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<blockquote data-quote="Occhronustinrist" data-source="post: 2091070" data-attributes="member: 22215"><p><strong>More Tactical Thoughts</strong></p><p></p><p></p><p></p><p>I gotta agree with you on the above points...</p><p></p><p></p><p></p><p><em>Yes, this is very frustrating...</em></p><p></p><p> What if the githzerai and slaad pair off in teams? Although unlikely in long-term slaad/gith relationships, it makes sense for them to take advantage of their relative strengths.</p><p></p><p> <u>Option A: Offense</u></p><p></p><p> Each Gith should immediately charge/move into melee with a spellcaster. Behind each gith should follow a slaad. The slaad should take advantage of their reach and size to keep the spellcasters in a "threatened" status, maybe even maneuvering to the rear of the character. By maintaining a different angle from the gith, the players cannot use the withdraw action to avoid attacks of opportunity. The gith should focus on trip attacks and parrys.</p><p></p><p> The Queen and King should also team up and focus on one player at a time. First, knock out the paladin, followed by the Archer, then the kensai. The King should play defense, using the chain for the aformentioned trip attacks, parrys, and disarms. The Queen should focus on disabling the other warriors. The use of telekinetic maneuvering can be very useful, the adjusted grapple capabilities can easily shut down any of the characters. </p><p></p><p> <u>Option B: Defense</u></p><p></p><p> Place the three slaad to the rear of the King and Queen (Together again, they make such a pair) and use the reach capability to simultaneously target the first character to try to move into melee. They should gain a first attack as well as attacks of opportunity by the virtue of having their weapons readied with greater reach. </p><p></p><p> The Gith should move to the rear of the party to threaten their flanks. (Jumping over them?) I would recommend making them Rogue-Types to really play this up. (Monk/Assasins make sense as personal enforcers) Improved Feint, Combat Reflexes, and Improved Trip will pay dividends. If the characters are not vulnerable to their psionics, why make them psionic? </p><p></p><p> Tonight, I will take a closer look at my rulebooks and the stat blocks selected for the foes. I am working from school right now and don't have my references in front of me.</p></blockquote><p></p>
[QUOTE="Occhronustinrist, post: 2091070, member: 22215"] [b]More Tactical Thoughts[/b] I gotta agree with you on the above points... [I]Yes, this is very frustrating...[/I] What if the githzerai and slaad pair off in teams? Although unlikely in long-term slaad/gith relationships, it makes sense for them to take advantage of their relative strengths. [U]Option A: Offense[/U] Each Gith should immediately charge/move into melee with a spellcaster. Behind each gith should follow a slaad. The slaad should take advantage of their reach and size to keep the spellcasters in a "threatened" status, maybe even maneuvering to the rear of the character. By maintaining a different angle from the gith, the players cannot use the withdraw action to avoid attacks of opportunity. The gith should focus on trip attacks and parrys. The Queen and King should also team up and focus on one player at a time. First, knock out the paladin, followed by the Archer, then the kensai. The King should play defense, using the chain for the aformentioned trip attacks, parrys, and disarms. The Queen should focus on disabling the other warriors. The use of telekinetic maneuvering can be very useful, the adjusted grapple capabilities can easily shut down any of the characters. [U]Option B: Defense[/U] Place the three slaad to the rear of the King and Queen (Together again, they make such a pair) and use the reach capability to simultaneously target the first character to try to move into melee. They should gain a first attack as well as attacks of opportunity by the virtue of having their weapons readied with greater reach. The Gith should move to the rear of the party to threaten their flanks. (Jumping over them?) I would recommend making them Rogue-Types to really play this up. (Monk/Assasins make sense as personal enforcers) Improved Feint, Combat Reflexes, and Improved Trip will pay dividends. If the characters are not vulnerable to their psionics, why make them psionic? Tonight, I will take a closer look at my rulebooks and the stat blocks selected for the foes. I am working from school right now and don't have my references in front of me. [/QUOTE]
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