Tactics Tactics Tactics

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So it appears with the new edition of the game, tactics, and the ability to use them have become more useful.

So what kinds of fun tactics and combos have people been noticing?

this is a relatively easy one, but my players have been using the fighter marking to good effect... He'll fight one foe, and have another player run by (hopefully) triggering an OA... Since the foe is marked, this trigers his own OA...

Only works if the other player happens to need to move past though, otherwise it's a lot of work for not too much gain...

Anyone else?
 

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I ran the Into the Shadowhaunt adventure at the D&D Worldwide day and my players came up with an inspired tactic for the finale.

It feature the villain on a ten foot platform out of melee reach, so they had the Dwarf fighter run in, brace himself against the pillar and ready an "aid another" action. Then the human fighter ran in, rolled an Athletics check (with the +2 from the Dwarf) to get on the platform, and blew his action point to use Tide of Iron to knock the villain off his platform and out of his protective magic circle.

They made short work of him after that... :)
 

Tide of Iron + Marking the target + Cloud of Daggers.

The fighter pushes the guy into a sustained Cloud of Daggers (or whatever sustained power you prefer), and locks him in place by whacking the monster every time it tries to escape the damage square.
 

The monster can still shift out, as the attack triggered by shifting is a immediate action not an OA and so it doesn't stop his shifting. But yeah still nice because he moves automatically in taking the Wizard's Wisdom mod in damage, and then also starts his turn there taking his Wisdom mod in damage again.

But of course that relies on the area being empty, and wouldn't the wizard have dropped it on a target originally most of the time?
 
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Bagpuss said:
The monster can still shift out, as the attack triggered by shifting is a immediate action not an OA and so it doesn't stop his shifting.
It doesn't stop him, but either way it's going to suck for him.
 

Tallarn said:
I ran the Into the Shadowhaunt adventure at the D&D Worldwide day and my players came up with an inspired tactic for the finale.

It feature the villain on a ten foot platform out of melee reach, so they had the Dwarf fighter run in, brace himself against the pillar and ready an "aid another" action. Then the human fighter ran in, rolled an Athletics check (with the +2 from the Dwarf) to get on the platform, and blew his action point to use Tide of Iron to knock the villain off his platform and out of his protective magic circle.

They made short work of him after that... :)

Or the wizard could just use her thunderwave at-will power to fling him off :)
 

Right now our tactics seem to be pretty similar to 3E, but with bonuses.

Our fighter sits moves to the best choice of monster to take on.
Our rogue moves to a good flanking position.
Our warlord does his best to get the rogue into position, and keeps everyone standing.
Our wizard deals with the best choice of monster (archers or leaders usually so far) while making sure us melee-types aren't too far away from him to protect him.
 

Halfling Rogue with 22 AC against attack of opportunity. (+2 more AC when I get combat mobility.)

I'm flanking with the fighter's marked target. I move two squares provoking an OA that has almost no chance to hit. I then deft strike forward to squares to land my sneak attack.

This strategy has been so devistatingly effective that now the monsters have begun to decline taking the OA on me. :(

Basically with my high AC against OA's I move around with impunity and always make sure to move around the fighters marked target.
 

Our group has lots of push comboes. First, immobilize with Ice Rays, then push enemies out of reach. Or push 3+ squares, then have the wizard fire Spectral Ram to move them back more and knock them prone - and everyone can move back after attacking.
 

Tallarn said:
I ran the Into the Shadowhaunt adventure at the D&D Worldwide day and my players came up with an inspired tactic for the finale.

It feature the villain on a ten foot platform out of melee reach, so they had the Dwarf fighter run in, brace himself against the pillar and ready an "aid another" action. Then the human fighter ran in, rolled an Athletics check (with the +2 from the Dwarf) to get on the platform, and blew his action point to use Tide of Iron to knock the villain off his platform and out of his protective magic circle.

They made short work of him after that... :)
Does not 4E give saves to prevent being forced moved of an edge?
 

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