Hi guys so I'm opening this thread for us to discuss tactics I'm going to set the ball rolling with some of my observations and what westie and i came up with last week.
The problem as I see it are that combat is taking along time because we don't have a plan for when it happens. Consequently all options are on the table and it's difficult to see what the optimal action is.
I think if we had a few standard tactics for a broad range of situations it would narrow down the options for people to a manageable 2 or 3.
For instance boog is primarily an archer. So if boog and dethran take 1 flank dethran can engage 1 target and between them they might take out an enemy in 1 turn. Thus rolling up the flank.
Now as I see it the group breaks down into 3 groups
1 the front line. Oscar and Jeremy
2 the range spell casters Sadori, caramac and soon to be here piglin
3 the sneaky gits boog and dethran (but you know him as John " worst spy ever" doe or Johnson)
Thia can flit between at least 1 and 2 and possibly all 3
This is my wargamer me sees:
The front line
The artillery
The flankers/infiltrators
However someone came up with the idea of combat pairs. I think it's a very good idea. I think Oscar and Sadori was mentioned as a pair that works effectively. I can see John and boog working well but the logical pairings are difficult to see after that.
Jeremy and thia seems logical but it leaves caramac and piglin to fend for themselves. The issue I have here is it potentially leaves 2 spell casters unguarded.
So does that cover what those of us present on Wednesday discussed?
I think you meant to post this in a game thread or something? This seems to be about a specific party in a specific campaign, which is not what this forum is for. This forum is for tips and tricks when playing in a general fashion as applicable to all aspects of the game, not any specific party.
If you have a thread in the forums dedicated to games use those, or use PMs or something.
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Hi guys so I'm opening this thread for us to discuss tactics I'm going to set the ball rolling with some of my observations and what westie and i came up with last week.
The problem as I see it are that combat is taking along time because we don't have a plan for when it happens. Consequently all options are on the table and it's difficult to see what the optimal action is.
I think if we had a few standard tactics for a broad range of situations it would narrow down the options for people to a manageable 2 or 3.
For instance boog is primarily an archer. So if boog and dethran take 1 flank dethran can engage 1 target and between them they might take out an enemy in 1 turn. Thus rolling up the flank.
Now as I see it the group breaks down into 3 groups
1 the front line. Oscar and Jeremy
2 the range spell casters Sadori, caramac and soon to be here piglin
3 the sneaky gits boog and dethran (but you know him as John " worst spy ever" doe or Johnson)
Thia can flit between at least 1 and 2 and possibly all 3
This is my wargamer me sees:
The front line
The artillery
The flankers/infiltrators
However someone came up with the idea of combat pairs. I think it's a very good idea. I think Oscar and Sadori was mentioned as a pair that works effectively. I can see John and boog working well but the logical pairings are difficult to see after that.
Jeremy and thia seems logical but it leaves caramac and piglin to fend for themselves. The issue I have here is it potentially leaves 2 spell casters unguarded.
So does that cover what those of us present on Wednesday discussed?
What does everyone think?
Can anyone see better pairings?
Flying Squirrel Fortress -
First Encounter:
Oskar Frostbeard & Jared engage the enemy to slow their advance towards the backline.
Boogstien & Dethran take on the big bad (high priority), Dethran can try to wipe out multiple mooks, Boog tries to assassinate bbg.
Advised Caster tactics based on situation;
Cormack Eldritch Blasts enemies not engaged to stall enemy by pushing them back. Alternatively aoe to wipe out mooks.
Sadori will mock the enemy engaged by Oskar, and inspire Oskar to take the chance to strike while he's distracted by me.
Piglin can do whatever; however bless/shield of fate works well for low cost setup to push forward or disengage.
Thia can entangle enemies, to further slow their advance, or set up Barkskin if ally is caught unarmoured
Jared can save his spell slots for smite/ or next turn cure wounds if disengaging.
Second Turn:
Oskar and Jared wait until Carmack Eldritch Vlasts the enemy back to disengage with mobility or advance with an extra attack snuck in.
Boog and Dethran are focused on high priority target;, those terrifying or those still engaged in melee.
For the casters, there is a mantra.
Disengage, Demobilize, Mobilise.
I think you meant to post this in a game thread or something? This seems to be about a specific party in a specific campaign, which is not what this forum is for. This forum is for tips and tricks when playing in a general fashion as applicable to all aspects of the game, not any specific party.
If you have a thread in the forums dedicated to games use those, or use PMs or something.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.