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Favorite combat tactics? (2nd attempt)
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<blockquote data-quote="Lord Zardoz" data-source="post: 2814226" data-attributes="member: 704"><p>Well, I was not quite done with the favorite combat tactics thread. So I may as well try to kick it off again. Once again, I am looking for situational tactics that arise from a combination of spells, and combat maneuvers.</p><p></p><p>Getting your theif into a position to get sneak attacks gets you no points.</p><p></p><p>Using True Strike so you can dump a huge amount of your BAB into Power Attack is not much better.</p><p></p><p>Hitting someone with a tangle foot bag after tripping them so they are stuck prone, that gets full points.</p><p></p><p>The highlights of the original thread were a few key suggestions of combat tactics, a series of useable on the spot decisions for dealing with a Flying Improved Invisibility Sorcerer and casting a whole lot of Magic Missile.</p><p></p><p>At about the time that the site bombed out, I was discussing the ramifications of the use of Teleport spells that dump melee powerhouses next to low AC targets.</p><p></p><p>For convenince, I will refer to the Flying Invisible spell caster as "Death From Above", and to Dei's habit of teleporting a half giant melee tank as "Teleport Hulk".</p><p></p><p>One thing I would like to repeat is that I consider the best tactics and counter-tactics to be those that are as usable by low leve characters, or at least as low as possible. Tactics that are hugely dependent on spells can always be countered by either Dispel Magic or Anti-Magic Field. A trip + Tanglefoot bag can be used by anyone with the Quickdraw feat and an extra Melee attack, so they can immediately use the Tanglefoot bag.</p><p></p><p>And now, a very quick recap of tactics already covered.</p><p></p><p>Charge Bait: Put archers with hard cover immediately behind a pit trap. Players like to charge archers. They fall in, and then the Archers can push something heavy on top of whomever fell into the pit.</p><p></p><p>Zombie Pool: Put any undead into waist deep water, and have them grapple opponents to hold them under water.</p><p></p><p>Tanglefoot Trip: Trip someone, and then hit them with a tangle foot bag.</p><p></p><p>Disarm and Snatch: Have a designated combatant setup to disarm. Have his mooks delay their actions, so that if the disarm succeeds, they can steal the weapons.</p><p></p><p>Death From Above: Fly, be invisible, and cast lots of nasty spells while being immune to most attack by virtute of being unhitible.</p><p></p><p>Teleport Hulk: Have a caster teleport a pumped up melee tank next to low AC targets. The telport should allow the tank a full attack on the soon to be blood stain.</p><p></p><p>Ok that should bring us all back up to speed. Let the thread continue.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 2814226, member: 704"] Well, I was not quite done with the favorite combat tactics thread. So I may as well try to kick it off again. Once again, I am looking for situational tactics that arise from a combination of spells, and combat maneuvers. Getting your theif into a position to get sneak attacks gets you no points. Using True Strike so you can dump a huge amount of your BAB into Power Attack is not much better. Hitting someone with a tangle foot bag after tripping them so they are stuck prone, that gets full points. The highlights of the original thread were a few key suggestions of combat tactics, a series of useable on the spot decisions for dealing with a Flying Improved Invisibility Sorcerer and casting a whole lot of Magic Missile. At about the time that the site bombed out, I was discussing the ramifications of the use of Teleport spells that dump melee powerhouses next to low AC targets. For convenince, I will refer to the Flying Invisible spell caster as "Death From Above", and to Dei's habit of teleporting a half giant melee tank as "Teleport Hulk". One thing I would like to repeat is that I consider the best tactics and counter-tactics to be those that are as usable by low leve characters, or at least as low as possible. Tactics that are hugely dependent on spells can always be countered by either Dispel Magic or Anti-Magic Field. A trip + Tanglefoot bag can be used by anyone with the Quickdraw feat and an extra Melee attack, so they can immediately use the Tanglefoot bag. And now, a very quick recap of tactics already covered. Charge Bait: Put archers with hard cover immediately behind a pit trap. Players like to charge archers. They fall in, and then the Archers can push something heavy on top of whomever fell into the pit. Zombie Pool: Put any undead into waist deep water, and have them grapple opponents to hold them under water. Tanglefoot Trip: Trip someone, and then hit them with a tangle foot bag. Disarm and Snatch: Have a designated combatant setup to disarm. Have his mooks delay their actions, so that if the disarm succeeds, they can steal the weapons. Death From Above: Fly, be invisible, and cast lots of nasty spells while being immune to most attack by virtute of being unhitible. Teleport Hulk: Have a caster teleport a pumped up melee tank next to low AC targets. The telport should allow the tank a full attack on the soon to be blood stain. Ok that should bring us all back up to speed. Let the thread continue. END COMMUNICATION [/QUOTE]
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