• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The Tactical Repertoire

Communication is vital and we also use mundane methods as well, but, as with all things, magic usually makes for some very interesting possibilites as well e.g. the much under-used 0 level wizard/Sorc spell, Message.

This spell has a range of 100ft +10 per level and a duration of 10 min/ level and so is useful in most tactical situations and can at least allow two groups to communicate in real time with little chance of being overheard.

We use it to allow my Rogue to scout ahead and warn the party of danger or call for reinforcements. It is also very useful when you are surrounding a building or attacking from many directions.

It has some important limitations (must be an open path between speakers, no matter how tortuous) but this is usually not a major problem in most dungeons.
 

log in or register to remove this ad

It has some important limitations (must be an open path between speakers, no matter how tortuous)

One thing I'm very much in favor of Ydars, both in-game and in real life, is invention, innovation, and adaptation. This is one way I think that games can be very useful real world tools.

For instance in fantasy type games that uses magic, if a party uses magic to communicate, and the current magical methods of communication are limited, then seek to create your own spells to solve that problem. If your game is modern or futuristic and uses technology to communicate, and the technological capabilities are limited, then invent or create your own solutions. Instead of just looking at the world, or the game, and saying, "well, let's see what resources are available, even if they aren't what I'm really looking for," one should instead say, "what exactly am I really looking for?" And if it is not available then either use old resources in new and original ways, or invent something completely new to properly service the real problem you face.

But the point is, this is what you do: you think about the nature of the problem, the current limitations in capabilities you face, possible solutions to overcome the nature of the limitations you face, and then you experiment with your range of solutions until you reach an acceptable and useful answer. No solution will be perfect of course. But games can be excellent real world Thinking Tools, not just escapist forms of entertainment (I've got nothing against entertainment or recreation, both are useful and necessary for people). But as I said with Mal, it is not an Either/Or situation. Games can be both fun and useful at the same time, and should be both.

And games can also be both recreational (that's literally what recreate means, to create anew, or give new life and energy to) and creative problem solving tools (something I'll get into in a later set of postings, both here and on my gaming blog).

But when players and GMs alike see problems then they should use their in-game resources and capabilities to devise their own solutions, assuming no acceptable or useful solution already exists. And they should use their in-game problem solving capabilities, inventiveness, innovation, adaptability, creativity, and training to help them devise solutions to their own set of real world problems. Or perhaps even larger real world problems. Because oftentimes the best solutions stem from the most fun and original and unusual way of approaching a problem.

That is, if looked at properly then their gaming and recreation can become a tool and a resource for not just entertainment purposes, but also for clever and creative "Solutioneering."

Well, we'll yak at each other later.
I gotta get ready for work.
 

11. The Vantage Points – (With apologies to Carl Von Clausewitz, and my father – both of whom gave me ideas regarding the Vantage Points.) This may indeed be the most controversial of the entire series of entries I have thus far made to the Tactical Repertoire. However it is an important aspect of combat to consider; how to take the most advantage from the natural disposition and prepared position of your enemy or opponent. In combat there are basically two opportunity targets of attack, or targeting methods of striking at your enemy. You may strike at his strength, where he is most well defended, or you may strike at his weakness, where he is most vulnerable. Logically it seems that it would always be best to strike at the vulnerabilities of an opponent. But this is not always true. In order to truly dominate the battlefield, and in order to resolve any combat to your best advantage, it is often extremely important to know both when and why and where to strike at that which is insecure, and when and why and how to strike at that which is seemingly most impregnable, potent, and powerful.

By way of an introductory note to this section let me give you a bit of background as illustration of exactly what I mean. My father once told me of a fight he had seen as a kid. It was a professional boxing match. (I liked boxing and I used to spar with a friend from church who was a boxer.) In this fight a young kid, technically very well trained and very strong fought an older man who was far more experienced, but at the time considered a heavy underdog. Not as strong, as fast, or as capable as the young buck. From the first round the old man began hitting the kid in his arms. Hard. Repeatedly. Not his face, not body-shots, didn’t dance around with the boy, just kept hitting his arms. Plowing in without relapse. Not striking a vulnerability, or so it seemed in any case, but hitting the kid where he appeared strongest. His arms were large and well developed. He was muscular and powerful, but the old man kept hitting him where his blows did no apparent or overt damage. Until the fifth or sixth round. By that point the kid could no longer hold his arms up to even defend himself, much less to strike back at the old man who was far better trained and far better conditioned to take a blow than his younger counterpart. By the end of that round the fight was over. The kid was cleaned out, his arms wasted. In this simple fight, basically executed, in this combat technique of hitting a man where he is, instead of where he ain’t, you find the seeds of victory. When, that is, such a tactic is well and cleverly played. That being said, now, on to the Vantage Points.

I. When Fighting a Superior Opponent That You Outnumber – Hit him hard and repeatedly at his strongest point. The odds proclaim that someone among your group will strike and score successfully. What effect will this have? Twofold. First, it is a psychological victory on your part, and the value of that kind of victory can never be underestimated in combat. Especially as the course of a combat progresses over time. It is psychologically devastating for someone, full of the confidence of their own invulnerability and power, to suddenly and painfully become aware that they are vulnerable in the one spot, or one area, in which they consider themselves most secure. It plants the seeds of doubt in the heart of your opponent where before only confidence bloomed. Additionally it sprouts new growth of morale among your own kind. Morale builds upon itself, and can often level any other apparent advantage. Secondly it weakens, over time, your opponent’s ability to fight effectively. As with the kid boxer described above most creatures and most people rely upon their major strength as both their first line of defense and their most powerful offensive capability. They rarely adapt to new tactics or employ effective variety (and that is the point of this entire thread, to demonstrate ways in which diversifying your overall tactical repertoire can not only radically improve your odds of survival, but also your general effectiveness as a combatant) of capability unless absolutely forced to do so. Most are, to a great degree, creatures of habit. They possess a strength and they rely upon it, often to the unnecessary exclusion of other capabilities that might be far more effective given a particular set of circumstances. DO NOT BE THIS CREATURE. Be the other man. But remember this too, many others are not you. If you hit them where they are strongest, and begin to whittle away their confidence and their capabilities you bend the outcome of the combat to your favor. It seems counter-intuitive, but it is also highly effective against some opponents. Such as the very strong and tough, but lone one.

II. When Fighting a Superior Opponent That Outnumbers You – Strike at the weak points of the strongest individual of the party or group you oppose. The reasons are simple. When one is outnumbered one cannot afford to win combat through sheer force, or even to exchange time for some other advantage. Time is the advantage, that is, for the force that outnumbers you. They know that their superiority of numbers weighs in their favor, over time. Therefore it is extremely important to cripple or hobble the effectiveness of your opponent in the most expeditious manner possible. Strike hard, swiftly, and at weakness. Exploit vulnerabilities among the leadership and the strength of your adversary. Imagine that you fight a group of men who outnumber you. You identify and quickly disable or dispatch your most dangerous opponent and the most powerful adversary in the group. What then is the effect upon the opposition? Doubt, disorder, loss of morale. If we can lose our strongest and most effective man this quickly, they think to themselves, then is it possible they can kill or capture us all, despite our apparent advantage of greater numbers? Smart opponents recognize serious threats. Even dumb ones can be made to understand fear. Instill enough fear rapidly enough and many wiser opponents will disengage, flee, or possibly surrender even when the advantage still rests numerically in their favor. Because battles are really as much about what can be imagined, as what can actually be done. So when you are outnumbered, find your most dangerous adversary, strike him at his most vulnerable point, do so repeatedly (concentrate your fire) until he drops, and then move onto the next man in line. In that way the weaker, and the weaker-minded, will see less an advantage, and more a reason to abandon the field to a more efficient and effective force.

III. When Fighting an Inferior Opponent That You Outnumber – Hit him where he is strongest. Break him quickly of his resolve and the psychological impression that he has any opportunity of successfully overcoming you in combat. Whittle him away slowly and ineffectively by attacking his weaknesses in this situation, and he may continue on into the fight far too long, convinced that his “real strength” or “secret weapon” has yet to be brought to bear, and that when that happens he’ll show you. Then you’ll regret what he can really do. A good analogy is the German Army at the conclusion of the Second World War. Believing in their miracle weapons and secret arms, strengths that had yet to be employed, they continued on, hope against hope that they could either prolong the war to some material advantage, or snatch victory from the jaws of defeat. And by so doing they killed countless Allied soldiers and innocents as well as many of their own number, both combatant and civilian, in an ultimately bootless and senseless effort. Do not allow your inferior opponent to believe in the capabilities of his own best strength(s). Break his strengths rapidly, effectively, and with ruthless efficiency. You can often humble an inferior opponent and force him to surrender quickly by reminding him that he is not nearly as strong as he would like to believe, or like you to believe. And you will save yourself and your comrades the possible danger and potential disaster that he might just get lucky after all. Break his strength quickly and you break his will entirely. And when his will to fight is broken then the fight is over.

IV. When Fighting an Inferior Opponent That Outnumbers You - When fighting opponents who outnumber you, but those who are obviously your inferiors in capability, the one real advantage the enemy possesses is numerical advantage. Therefore attack such a foe immediately at his most vulnerable point. Find the weakest member in his group and kill that individual at once. Then the next weakest, and so forth. In a very short period of time, if you concentrate your fire, then you will have rapidly eliminated his one true advantage, numbers. Once he has lost his numerical advantage you may then approach the battle in any way that seems most fit, and that gives you the most on-going benefit. But by that time, most smart opponents will have realized that their sole advantage has already been wasted by superior tactics and has therefore entirely evaporated, and if they have any sense at all then the survivors will surrender.

Vantage Points give you a new tactical advantage in addressing the composition and nature of the forces that you oppose. Play to your own advantages and systematically exploit both the apparent strengths and obvious weaknesses in your opponents and you become both fierce and effective in combat, and more importantly capable of winning in nearly every circumstance.

Now go out and win those fights worth winning.
 

12. Train Like You Fight, and Fight as You Have Trained – Train to fight the enemy, and fight the enemy in the way in which the enemy should be fought. This is an obvious observation but one that is often overlooked by most players.

You are not fighting yourself, you are not fighting someone similar to yourself, you are fighting the enemy. So you must know your enemy, his habits, tactics, inclinations, and techniques. A dragon will not fight like a soldier; a soldier will not fight like an orc. Each enemy possesses a peculiar set of capabilities and abilities. Exploit what you know about the enemy, because if the enemy is smart he will certainly exploit what he knows about you.

In game terms this can be described as follows: Most of your enemies are the direct product of the mind and imagination of your DM, no matter the original source of the adversary. That is to say that despite being a dragon, and a dragon being different from an NPC, it is still your DM who is in control of the enemy and how that enemy acts, thinks, behaves, and operates. Therefore to be good in game combat study your DM. From your DM arises the enemy because to be honest and pragmatic about the situation, in game terms, and as far as combat goes, the DM is the enemy.

If your DM tries to play the enemy in a disinterested and objective fashion then that leads to certain types of tactical maneuvers and actions on the part of your DM or GM. If your DM or GM tries to play the enemy as he imagines the enemy, or as if he himself were the enemy, then that leads to a certain set of actions and a type of tactical disposition which is also recognizable and understandable.

In any case you will see the enemy arise and operate from the mind of the DM and how he conceives of the enemy, not how the enemy might be if it were “abstractly real.” There is no such thing as an abstractly real enemy. Enemies, foes, adversaries, and even friends and allies are all the result of peculiar and particular creatures, beings, and psychological frames of reference. Dispense with the idea that you fight an orc, because put simply and truthfully you do not fight an orc. You fight your DM playing the part of the orc. You do not fight a dragon, they are not real. You fight your DM playing the part of the dragon. Do not confuse the appearance for the reality. The orc is not real. The dragon is not real. The DM is real. The orc and the dragon merely impose upon the DM a certain and specific set of capabilities and limitations peculiar to the assumption of that particular “enemy-role.” But do not be confused or misled, at all times know who you really fight. He is sitting or standing right in front of you. Maybe eating chips, or with a beer or set of dice in his hands, or maybe he is glancing at you sideways and carefully noting to himself what you are, or just as importantly, are not doing in this combat. He is reading you because he is not fooled by the façade. He knows he is not fighting the Paladin or the Ranger or the Cleric or the Wizard. He understands the persona is not the person. He knows he is fighting you! He is testing and probing you in imaginary combat. Not testing and probing an abstract and a fictional construct. Now, in your turn, look at him. There sits your dragon. There paces the orc. Understand that and know your true enemy. Always, in life or in-game, look for the true enemy, and do not be deceived by the apparent enemy. For the real advantage of the enemy is that he often knows he can dissuade you from seeing the man behind the curtain with a simple parlor trick of booming voice and flashing teeth. Behold the man, and not the mask.

Now your DM may very well have a well developed set of “dragon tactics” which vary from his “orc tactics” which vary from his “mercenary tactics.” And that is all well and good and shows an evolved sense of tactical competence on the part of your DM. (If on the other hand your DM sloppily fights all enemies as if they are simply different facades of the same foe, then your job is now that much easier, isn’t it? After a short learning curve under such a DM you shouldn’t be losing any fights to that guy. There are three or four or more of you, and only one of him, and if he keeps playing all enemies as basically plastic-faced versions of the same enemy, then in that circumstance, if you can’t beat him consistently, then maybe it’s you who are fighting all enemies as the same enemy. And you who are easily fooled by the illusion.) But regardless of the sophistication of his tactical repertoire he will still invariably fall back upon a related set of tactics because after all, he is only one person. And as a single individual, unless he is extremely well trained and/or intentionally sharply practiced, he will fall into recognizable and habitual tactical techniques. Read those techniques, and learn to recognize the signs of such an operational method. Such habits lead to patterns, patterns which can be discerned, even in seemingly subtle variation, then recognized, countered, and even often exploited to your own advantage.

So think of every enemy you encounter in combat as some type of variation of the mind and tactical ability of your DM. Want to know your real enemy? Look across the table. The foe you encounter in game is not some abstract and unreal set of mathematical and statistical calculations that you will overcome by die roll. Your enemy, and the way he fights, operates, behaves, acts, and thinks is the result of a very real creature, and he or she is sitting right across the table from you. Look into his eyes, study his tactics, take note of his personal habits, and observe his real methods. Every fight in the game is also really training to fight the mind and thought processes of your real enemy, who is the DM. The “monster” or “foe” is really just a mask for the fighting capabilities and tactics of the DM. Therefore train to fight your real enemy. Train like you fight, because every fight is actually just training for the real enemy.

Because when you know your real enemy, and you train to fight your real enemy, then the real enemy becomes a great deal easier to defeat no matter what mask he assume in the play of things.
 

As an old buddy of mine reminded me I may have given a false impression here with the post about Fight Like You Train. I tired to avoid giving this impression but I may have anyway. Inadvertently.

I am not advocating the idea that the DM is the Enemy at all times and in any and all senses of the phrase. I personally don't support that idea.

What I am saying is that when it comes to combat and fighting game foes or monsters then study the tactical and fighting habits of your DM because he is the one who will be the monster(s). He is the real game foe, because the foe will fight according to how he fights the foe. Therefore every fight is really training for winning the next one. It was a little play on words.

Not that he is the monster trying to kill you, but that the monster who is trying to kill you, and who you are trying to kill, is the DM. The DM is not your philosophical enemy, he is your actual and pragmatic enemy. In game terms and during combat in any case. And my larger point is to always know your real enemy, and not your apparent one. Because often they are not the same thing.

So, I just wanted to clear that up in case it was being misunderstood.

The enemy is not the DM, the DM is the enemy.
As far as combat goes anyway.
 

@ 10: Two words (actually three in PHB): Telepathic Bond

this allowed my 11th Level party to take on a whole city of Kuo-toas + some illithids (up to a lvl 13 priest)
 

Into the Woods

Remove ads

Top