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<blockquote data-quote="RealAlHazred" data-source="post: 6728841" data-attributes="member: 25818"><p><strong>Originally posted by iserith:</strong></p><p></p><p> </p><p>I'm not sure yet. Only one PC has been posted so far - Lieutenant Void, an eladrin starpact hexblade/swordmage.</p><p></p><p> </p><p>Depending on how initiative shakes out, Braaag might have four rounds to break the barbed wire before the gnolls go over the top. It only takes destroying a 5' square to break through (this would be more clear with a grid overlay as the barbed wire straddles the line between two squares but is only 5' wide itself). So Braaag could create 4 such gaps in the barbed wire, 5 if he action points. This also assumes no natural 1's and all attacks doing an average of 15 damage each (his MBA is 2d10+7 so that's doable at 18).</p><p> </p><p>Looking at the minions' stats, even a Natural 20 can't get them over the barbed wire. (Braag could probably <em>throw </em>gnolls over, too, but only one at a time - easy to pick off.) A controller with zones or walls could block the gaps, sure. Preventing Braaag from making the gaps would be another way. His job is to make gaps so I'll have him focusing on that as long as possible, even after the gnolls go over the top if needed. I could also have the infernal contraptions fire at the barbed wire, but they only do 2d6+5 per attack (average of 12). Whether it's better to attack barbed wire or harass the PCs with those attacks will remain to be seen.</p><p></p><p> </p><p>It will depend on the situation. If the gnolls are overwhelming the PCs, they probably won't care if they lose a few to OAs. If they're fewer in number, they'll likely be more cautious about that.</p><p></p><p> </p><p>Once they hit the PCs' trenches, some or all probably get slowed down a bit due to the difficult terrain and needing to change directions to maneuver through the trenches. So I think it's more likely that they can manage getting across to the left side of the map in two turns. It seems like the first three rounds will be a mad dash to prepare and mitigate with the final two rounds being fights in the trenches. Since my goal was to use the mechanics to create an experience during actual play like trench warfare, I think this might hit the mark. Thinking about the countdown, if all goes according to the plan of Team Monster, they should have 3 gnolls off the left side of the map in 5 rounds. Maybe a decent countdown for the PCs to win by holding them back is 10 rounds at which point they break off the attack.</p><p> </p><p>Side thought - I wonder how hard it would be for the PCs to just rush the other trench as the gnolls are staging and take them down. That'd be cool to see - a pre-emptive strike...</p><p> </p><p>A controller does seem like the key role in this scenario. Thanks for the analysis - that made me think!</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6728841, member: 25818"] [b]Originally posted by iserith:[/b] I'm not sure yet. Only one PC has been posted so far - Lieutenant Void, an eladrin starpact hexblade/swordmage. Depending on how initiative shakes out, Braaag might have four rounds to break the barbed wire before the gnolls go over the top. It only takes destroying a 5' square to break through (this would be more clear with a grid overlay as the barbed wire straddles the line between two squares but is only 5' wide itself). So Braaag could create 4 such gaps in the barbed wire, 5 if he action points. This also assumes no natural 1's and all attacks doing an average of 15 damage each (his MBA is 2d10+7 so that's doable at 18). Looking at the minions' stats, even a Natural 20 can't get them over the barbed wire. (Braag could probably [i]throw [/i]gnolls over, too, but only one at a time - easy to pick off.) A controller with zones or walls could block the gaps, sure. Preventing Braaag from making the gaps would be another way. His job is to make gaps so I'll have him focusing on that as long as possible, even after the gnolls go over the top if needed. I could also have the infernal contraptions fire at the barbed wire, but they only do 2d6+5 per attack (average of 12). Whether it's better to attack barbed wire or harass the PCs with those attacks will remain to be seen. It will depend on the situation. If the gnolls are overwhelming the PCs, they probably won't care if they lose a few to OAs. If they're fewer in number, they'll likely be more cautious about that. Once they hit the PCs' trenches, some or all probably get slowed down a bit due to the difficult terrain and needing to change directions to maneuver through the trenches. So I think it's more likely that they can manage getting across to the left side of the map in two turns. It seems like the first three rounds will be a mad dash to prepare and mitigate with the final two rounds being fights in the trenches. Since my goal was to use the mechanics to create an experience during actual play like trench warfare, I think this might hit the mark. Thinking about the countdown, if all goes according to the plan of Team Monster, they should have 3 gnolls off the left side of the map in 5 rounds. Maybe a decent countdown for the PCs to win by holding them back is 10 rounds at which point they break off the attack. Side thought - I wonder how hard it would be for the PCs to just rush the other trench as the gnolls are staging and take them down. That'd be cool to see - a pre-emptive strike... A controller does seem like the key role in this scenario. Thanks for the analysis - that made me think! [/QUOTE]
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