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Basic battle tactics
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<blockquote data-quote="kigmatzomat" data-source="post: 580094" data-attributes="member: 9254"><p>NPC wizard bosses are great because they can be very good tacticians and wonderful tactical assets even while poor meleers. They should be smart enough to come up with basic tactics and able to enforce their minions are receptive thanks to <em>Charm</em> et.al.</p><p></p><p>Small groups need tailored tactics, unlike larger units who get by on bulk. </p><p></p><p>Casters + Rogues = Summon Monster</p><p>This is a wonderful thing. Simply have the casters summon creatures in flanking positions for rogues. The creature doesn't even have to be powerful, just enough to threat. Just be sure to time it so the PC doesn't kill it off before the rogue get's a sneak attack. </p><p></p><p><strong><em>Invisibility:</em></strong> not just for characters.</p><p>I've found a few invisible Tower Shields can seriously alter the playing field. Watch the fun as the cavalryman tries to charge the NPCs and slams into the braced shield. Enjoy the shocked looks as the kobolds snicker when the Ray of Death stops inches away from them. </p><p></p><p></p><p>Nets/whips/chains</p><p>These weapons are typically not worth it for PCs since there are spells and rogue's saps for disabling without killing but in a group of NPCs they can be formidable. Not so much for the damage they do, but for the inconvenience they create. Entangling, tripping, and disarming the PCs will cut down their efectiveness so that the more powerful monsters can get in some easy licks. </p><p> Use a triangle formation with, say, a troll in front, and goblins using a net on one side and a whip/chain on the other. The goblins inflict minimal damage, but the -2 to AC and AB will make the troll's life easier. And disarming/tripping the PC will further reduce the PCs ability to inflict damage.</p><p></p><p>Here are some good basic large group tactics:</p><p></p><p>Use a formation (square, diamond, triangle, battle line) for units. It cuts down the ability of your NPCs to be flanked which is a biggie. Mix the weapons to suit (i.e. reach weapons for people in the center) or use someone with special abilities like Rogues who can tumble from the center section through the occupied squares to flank opponents. </p><p> Place the "heavies" at the front positions. Whatever is most likely to absorb the most physical punishment due to either high HP or AC should be in a place to do so. They don't even have to do that much damage as long as they can get the PCs to fixate on them so the others can be functional.</p><p></p><p>Mentioned before, a battle line of heavily armored troops followed by reach weapons (and possibly a second row of 15' reach long spears) and archers is a fearsome sight, even when staffed by CR1/4 kobolds. </p><p> This format will let at least three NPCs get attacks on each PC. It requires lots of troops, but even opponents <CR-4 can prove a challenge when using tactics like these. Have the archers use arrows at range during the approach and switch to flasks of oil once in melee.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 580094, member: 9254"] NPC wizard bosses are great because they can be very good tacticians and wonderful tactical assets even while poor meleers. They should be smart enough to come up with basic tactics and able to enforce their minions are receptive thanks to [i]Charm[/i] et.al. Small groups need tailored tactics, unlike larger units who get by on bulk. Casters + Rogues = Summon Monster This is a wonderful thing. Simply have the casters summon creatures in flanking positions for rogues. The creature doesn't even have to be powerful, just enough to threat. Just be sure to time it so the PC doesn't kill it off before the rogue get's a sneak attack. [b][i]Invisibility:[/i][/b][i][/i] not just for characters. I've found a few invisible Tower Shields can seriously alter the playing field. Watch the fun as the cavalryman tries to charge the NPCs and slams into the braced shield. Enjoy the shocked looks as the kobolds snicker when the Ray of Death stops inches away from them. Nets/whips/chains These weapons are typically not worth it for PCs since there are spells and rogue's saps for disabling without killing but in a group of NPCs they can be formidable. Not so much for the damage they do, but for the inconvenience they create. Entangling, tripping, and disarming the PCs will cut down their efectiveness so that the more powerful monsters can get in some easy licks. Use a triangle formation with, say, a troll in front, and goblins using a net on one side and a whip/chain on the other. The goblins inflict minimal damage, but the -2 to AC and AB will make the troll's life easier. And disarming/tripping the PC will further reduce the PCs ability to inflict damage. Here are some good basic large group tactics: Use a formation (square, diamond, triangle, battle line) for units. It cuts down the ability of your NPCs to be flanked which is a biggie. Mix the weapons to suit (i.e. reach weapons for people in the center) or use someone with special abilities like Rogues who can tumble from the center section through the occupied squares to flank opponents. Place the "heavies" at the front positions. Whatever is most likely to absorb the most physical punishment due to either high HP or AC should be in a place to do so. They don't even have to do that much damage as long as they can get the PCs to fixate on them so the others can be functional. Mentioned before, a battle line of heavily armored troops followed by reach weapons (and possibly a second row of 15' reach long spears) and archers is a fearsome sight, even when staffed by CR1/4 kobolds. This format will let at least three NPCs get attacks on each PC. It requires lots of troops, but even opponents <CR-4 can prove a challenge when using tactics like these. Have the archers use arrows at range during the approach and switch to flasks of oil once in melee. [/QUOTE]
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