General Villain (Fighter) Tactics?

Sunder:
If you have a good magic weapon, consider sunder enemy weapons, especially if they use exotic weapons (usually, the really focus on this weapon, which means they probably also lose special weapons).
Sundering shields is also a good idea, but be careful - hitting can be easier, but if the enemy has power attack (3.5), you might regret it, since he can now take his weapon in both hands. :)
Nice targets for sundering are also: Wands (easy target), Staffs or Potions.
Since some opponents like to use this tactic against you, hold some spare weapons ready (or have Improved Unarmed / Spiked Gauntlets or whatever).

Disarm:
If you can`t sunder a weapon, disarm the opponent of his weapon.
If you were disarmed or had your weapon sundered, it might be an especially good idea to do so (still unarmed), because obviosuly the opponent`s weapon isn`t bad. (But if you`re evil, don`t take the Paladins Holy Avenger :) )
Countertactics are spare weapons and Locked Gauntlets.

Grapple:
Grappling opponents often cripple their combat abilities. They can`t use their weapons (at least effectively), and if you have the better Attack Bonus (you are the Big Bad Guy, hmm?), they have little chance against you.
But be sure to grapple the rogue first, because otherwise you will become subject to his sneak attack. (If there are two rogues in the group) and this will probably be worse than anything else that happens.
Wizards and Sorceror are usually easy targets for grapples.
Be prepared against grapplers by having Armor Spikes, Potion of Slipperiness or an armor of Slickness (?), a high Escape Artist value or the Improved Grapple Feat.

Trip:
Tripping an opponent gives you better hit chances, more AOOs and costs the opponent his full attack. Especially useful if you are large, quarduped, a dwarf and/or have the Improved Trip feat.

Bullrush:
Bullrushing Opponents is an option that use and effectiveness is often depending on the battlefield. Opponents adjacent Chasmns, stairs (down), traps and walls invite you to bullrush them. Another, though difficult option is to break an enemy formation (if, as an example, you are surrounded by them).

Overrun:
Overruning Opponents is a good choice to get behind enemy lines, if you want to approach a distant target (usually archer or spellcaster).

Ranged weapons:
Ranged weapons are good choices in open spaces, and their is much distance to be covered. If you have allies that can reduce the speed of approaching enemies, this is optimal. If your enemies is within Point Blank Range, chances are good that you will be forced to either flee or switch to melee combat. Anyway, a good ranged weapon is a good way to soften up then enemies. Strong warriors should consider using thrown weapons instead of bows or crossbows, especially if you only want to attack in a surprise round.
Against archers, having a cover is a good protection (obviously), a mobile one is even better. (Like a Tower Shield, or an improvised cover - a wooden door or a weak opponent bullrushed towards the archer - or a better cover - can be a good idea.) If you can`t get a good cover, be fast to get to the archer (consider running, even if you lose your Dex Bonus to AC).
Even if you have many melee foes, it can still be a good idea to get near the archer (at best into your threat range).

Reach weapons:
This gives you a good chance to hold your opponents at bay, but it is useless in tight places where you become surrounded by them.
Against Reach weapons, careful 5 foot steps, getting the enemy into corners and disarming/sundering him of the weapon are all good choices, though the best probably is having one yourself.

Rage:
If you rage, you can try to compensate the AC loss by magic items or shields, or concentrate on dealing damage (and taking damage). For maximum benefit, it is a good idea to have as much attacks as possible to gain more from the extra damage (two weapon fighting, using reach weapons, Combat Reflexes and so on)
After your rage wears off, you are obviously severely weakened. Consider ending the encounter (without your death, prefereable) to regain it.
If the opponent rages, remember his low armor class and use power attack (or combat expertise, whatever you have.)
Try to avoid that your enemies can run away from you and wait until your rage wears off. (Unless this ends the encounter.)
If you are faster than him, you could also try to outrun him and wait until his Rage ends.

Whirlwind Attack:
A good way to improve a bad situation. Being flanked is bad, but having all attacks at full attack bonus might compensate for this. If you are good at a certain attack option (like Disarm, Sunder, Trip), consider using it now.

AOOs:
Combat Reflexes often surprises careless foes. If you don`t have combat reflexes, but have a good chance to get several chances in a round, think about which AOO you take. Some spellcasters (Bards, Ranger and Paladins especially) aren`t that good at casting on the defensive, and if you force them to do so, they have a high chance of losing the spell.
Usually it is best to avoid an AOO, but don`t let them completely inhibit your actions. If you have to move through threatened areas, do so - if you can`t attack, take a Defensive Stance or something like that.

Cleric as enemy:
Clerics usually need a certain amount of time to increase their combat abilities to comparable (or "uber") niveau, so if you hit them on surprise, they are usually easy targets. Obviously try to avoid that they can steadily heal themself. (Grapple is a good idea here).
If you didn`t chose him as a primary target, be sure that he has at least difficulties healing other party members.
If you can`t kill all of your enemies, but have a chance to drop at least one of them, the cleric is a good and nasty choice - they will be unable to heal themselves (or at least be severely weakened in this ability).

Wizards/Sorcerors as enemy:
Wizards and Sorcerors are weak if unprepared, and pose little problem during a grapple. (But they have effective defenses, like Fire Shield).
So try to surprise them. If you can`t, remember that some of the most dangerous agressive spells are area affected, so have some of his allies near you (though this has its own risks, if for an example near means you are surrounded by them). Other abilities rely on Ranged (Touch) attacks, so cover, being engaged in melee, or keeping them in your threat range is a good idea. A brooch of shielding is very nasty against low level wizards/sorceror. Since many spells also deal energy damage (the most common type fire), consider some protections against it. (Ring of Fire Resistance, Potions of Energy Protection and so on)
Wizards/Sorcerors have also another option of threatening you: by buffing their comrades. Enlare Person, Bull`s Strength, Cat´s Grace, Haste, Invisiblity are all good choices. Your best chances in this case are to find a way to avoid that the caster can cast these spells.

Flying Enemies:
This is one of the most dangerous kind of enemy if you can`t fly yourself.
There are some ways to work against it:
Fight indoors (or try to move there). It is more difficult to fly there, and chances are good that you can still get into melee range.
Use ranged weapons.
Take full cover. Feeling like a coward is better than being dead. (unless you are a Klingon, maybe)
If you ever get into melee range, grappling the enemy is a good choice.

Invisibile Enemies:
Similar to flying enemies, a very dangerous kind of enemy (at least if he still attacks you.)
Blind Fight gives you an improved chance to hit the target, a potion if invisibilty completely negates your problem.
If the enemy still uses melee attacks, you have a good chance to guess his position. Similar to flying enemies, grappling is a good choice if you can´t dispel or negate the invisibilty otherwise.
 

log in or register to remove this ad

Go for the kills. Don't merely knock somebody out of the fight: If you do this, he'll just come back shortly anyway. Finish the job. If the situation is as no-win as you describe it, seeing as you're running opfor solo as a fighter-type against a balanced PC party, your objective is not really to worry about winning, but to maximize the number of kills and damage inflicted. Try and maximize the number of cheap kills you can accomplish, such as by bullrushing people off cliffs and into lava pits, two-for-one cleave kills, and item destruction. It's possible that if you manage to inflict enough damage, you MIGHT even break their morale, but don't count on it. Maximize the amount of destruction inflicted. It's far better to kill 2, and leave 2 others unscathed, than to go down after injuring all 4 and killing nothing.

Remember: An encounter of equivalent level to the party is expected to consume 25% of a party's resources. Characters are resources.
 


In a fight of one Fighter against many (a party of heroed), it is essential to act first, and try to get some prep rounds and a suprise round if you can manage it.

If most of the party can act before you, the fighter will usually be hosed, because the party's choices (if they have any tactical sense) will dicatate your responses, not your own brilliantly thought out battle schemes.

Another option is to throw the party off balance (using darkness/stinking clouds/tanglefoot bags/whatever), so that when they respond to these nuisances, the initiative passes to you.
 

Well the main problem with pitting one guy against several is not the ability to do damage to the party so much as simply being able to do damage WHERE and WHEN you want to. Give him a decent bow and quickdraw to switch between weapons fast so that he can command attention of the guys in back and the party can't set up a tank/healer/range beat down situation. A good party can usually use something like that to take down a single fighter type many levels above it unless the fighter has some range threat option available. Even so, thats a tough fight to make challenging. Use a one handed weapon with a shield, low AC fighters are generally devoured by parties in no time.

Also, if the fight is in the open, make the warrior mounted. Those are fun rules and combination of superior speed and ride by attacks, plus devastating charges makes PC's take notice. Again I would have a bow on him and quickdraw so he can use the weapon best suited for the moment. Strategic use of potions like Haste or a Stone Salve can prolong the fight and make it alot more interesting. Load him up with some one shot magic items that a good BBEG would save for challenging fights. Every evil leader needs some ace in the holes.
 

Watch TV/movies.

Have your bad guys mimic the TV/movies bad guys.

Describe them. Give them a sense of style/individuality, not just orc #722.

Have them develop a rivalry with 1 (or more) individual party member(s).

Have them beg for mercy and then attempt to backstab the party.

Have them get back up after being knocked down. Have them come back as undead to return for revenge.
 

The others mentioned it but I repeat:
If you have one BBEG fighter type, he needs henchmen. Two cleric dudes (low level) with Wands of Dispel Magic to counter the enemies. Some rogues to flank the rogues that flank you. Archers. Many archers. Cause:

"Now, it's just you... and me ... and my GUARDS!!!"
 

Its all about defense too a point. A potion of displacement or something similiar will kepp you alive long enough to wail on a target. Go for Amegs then clerics after that retreat and suck downa potion or two of curing. The remaining party will probably sit tight to help thier companions.

Problem is 4 on one even with some one higher level means 4 differing attacks on your fighter. He has to be defensive a little and mobile a lot. Getting to the right people first is important and one mistake will kill. Also getting a freedom of movement for a short while like a potion will protect you from lots of things that will shut down your fighter (holds) or impeded your mobility (Entangling effects) With two spells/potions displacement/freedom of movement his survivability to actuall hurt the party some increases a lot.

Also A smart fighter is an informed fighter. Do what ever you can to learn about the party before having to face them.

This is waht I would expect out of a moderately seasoned fighter when facing a party taht out numbers him. Retereat is always on option nothing is more frustrating to a party than they guy that runs away. it cuase frustrationwhich leads to mistakes and underestimation becuase they seem cowardly. Also leading someone into a trap is also a good way to wear them down. Of course ambushes in the middle of the night help as well think hit and run two rounds of fighting and move on just as everyone is getting up. Do it twice in a night raise the paranioa level then lay off set patterns then change them.

I'm not sure what else I can add without going into actual rules stuff and since the fighter is unformed not much else will help.

later
 

Find a way to become large. Trip. Perhaps it is a feat tree, but I assume you didn't want strange combos of power and I really doubt trip is a 'combo.'

Other than that use terrain. PCs are horrid at using terrain to their benefit so run across a narrow bridge and stand on the opposing side. If they want to attack you they must balance but you are not susceptible to missile fire.

Get a lot of lackies with bows, place them somewhere hard to reach and spread out, and then tell them to fire on anyone not in combat. Imagine 20 kobolds 20' off the ground above a ravine. No fireball can kill more than 5, but they can reach the entire field. Players hate to be cut down by kobolds...
 

In the spirit of a 1v4 battle where the 1 is a fighter and all recommendations must remain perfectly general I am picturing some sort of weapon's master (just think bad@$$, rather than PrC) who has to have an intimidating aura to even hope to stand up against such odds.

Since there are no specifics, instead focus on characteristic weaknesses of the fighter. The first is an awful will save. Any hold, charm, control, etc. spell or effect will instantly end the battle. Counteract this either with feats or items. Iron Will is always a good choice for a fighter. Anything that either raises his will saves or makes him immune to certain types of attacks (ring of free action).

The next is a suboptimal reflex save. Most reflex saves just result in HP loss which the fighter fortunately has plenty of. So either increase the reflex save or increase the HPs or both. Do this with high con, con boosting items, or feats. Increasing Con has the very nice effect of increasing HP's making reflex saves less important and increasing Fort saves which play a role in many save or die spells.

In terms of combat, few skills and few skill points are really not all that important. About the only thing your figher has to worry about is not being good at surprising his foes and not being good at avoiding ambushes. Circumstances can overcome both of these things though. If PC's are in the open and this guy is not and far away, it doesn't matter how awful his hide and move silently are because the distance will more than make up for it. Moreover, if he has full concealment and is not moving there is no reason to roll a hide or move silently check (he may have to hold his breath though). The fighter does have several good mobility skills including ride, jump and climb. I would suggest using ride to full advantage. Even if no mounted feats are taken, the added mobility offered by a horse is invaluable, especially vs. numerous foes. Also, ride can be used in place of jump when mounted. With enough mobility, even tumble is (usually) unnecessary.

Mobility is really REALLY important. Consider mounts, feats, and items. Mobility essentially lets you control melee vs. missile (including spell slinging). Spring Attack is invaluable (or Rideby attack). I realize this gets into specific feat chains, but spring attacking, rideby attacking, or haste is going to be essential if this fighter is going to stand a chance. The fighter has to avoid flanking scenarios, avoid tackling with the meat grinders (barbarians, rangers, and fighters), avoid being in line of sight for spellcasters, and control the movement of his foes.

Alternatively he can try and sequester everyone to him if he has feats like cleave and/or whirlwind attack. Controlling mobility can also take the form of tripping or otherwise harrasing the foe.

Finally, there is the issue of number of actions. For every action this npc gets, the PCs get 4x that (at least). At every opportunity, the fighter must work to prevent those actions while maintaining his own - again, improved trip is nice. Disarming, sundering, or bullrushing with the right conditions are ways to do this. Cleave is nice because you effectively get an extra action. As was suggested earlier, tanglefoot bags, are nice. Also consider using nets - even with the nonproficient penalty, a touch attack is not all that difficult, same goes for bolas.

Use caltrops to control foes mobility.

As has been suggested - the best possible preparation is to know your foes.
 

Remove ads

Top