Asisreo
Patron Badass
While not all TTRPGs are combat-focused and not all have the exact same mechanics for combat or wars, there are usually tactics that are universal/system-agnostic which can be the difference between success or failure in a fight.
I would like to discuss such tactics. What are your favorite tactics? What do you think is an underrated tactical factor? What tactical decision saved your tail or nearly killed your character/unit? What do you consider bad tactics?
For me, my favorite types of tactics are disruption tactics, reducing the enemy's capabilities in some ways to make sure they're disorganized since I believe an organized force is far more deadly than a disorganized one.
I think an underrated tactic is ambush-type tactics. They're a bit hit-or-miss in TTRPGs, I imagine, because GMs would be able to metagame them from miles away and justify it with something most people wouldn't catch unless told to them by the players. However, I believe the ability to force an enemy to play on your party's turn from round 1 makes it so that the players can easily fight enemies of a higher weight class than the system may expect.
Bad tactics, to me, would be rushdown-type tactics. Not that overwhelming the enemy isn't a good thing, but not knowing your enemy's weaknesses or exploits means you could not only be ineffective, but you could also be walking into a place where the enemy has a tactical advantage, like being within a monster's counter-distance.
I would like to discuss such tactics. What are your favorite tactics? What do you think is an underrated tactical factor? What tactical decision saved your tail or nearly killed your character/unit? What do you consider bad tactics?
For me, my favorite types of tactics are disruption tactics, reducing the enemy's capabilities in some ways to make sure they're disorganized since I believe an organized force is far more deadly than a disorganized one.
I think an underrated tactic is ambush-type tactics. They're a bit hit-or-miss in TTRPGs, I imagine, because GMs would be able to metagame them from miles away and justify it with something most people wouldn't catch unless told to them by the players. However, I believe the ability to force an enemy to play on your party's turn from round 1 makes it so that the players can easily fight enemies of a higher weight class than the system may expect.
Bad tactics, to me, would be rushdown-type tactics. Not that overwhelming the enemy isn't a good thing, but not knowing your enemy's weaknesses or exploits means you could not only be ineffective, but you could also be walking into a place where the enemy has a tactical advantage, like being within a monster's counter-distance.