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<blockquote data-quote="BiggusGeekus" data-source="post: 1067850" data-attributes="member: 1014"><p>Hmmmm.</p><p></p><p>"1 3rd level mounted priest, 2 2nd level mounted fighters, and 6 1st level warriors on foot. All carry flails."</p><p></p><p>That's not much to work with.</p><p></p><p>The enemies of Hextor clearly can wipe out a Fist. The werewolf is very concerning, he is doubtless very powerful. The dire bat is also worrying as these unbelievers will have superior maneuverabity and reconaissance. We must therefore assume that they will win every battle with a Fist and avoid battles where they are obviously outnumbered. It is also safe to assume that their superiority with magic will also win them every battle and they will be fresh after every fight. It is a given that the <em>entangle</em> spell will be used at every opportunity and we must assume that our Fists will not be able to shake off the effects.</p><p></p><p>Finally, given the presence of such magic, it is safe to assume that the old woman is more than she appears. It is possible that she might simply be some old biddy. But old biddies do not normally consort with werewolves.</p><p></p><p>I don't think we'll be able to pull this off without some sacrifices.</p><p></p><p>1) remove their ability to recuperate.</p><p></p><p>We can not permit the knights and the lancanthropic dwarf to be our main targets. They have at least one false cleric and a nature priest. These must be our priorities. We will expend 400 gold pieces on a Fist and purchase shortbows. Our first target will be the pagan cleric of Cuthbert. Our wariors will be ordered to fire no less than two volleys at the priest. If they are in melee of any of the interlopers they may then drop their bows and use their flails. If not they are then to keep firing on the priest should he live or move on to the dire bat -- NOT ITS HALFLING RIDER! We want to pint these cretins down.</p><p></p><p>2) Remove the knight as a factor.</p><p></p><p>The first spell our Blessed Priest of Hextor should cast is <em>cause fear</em> ... on the charging knight's horse. That should occupy him for some brief time.</p><p></p><p>3) Harrass the werewolf</p><p></p><p>The next spells our priest should cast are summons. We must surround the werewolf. He doubtless will survive the attack of so many minor foes, but we merely want to harrass him or at least flank him when he comes into melee.</p><p></p><p>4) Call in support. </p><p></p><p>We will have two other Fists. One to the left and one to the right. Both will be a 15 minute's run by foot away. When (not if) the battle looks lost, our soldiers will be given orders to break to the left or to the right. We must assume they will get somewhat lost on the way to their brother Fists, but that is not relevant. As long as an attack from another fist comes within one hour of the inital battle, the interlopers will have likely used their best spells and, ideally, one of their healers will have died. Given that they will have two fights to go after the first one, they will drop from simple attrition. Our targets will be the same as before: Cleric, Dire Bat, druid. Druids are not as flexible healers as clerics and we need their air support elminiated if we are to even hope of having superior intelligence.</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 1067850, member: 1014"] Hmmmm. "1 3rd level mounted priest, 2 2nd level mounted fighters, and 6 1st level warriors on foot. All carry flails." That's not much to work with. The enemies of Hextor clearly can wipe out a Fist. The werewolf is very concerning, he is doubtless very powerful. The dire bat is also worrying as these unbelievers will have superior maneuverabity and reconaissance. We must therefore assume that they will win every battle with a Fist and avoid battles where they are obviously outnumbered. It is also safe to assume that their superiority with magic will also win them every battle and they will be fresh after every fight. It is a given that the [i]entangle[/i] spell will be used at every opportunity and we must assume that our Fists will not be able to shake off the effects. Finally, given the presence of such magic, it is safe to assume that the old woman is more than she appears. It is possible that she might simply be some old biddy. But old biddies do not normally consort with werewolves. I don't think we'll be able to pull this off without some sacrifices. 1) remove their ability to recuperate. We can not permit the knights and the lancanthropic dwarf to be our main targets. They have at least one false cleric and a nature priest. These must be our priorities. We will expend 400 gold pieces on a Fist and purchase shortbows. Our first target will be the pagan cleric of Cuthbert. Our wariors will be ordered to fire no less than two volleys at the priest. If they are in melee of any of the interlopers they may then drop their bows and use their flails. If not they are then to keep firing on the priest should he live or move on to the dire bat -- NOT ITS HALFLING RIDER! We want to pint these cretins down. 2) Remove the knight as a factor. The first spell our Blessed Priest of Hextor should cast is [i]cause fear[/i] ... on the charging knight's horse. That should occupy him for some brief time. 3) Harrass the werewolf The next spells our priest should cast are summons. We must surround the werewolf. He doubtless will survive the attack of so many minor foes, but we merely want to harrass him or at least flank him when he comes into melee. 4) Call in support. We will have two other Fists. One to the left and one to the right. Both will be a 15 minute's run by foot away. When (not if) the battle looks lost, our soldiers will be given orders to break to the left or to the right. We must assume they will get somewhat lost on the way to their brother Fists, but that is not relevant. As long as an attack from another fist comes within one hour of the inital battle, the interlopers will have likely used their best spells and, ideally, one of their healers will have died. Given that they will have two fights to go after the first one, they will drop from simple attrition. Our targets will be the same as before: Cleric, Dire Bat, druid. Druids are not as flexible healers as clerics and we need their air support elminiated if we are to even hope of having superior intelligence. [/QUOTE]
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