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Tactics question (my players - out!)
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<blockquote data-quote="Davek" data-source="post: 1894850" data-attributes="member: 5773"><p>1) If only 2 or 3 hobgoblins are encountered, they should flee, 1 going for help, the other(s) staying just far enough ahead of the party that it can keep track of the party without becoming engaged in combat.</p><p></p><p>2) If 4 or 5 are encountered, again one should go for help, while the others decide whether they are strong enough to stand and fight or fall back.</p><p></p><p>3) If 6 or more are encountered, 1 or 2 should hang back in reserve, ready to jump into the combat or go for help. The rest should aggressively attack (especially if they outnumber the group)</p><p></p><p>- If there is some separation between the groups when the fight ensues, target those with ranged weapons(effects) for as long as possible.</p><p></p><p>- once melee ensues, focus attacks on one or two at a time, depending on the terrain and positioning.</p><p></p><p>- as soon as the party is equal in number to those attacking, start planning( not necessarily executing) a withdrawal. If the party appears on the verge of breaking, commit any reserves (see point 3)</p><p></p><p>- as soon as the party outnumbers the hobgoblins, either commit reserves to help with withdrawal or just break and run, trusting to your knowledge of the home ground to provide escape and opportunity to regroup.</p><p></p><p>- if the hobgoblins are outnumbered by more than 2, and cannot withdraw, surrender (unless the party has a habit of 'no mercy' and the hobgoblins know it). This will give the last hobgoblin ( the one who went for help, or was held in reserve to go for help) some extra time to get help.</p><p></p><p>I would say that unless the hobgoblins outnumber the party by 2 or more, they should not initiate combat (unless they are able to spring a quick in and out ambush). If the hobgoblins are outnumbered in anyway, they should attempt to avoid contact completely. With equal numbers, the hobgoblins should take a more defensive stance and force the party to attack, or withdraw carefully. By using messengers you can have small outnumbered groups of hobgoblins draw an overconfident party in to a devestating ambush, in an area where several small groups of hobgoblins have assembled.</p></blockquote><p></p>
[QUOTE="Davek, post: 1894850, member: 5773"] 1) If only 2 or 3 hobgoblins are encountered, they should flee, 1 going for help, the other(s) staying just far enough ahead of the party that it can keep track of the party without becoming engaged in combat. 2) If 4 or 5 are encountered, again one should go for help, while the others decide whether they are strong enough to stand and fight or fall back. 3) If 6 or more are encountered, 1 or 2 should hang back in reserve, ready to jump into the combat or go for help. The rest should aggressively attack (especially if they outnumber the group) - If there is some separation between the groups when the fight ensues, target those with ranged weapons(effects) for as long as possible. - once melee ensues, focus attacks on one or two at a time, depending on the terrain and positioning. - as soon as the party is equal in number to those attacking, start planning( not necessarily executing) a withdrawal. If the party appears on the verge of breaking, commit any reserves (see point 3) - as soon as the party outnumbers the hobgoblins, either commit reserves to help with withdrawal or just break and run, trusting to your knowledge of the home ground to provide escape and opportunity to regroup. - if the hobgoblins are outnumbered by more than 2, and cannot withdraw, surrender (unless the party has a habit of 'no mercy' and the hobgoblins know it). This will give the last hobgoblin ( the one who went for help, or was held in reserve to go for help) some extra time to get help. I would say that unless the hobgoblins outnumber the party by 2 or more, they should not initiate combat (unless they are able to spring a quick in and out ambush). If the hobgoblins are outnumbered in anyway, they should attempt to avoid contact completely. With equal numbers, the hobgoblins should take a more defensive stance and force the party to attack, or withdraw carefully. By using messengers you can have small outnumbered groups of hobgoblins draw an overconfident party in to a devestating ambush, in an area where several small groups of hobgoblins have assembled. [/QUOTE]
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