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WOTC, teach me some tactical skills
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<blockquote data-quote="mlangsdorf" data-source="post: 4434034" data-attributes="member: 48731"><p>Simple tactical principles for D&D4:</p><p></p><p>1. Attack the most vulnerable foe who does the most damage. If the Striker is away from the Defender, the Solo should try to kill him. If the Controller is exposed, the Minions should mob him. Artillery with weak attacks versus AC should not try to take down the Defender. Controllers with strong Will attacks should generally focus on the Fighter or Ranger.</p><p></p><p>2. Concentrate your attacks. PCs can generally take several successful attacks without going down. Try to give them all those successful attacks at once. That requires a lot of attacks. It's generally more worthwhile to pound 1 PC into the ground in a single round than to moderately damage all the PCs over 5 rounds.</p><p></p><p>3. Don't get flanked. A diagonal or straight line of monsters is harder to flank. Monsters have good defenses and are harder to kill without combat advantage.</p><p></p><p>4. Form a reserve. Hide a couple of monsters off the board or have them show up late after the PCs have used their Second Winds and Leader encounter Healing Powers. PCs can take enormous punishment with Leaders around to revive them. If they take that punishment after the Leaders have used their healing powers, the PCs will go down permanently.</p></blockquote><p></p>
[QUOTE="mlangsdorf, post: 4434034, member: 48731"] Simple tactical principles for D&D4: 1. Attack the most vulnerable foe who does the most damage. If the Striker is away from the Defender, the Solo should try to kill him. If the Controller is exposed, the Minions should mob him. Artillery with weak attacks versus AC should not try to take down the Defender. Controllers with strong Will attacks should generally focus on the Fighter or Ranger. 2. Concentrate your attacks. PCs can generally take several successful attacks without going down. Try to give them all those successful attacks at once. That requires a lot of attacks. It's generally more worthwhile to pound 1 PC into the ground in a single round than to moderately damage all the PCs over 5 rounds. 3. Don't get flanked. A diagonal or straight line of monsters is harder to flank. Monsters have good defenses and are harder to kill without combat advantage. 4. Form a reserve. Hide a couple of monsters off the board or have them show up late after the PCs have used their Second Winds and Leader encounter Healing Powers. PCs can take enormous punishment with Leaders around to revive them. If they take that punishment after the Leaders have used their healing powers, the PCs will go down permanently. [/QUOTE]
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