I once tossed a band of "supercops" at my party, specifically to exploit the lack of tactics in the party. The party had run afoul of some local laws in Wintershiven, which is a theocracy. Specifically, they were accused of "graverobbing" (really, they were fighting evil necromancers, but the cops were ignoring such niceties as details). So, the Church Militant sends a posse consisting of a couple of clerics, a couple of fighters (no paladins, 'cause I wanted a fight), mage, bard, and 'investigator' (rogue). They track the party to some caverns, and wait for them to rest. Ambush in the dark, and all fall down.
Basically, the Church Militant used spells which enhanced the cooperation of the group, while the party had an 'every-man-for-himself' attitude in combat. Since this was 2e, the CM was casting a lot of spells from the Law sphere, like Defensive Harmony and Strength of One, giving everyone a 5 point boost to AC and a strength of 18/96. The last one to go down in the party was the mage, because he was avoiding melee combat. Fortunately for the PC's, the CM was only interested in capture, not execution.
Of course, both groups got ambushed by a troglodyte tribe and tied to stakes in a subterranean buffet line, but...