Strategy and Combat Challenge

CapnZapp

Legend
Various powers let you shift an enemy.

The fighter gets to whack an enemy that shifts, once a round.

First, obvious, conclusion: somebody in the party needs to get hold of such a power, and use it against the enemy marked by the fighter.

Second, not so obvious, conclusion: the PC who thinks of conclusion #1 (such as the starlock, in my case) will want to insert himself in the initiative order after the marked enemy but before the fighter.

This because 1) if the enemy triggers the whack himself, you do something else, but if 2) not, you have time to use up that round's whack, so it doesn't go to waste (which it will as soon as it is the fighter's turn). You do not want to act outside this window, because if you trigger the whack, then the monster is free to do what it wants during its turn, and if not, chances are the whack won't come at all.


Does this fit your experiences too, or have I missed something here? :)
 

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First off, the only powers I can think of that makes your enemy shift are fighter ones.
Now, I don't know every power in the books, so I may have missed something here ...

Secondly, action economy is king.
Generally, never delay past an enemy's turn, 'cos you're wasting actions.
Instead, if there are multiple PCs in an initiative "block," then you can do the delay shuffle so the fighter goes late.
But ... otherwise ... create those blocks with violence.
 

Various powers let you shift an enemy.
No. They let you slide them. Doesn't help with Combat Challenge.

The non-errated Come and Get It power did say something about shifting enemies, IIRC, but the errata describes it correctly as a pull effect.

You shift allies (but sometimes you also slide them, which is an advantage against monsters with Combat Challenge-like abilities or when they are immobilized) or yourself.
 

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