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lowkey13
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The crawl uses 10' of movement (closing from square 3 to square 2 i.e. by 1 square or 5'). Then stand using 15' and close using remaining 5'.
This thread reminded me -
The old WotC board had a discussion on how a hobgoblin anti-Adventurer unit might be trained and fight.
The idea was that they were mercenary specialists who worked together to neutralize the normal adventuring band's strengths and exploit their weaknesses.
Did anybody ever make and keep notes? We should probably revive that line of discussion here; some enemies (BBEG) are smart enough to learn from experience, after all.
Spread out in a skirmish formation and shoot past him at the casters he's nominally protecting. If he's by himself, ignore him.For the sake of argument, let's say that creatures experienced with combat have learned and shared tactics for dealing with Polearm Mastery (and sometimes +Sentinel).
...because it's a TTFRPG, rather than a officer-training wargame/simulation.5E's default rules encourage you to make fights that are just big enough to occupy the players' attention for a few minutes, without ever seriously threatening them...
Apparently there's also no such thing as heros, at least, not live ones. ;PThe obvious first consideration is "don't make suicidal attacks." A professional anti-adventurer unit obviously has the opposite incentive: they want to use enough force that they can smear the adventurers (and take their stuff) while suffering minimal casualties. "The more you use, the less you lose" should be their mantra, along with "there is no such thing as overkill."