4e - Thunderspire Labyrinth - OOC

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We're sort of in "line up and beat down" mode. Which is OK, but we want to have somebody (a striker is probably most feasible) on top of their caster, and, to the degree that we're engaged with their tanks we'd like to be flanking them.

Here are some tactical choices we could make...

Diabolic Grasp --> curb stomp
DG to pull one of the hobos in the way two s (hobo 3 would move sw se, hobo 1 would move s se), so the wind up next to Yanwer on the east. The three melee types flank and curb stomp.
Problem: Yanwer have to teleport out and lose LOS to the caster, or else he would be pinned and unable to do ranged stuff until the stomping is finished.

Paddy cake with the warcaster

rogue gets past hobo 4 (hypothetically could be moved with diabloic), and rushes warcaster. Support with frigid to grant combat advantage and set up a quick kill. Then we surround and slaughter.
Problem: Rogue's potentially pinned up north among defenders.
Solution: Can we get a defender up north with him?
(In the right situation Yanwer could teleport up there, but that would probably necessitate using my daily for defense.)
 


I've been thinking about this too - I'd rather not just let H1 and H3 blockade us into a slugging match before we can actually engage the rest of them.

What if we break their line with diabolic grasp, then send someone up to help Saph take down the caster? Maybe Patresh? Stuck between a warlord and a rogue is a very bad place to be. I should be able to occupy the ones that don't go help for a few rounds at least.

To do any sort of plan using diabolic grasp as a set-up would mean either Yanwer or whoever was moving through the gap delaying or readying an action (sliding a hobo right before its turn is a little pointless ;)), and if we're hinging a plan on that one attack we'd want to give it some attack bonuses to make sure it hits.
 

Well we could always fall back for a round and we can see what happens if we light the alcohol on fire. :devil: If not, I think a slugfest is a bad idea. We get to be able to move. I like the rogue/warlord double team of the caster plan myself.
 


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