: 18px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 18px"><span style="font-size: 10px"></span></span>I've used this tactic a few times and it works like a charm if the characters aren't very tactical in their thinking. It improves a LOT the survivability of the orcs.</p><p></p><p><span style="font-size: 18px">The Shield Wall</span></p><p><span style="font-size: 18px"><span style="font-size: 10px">This is a devious one, but useful nevertheless. I, as a DM, grant Half Cover to anyone in a shield wall formation, and total cover to anyone behind it (or at least 3/4 cover). Granted, it doesn't work well against flanking, and the formed characters move at half their speed and attack with disadvantage if they aren't using a spear, but shield formation + dodge action grants a superb effective +7 to AC and Dex saves (because of the +5 equivalence of Advantage/Disadvantage). And then, polearms from behind the formation are the way to go. </span></span></p><p><span style="font-size: 18px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 18px"><span style="font-size: 10px"><span style="font-size: 18px">Goblin Ambush</span></span></span></p><p><span style="font-size: 18px"><span style="font-size: 10px"><span style="font-size: 18px"><span style="font-size: 10px">An easy one: high ground + cover + prone position + poisoned arrows. Basic goblins with 17 AC (3/4 cover) that grant Disadvantage to ranged attacks to their enemies (prone characters are hitted at disadvantage with ranged weapons). And the goblins can hide behind big rocks as a bonus action, and disengage and move away too.</span></span></span></span></p><p><span style="font-size: 18px"><span style="font-size: 10px"><span style="font-size: 18px"><span style="font-size: 10px"></span></span></span></span></p><p><span style="font-size: 18px"><span style="font-size: 10px"><span style="font-size: 18px"><span style="font-size: 10px">Of course, they are all battle tactics that can be worked around by players, and even be beaten by brute force, but they are costly to circumnavigate.</span></span></span></span></p><p><span style="font-size: 18px"><span style="font-size: 10px"><span style="font-size: 18px"><span style="font-size: 10px"></span></span></span></span></p><p><span style="font-size: 18px"><span style="font-size: 10px"><span style="font-size: 18px"><span style="font-size: 10px">Thoughts? Ideas?</span></span></span></span></p></blockquote><p></p>
[QUOTE="Erechel, post: 7251118, member: 6784868"] I propose using this thread for cooperation among Dungeon Masters, and demonstrate the tactical capabilities of DnD 5e besides feats. Let's share some tactics for NPCs and intelligent monsters to beat the crap out of the characters. I will propose 2 "moderate" tactics, and 1 "common" one. First, my favourite (used this very day with success), [SIZE=5]"The Spinner".[/SIZE] [ATTACH=CONFIG]89695._xfImport[/ATTACH] This intermediate formation isolates a melee character (or basically any character without Reach weapons). At least 2 pikemen are granted with an Opportunity Attack if the character moves or tries to reach a NPC. Note that if you are using Flanking and Facing rules all the pikemen have Advantage on their attacks, and characters from behind negate the benefits of a shield. Even if the character uses its action to Disengage and then walk away, the pikemen could [I]still [/I]follow and isolate again the character. Bonus points if the pikemen are Sentinel or Polearm Masters (Variant Humans, basically, but any custom made NPC works). I've used this tactic today, with custom beefy NPCs called Legionarios Aliasinos, which basically have Banded Mail and halberds, 60 hit points and multiattack x2 (CR 3). They almost annihilate the lvl 6 tanky Shield Master fighter of the party in 1 round, and he only could [SIZE=2]escape [/SIZE]by using Disengage with an Action Surge, with only 5 HP left, and then he attacked the most injured of the enemies (he has almost all their HP prior the attacks). (Of course, this works better with a scattered party, EG tonight the companions were a rogue and a ranger archers, busy with other 2 legionaries... yes I know it was a Deadly fight, it was the only fight of the day, and there was another 2 characters on the hold, and they blew away their stealth possibilities). [SIZE=5]Orc Guerrilla [SIZE=2]This is a more complicated one, but again I've used polearms. Basically, the orcs start with an ambush with pikes at 35 feet of the PCs, and use their Aggressive trait to run to the PCs and attack them. Other orcs use javelins and shields, and protect the pikeorcs with them. Then they use their movement to retreat at 35 feet again, ideally behind cover so the melee characters should use a Dash action or lose the opportunity to attack next round. The melee characters should use throwing weapons or else they don't attack at all. Then the orcs move again. Clever positioning (such as the Spinner, above) could potentially grant OAs to the orcs. When the tanky characters are away, the other orcs attack the squishies with their pikes and javelins. [/SIZE][/SIZE]I've used this tactic a few times and it works like a charm if the characters aren't very tactical in their thinking. It improves a LOT the survivability of the orcs. [SIZE=5]The Shield Wall [SIZE=2]This is a devious one, but useful nevertheless. I, as a DM, grant Half Cover to anyone in a shield wall formation, and total cover to anyone behind it (or at least 3/4 cover). Granted, it doesn't work well against flanking, and the formed characters move at half their speed and attack with disadvantage if they aren't using a spear, but shield formation + dodge action grants a superb effective +7 to AC and Dex saves (because of the +5 equivalence of Advantage/Disadvantage). And then, polearms from behind the formation are the way to go. [SIZE=5]Goblin Ambush [SIZE=2]An easy one: high ground + cover + prone position + poisoned arrows. Basic goblins with 17 AC (3/4 cover) that grant Disadvantage to ranged attacks to their enemies (prone characters are hitted at disadvantage with ranged weapons). And the goblins can hide behind big rocks as a bonus action, and disengage and move away too. Of course, they are all battle tactics that can be worked around by players, and even be beaten by brute force, but they are costly to circumnavigate. Thoughts? Ideas?[/SIZE][/SIZE][/SIZE][/SIZE] [/QUOTE]
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