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battle tactics
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<blockquote data-quote="Old One" data-source="post: 43385" data-attributes="member: 83"><p><strong>Ex-Military Mind on the Case...</strong></p><p></p><p>This might ramble a bit, so please bear with me...</p><p></p><p>It sounds like the monk is not coming back and a fighter-type might be in the offing. It would also help immensely to know what spells and what type of familiar the sorcerer has.</p><p></p><p>As others have mentioned, this group is <strong>NOT</strong> built for melee combat. It does, however, have excellent potential as a recon/running combat squad. The key for this group is not to go toe-to-toe with the enemy unless you absolutely have to...use ambush, missile fire and tactical withdrawals to fight battles on your terms, not the enemy's.</p><p></p><p>A couple of things to consider:</p><p></p><p><strong>(1) Scouting/Recon:</strong> The first rule about dealing with an ambush is never to get caught in one! With the Ranger/Rogue, the sorcerer's familiar (particularly if it can fly) and the Druid's animal companion(s), you should be able to do a great job of scouting. If you detect an ambush, try to spring it with one or two party members and draw the attackers back to the rest of the party. </p><p></p><p>If you do get caught in an ambush, the best tactic (9 times out of 10) is for everyone to charge directly at one flank, seek to break out of the ambush, then turn the tables on your attackers.</p><p></p><p><strong>(2) Segment the Battlefield:</strong> If you are traveling cross-country or expect to fight outdoors, the Druid should never be without a couple of <em>Entangle</em> spells. If the sorcerer has <em>Sleep</em> or <em>Color Spray</em>, that works well also. Have the sorcerer pick up some scrolls of <em>Obscuring Mist</em> and <em>Flaming Sphere</em>.</p><p></p><p>The idea with all of these spells (and many others) is to use them to divide the enemy into smaller, more easily defeated, groups. Accomplish that by inpacitating a portion of the enemy force, ganging up on the othes and defeat them all in detail.</p><p></p><p><em>Example: You are attacked by a goblin band that includes 10 melee warriors and 4 archers. The warriors charge you and the archers sit back and plunk you with arrows. Use <strong>Obscuring Mist</strong> to seperate the warriors from their fire support, drop a <strong>Flaming Sphere</strong> or two to protect your flanks and force the warriors to attack you head on.</em></p><p></p><p>The same tactics, slightly modified, would work well in a dungeon corridor, where the enemy fire support is usually in the back. Fill the far part of the corridor with <em>Obscuring Mist</em> so archers and spellcasters can't target you, divide the enemy warriors into 2-3 smaller groups with well-placed <em>Flaming Spheres</em> and tackle each small group in turn.</p><p></p><p><strong>(3) Missile Fire is Your Friend:</strong> You aren't any good at melee combat, so why bother? Everyone should have some type of missile weapon. The sorcerer (as an elf) and the ranger/rogue should be using longbows, with the others using crossbows. <strong>ALL</strong> fire should be directed at one enemy until that enemy drops. Too often, everyone in the party picks a different target, so you end up with many slightly wounded enemies, instead of 1-2 dead ones. Go after enemy leaders and spellcasters first.</p><p></p><p><strong>(4) The Fighting Withdrawal or Don't Be Afraid to Run!:</strong> Since your forte is not melee combat, don't engage in it! When you make contact, immediately begin a fighting withdrawal to spead the enemy out and allow you to pick them off. </p><p></p><p>If the sorcerer and ranger/rogue are using bows, they can fire each round and still make a regular move. Have the crossbow users fire once, then <strong>run</strong> backwards (remember, everyone is firing at the same target). The sorcerer and the ranger/rogue fire and move back. The next round, the crossbow users reload and fire, while the bow users fire and move back - bringing the entire group together again. Repeat as neccessary.</p><p></p><p>Meanwhile, if terrain permits, the Druid can be segmenting the battlefield with <em>Entangle</em> spells or helping with fire support.</p><p></p><p><strong>(5) Spread the Healing Around:</strong> Either the druid or the cleric should take <em>Brew Potion</em> or <em>Craft Wonderous Item</em> as soon as possible, then load up on CLW potions or create a Wand of CLW. Since that may take a couple of levels, try to pick up a bunch of potions or a wand in the interim, to free up the cleric to cast combat spells instead of focusing on healing.</p><p></p><p><strong>(6) The Rally Point and the Battle Buddy:</strong> If you know that you are going into combat (assaulting an enemy stonghold, for instance), then you should have a pre-determined "rally point" that everyone breaks away and hauls @$$ to if things go bad. Have a code word that you use when your position is becoming untenable...when that code word is uttered, everyone breaks contact and moves back to the rally point as quickly as possible.</p><p></p><p>Ideally, the rally point is easily defendable and might even be pre-stocked with a couple of CLW potions, just in case. Caltrops and flaming oil can really help break contact with the enemy.</p><p></p><p>PCs usually die when they get separated from everyone else. To this end, institute a "battle buddy" or "wingman" system, where everyone in the group is paired up with another PC (you can use animal companions to fill-in). As they say in the movie <strong><em>Top Gun</em></strong>, you <em>never</em> leave your wingman. The "battle buddy" is key to avoiding being flanked and preventing sneak attack damage.</p><p></p><p>In conclusion, your party is not set-up to directly confront heavily armed and armored opponents. That's fine, just make sure you play to your strengths and not your weaknesses. Stealth, speed, hit-and-run attacks, fighting withdrawals, concealing magic, illusions and good teamwork should be what you concentrate on. Develop 3-5 simple tactics - each with their own code word - and don't let yourself be drawn into a slugging match!</p><p></p><p>Try it out and have some fun!</p><p></p><p>~ Old One</p></blockquote><p></p>
[QUOTE="Old One, post: 43385, member: 83"] [b]Ex-Military Mind on the Case...[/b] This might ramble a bit, so please bear with me... It sounds like the monk is not coming back and a fighter-type might be in the offing. It would also help immensely to know what spells and what type of familiar the sorcerer has. As others have mentioned, this group is [b]NOT[/b] built for melee combat. It does, however, have excellent potential as a recon/running combat squad. The key for this group is not to go toe-to-toe with the enemy unless you absolutely have to...use ambush, missile fire and tactical withdrawals to fight battles on your terms, not the enemy's. A couple of things to consider: [b](1) Scouting/Recon:[/b] The first rule about dealing with an ambush is never to get caught in one! With the Ranger/Rogue, the sorcerer's familiar (particularly if it can fly) and the Druid's animal companion(s), you should be able to do a great job of scouting. If you detect an ambush, try to spring it with one or two party members and draw the attackers back to the rest of the party. If you do get caught in an ambush, the best tactic (9 times out of 10) is for everyone to charge directly at one flank, seek to break out of the ambush, then turn the tables on your attackers. [b](2) Segment the Battlefield:[/b] If you are traveling cross-country or expect to fight outdoors, the Druid should never be without a couple of [i]Entangle[/i] spells. If the sorcerer has [i]Sleep[/i] or [i]Color Spray[/i], that works well also. Have the sorcerer pick up some scrolls of [i]Obscuring Mist[/i] and [i]Flaming Sphere[/i]. The idea with all of these spells (and many others) is to use them to divide the enemy into smaller, more easily defeated, groups. Accomplish that by inpacitating a portion of the enemy force, ganging up on the othes and defeat them all in detail. [i]Example: You are attacked by a goblin band that includes 10 melee warriors and 4 archers. The warriors charge you and the archers sit back and plunk you with arrows. Use [b]Obscuring Mist[/b] to seperate the warriors from their fire support, drop a [b]Flaming Sphere[/b] or two to protect your flanks and force the warriors to attack you head on.[/i] The same tactics, slightly modified, would work well in a dungeon corridor, where the enemy fire support is usually in the back. Fill the far part of the corridor with [i]Obscuring Mist[/i] so archers and spellcasters can't target you, divide the enemy warriors into 2-3 smaller groups with well-placed [i]Flaming Spheres[/i] and tackle each small group in turn. [b](3) Missile Fire is Your Friend:[/b] You aren't any good at melee combat, so why bother? Everyone should have some type of missile weapon. The sorcerer (as an elf) and the ranger/rogue should be using longbows, with the others using crossbows. [b]ALL[/b] fire should be directed at one enemy until that enemy drops. Too often, everyone in the party picks a different target, so you end up with many slightly wounded enemies, instead of 1-2 dead ones. Go after enemy leaders and spellcasters first. [b](4) The Fighting Withdrawal or Don't Be Afraid to Run!:[/b] Since your forte is not melee combat, don't engage in it! When you make contact, immediately begin a fighting withdrawal to spead the enemy out and allow you to pick them off. If the sorcerer and ranger/rogue are using bows, they can fire each round and still make a regular move. Have the crossbow users fire once, then [b]run[/b] backwards (remember, everyone is firing at the same target). The sorcerer and the ranger/rogue fire and move back. The next round, the crossbow users reload and fire, while the bow users fire and move back - bringing the entire group together again. Repeat as neccessary. Meanwhile, if terrain permits, the Druid can be segmenting the battlefield with [i]Entangle[/i] spells or helping with fire support. [b](5) Spread the Healing Around:[/b] Either the druid or the cleric should take [i]Brew Potion[/i] or [i]Craft Wonderous Item[/i] as soon as possible, then load up on CLW potions or create a Wand of CLW. Since that may take a couple of levels, try to pick up a bunch of potions or a wand in the interim, to free up the cleric to cast combat spells instead of focusing on healing. [b](6) The Rally Point and the Battle Buddy:[/b] If you know that you are going into combat (assaulting an enemy stonghold, for instance), then you should have a pre-determined "rally point" that everyone breaks away and hauls @$$ to if things go bad. Have a code word that you use when your position is becoming untenable...when that code word is uttered, everyone breaks contact and moves back to the rally point as quickly as possible. Ideally, the rally point is easily defendable and might even be pre-stocked with a couple of CLW potions, just in case. Caltrops and flaming oil can really help break contact with the enemy. PCs usually die when they get separated from everyone else. To this end, institute a "battle buddy" or "wingman" system, where everyone in the group is paired up with another PC (you can use animal companions to fill-in). As they say in the movie [b][i]Top Gun[/i][/b][i][/i], you [i]never[/i] leave your wingman. The "battle buddy" is key to avoiding being flanked and preventing sneak attack damage. In conclusion, your party is not set-up to directly confront heavily armed and armored opponents. That's fine, just make sure you play to your strengths and not your weaknesses. Stealth, speed, hit-and-run attacks, fighting withdrawals, concealing magic, illusions and good teamwork should be what you concentrate on. Develop 3-5 simple tactics - each with their own code word - and don't let yourself be drawn into a slugging match! Try it out and have some fun! ~ Old One [/QUOTE]
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