Handbook on Tactics

Toros
Posts: 208
Joined: Tue Dec 01, 2015 3:54 am

Handbook on Tactics

Postby Toros » Thu Feb 25, 2016 7:58 am

Foreword:

This work represents tactical knowledge I have acquired and tested written in a simplified way for ease of reading. It is not comprehensive for every situation, and a wise warrior knows that the ideal tactical approach is different depending on the talents of their enemies, the terrain, and the talents of allies. While no amount of book knowledge is equivalent to experience, taking the principles and applying them will greatly enhance a group's effectiveness.

May this work aid you in saving lives and defying the many evils of Faerûn.

-Jerek Adler, Paladin of Ilmater

Section 1: Positioning
Spoiler:
The fundamental aspect of tactics is positioning. The ideal position is one where one’s allies are able to fight at maximal effectiveness with no ability for their enemies to retaliate. The most common example of this is archers firing through arrow slits into massed enemies. More realistically though, you will never have an ideal position, but must maximize the terrain you do have. This can be done in several ways.

The first and most effective way to have superior positioning is to draw the enemy to you while in a strong defensive position. This gives you the advantage of being able to prepare the terrain (lay traps, ready an ambush, et cetera) and ready your allies (moving melee fighters to the front, archers and crossbow wielders to the rear) so they know when and how to attack. Using a chokepoint or doorway is exceptionally effective, as you can easily limit your foes to nearly one or two at a time, while bringing your full strength to bear.
Conversely, the easiest way to have fatally poor positioning is to charge into unknown territory with unknown enemies. Traps and hidden foes can easily flank or cut you off, and the faster you move, the harder it is to coordinate and communicate.

Another important aspect of positioning to consider is line of sight. Archers and crossbow wielders need to see to be able to threaten you, so deny your enemies the opportunity whenever possible, such as by staying around a corner, or on either side of a doorway (it is unadvised to fight in a doorway, being an open target for the foes beyond). This is particularly important for those who are unwilling or unable to wear armor, as a crossbow bolt can easily pierce a robe. Of course, if you have archers of your own, give them the lines of sight they need to be effective.

When talking about how to position a party, let us consider the “three rows” structure.

First row: This consists of the people who are the best trained and the best prepared to meet an enemy in melee. They are ideally heavily armored, and focused on avoiding harm while the second and third row are free to attack. The classic example is a shield wall full of warriors in full plate with tower shields.

Second row: These are the people who should be positioned directly behind the first row, whose purpose is to take advantage of foes focused on the first row. Examples would be those who wield two handed weapons without a shield, those who are skilled at slipping a dagger through gaps in armor, and those with weapons with exceptional reach, such as longspears or halberds.
In addition, healers go in the second row, as the middle allows them easy access to an overmatched fighter, or a member of the third row hit by a spell or an unfortunate crossbow bolt.

Third Row: This row consists of true ranged fighters, who are at maximal effectiveness being well out of melee range.
Best practice is to leave a path open from just behind the first row, all the way to behind the third row. The reasoning for this is twofold. First, if a group’s rear is threatened, a member of the first row can easily move to protect the rear. Secondly, individuals skilled with both bow and blade are free to move between the second and third rows as the situation dictates.

To summarize, the primary focus of each row is:
First Row: Not be harmed, block enemies from other rows
Second Row: Attack/mend wounds
Third Row: Attack from range

Offensively, the ideal strategy is to avoid the first row, and eliminate the second and third row nearly simultaneously. However, less intelligent creatures and criminals rarely have a true first row, as it requires high quality armor and training. This means that ignoring monster melee fighters in favor of ranged fighters tends not to be particularly effective.
The exception to this is if you can engage a melee fighter within range of an archer. When an archer is aiming they are still, and easy to attack even while fighting someone else.
Section 2: Focus
Spoiler:
The essence of focus is “Who is attacking which target?”

It is far better to focus down one target at a time. The reason for this is that each foe that falls can no longer cause harm, so you can gain increasing numerical advantage over the course of the fight.

The primary targets in any fight are those that wield magic as they tend to be lightly armored, physically frail, and capable of devastating effects if left unchecked. Balls of fire, choking gas, lightning, or summoning foul creatures are only some of the problems that can be avoided by a few well-placed arrows.

The second priority target is an enemy priest, as their ability to bolster their allies will drag out a fight, to your detriment. These are also extremely dangerous but tend to be better armed and armored and thus more difficult to kill.

The third priority target is stealthy fighters. I can tell you from experience that it is impossible to move quietly in heavy armor, and a knife can be as deadly as a greatsword if you don’t see it coming. These are also highly dangerous to lightly armored or armorless allies.

The fourth priority are armored warriors who wield two handed weapons. While they are dangerous and difficult to kill, they can be delayed by shield-bearers and will be far more difficult to deal with while being healed or enhanced by a wizard or priest.

Last priority to focus are shield-bearers, particularly those who focus on avoiding and deflecting blows instead of dealing them. Work around these when possible.

Focus your efforts top to bottom on this list, and keep your enemies focused bottom to top.
Section 3: Preparation
Spoiler:
Preparation is perhaps the most critical piece in any successful venture. However, without a firm understanding of the other fundamentals preparatory efforts will be wasted. Fundamentally, one must understand: being underprepared leads to failure and death.

As a general rule, bring 50% more supplies then you believe you will need, and bring triple any supplies without which the mission cannot succeed, whenever possible. For example, if a coil of rope is necessary for a plan to succeed, ensure that you have at least three, ideally on different people. It is unlikely that the rope will break, or that the carrier will be lost, but it is far less likely to have such a calamity happen twice. Happening three times is probably a sign of sabotage. Healing supplies are always considered critical, and there is no excuse for each member in a party not carrying several healing and bite kits on hand, as well as a sufficient supply of potions for personal use.

One important aspect of preparation is knowing what you will face. The second half of this is ensuring that knowing what you face you have the right tools to kill it. Not every weapon is effective against every foe, and while a single troll for a prepared party with fire is not an issue, three trolls without a source of fire is a desperate situation.

In this context, a protective blessing or a weapon enchantment could also qualify as a tool, and is indeed essential for safely combating certain opponents.

Remember: just because one does not suspect there will be trolls does not mean being helpless if there are is a good idea.

What I personally recommend for everyone:

Several health potions of each size
Several healing kits
2-3 potions of health
A coil of rope
2-3 torches
1 identification kit

Optional but ideal for a party:
2-3 potions of antidote
2-3 potions of lesser restoration
1-2 tents
1 camping kit, 2 if intended to use one.
Image

Also, I play Galondel.

Toros
Posts: 208
Joined: Tue Dec 01, 2015 3:54 am

Re: Handbook on Tactics

Postby Toros » Fri Apr 08, 2016 7:16 pm

Addendum on fighting

There are many fighting strategies, styles, and techniques that I've been able to observe during my time in Impiltur, and experienced warriors may be able to utilize two or more different styles, and a multitude of techniques.

This list isn't comprehensive but will provide a leader a better ability to recognize and utilize talent in their allies.

Part 1: Combat Strategies
Spoiler:
1) Balanced Strategy

This is the type that is most commonly taught. It provides excellent control over one's weapon and is ideal for fighting heavily armored opponents. This style is best used in the second row.

2) Defensive Strategy

This is the primary style to be used in the first row with a shield. The goal is to minimize the angles of attack of your enemy, which has the side effect of closing of many of yours as well. This maximizes defense and allows a warrior to stand under attack from multiple enemies for a long time. When not under attack those warriors who utilize a defensive strategy should shift into a balanced or offensive strategy as appropiate.

3) Offensive Strategy

This type is characterized by putting one's full strength into every swing. Due to the greater windup, this style choreographs the attack more clearly than other styles and thus is easier to block or deflect, and is most effective against lightly armored targets as a result. However, this is quite effective when fighting a creature that has a thick hide or as the additional force will help blows penetrate.
Part 2: Combat Styles
Spoiler:
A) Weapon and Shield

This is the most common and flexible style, providing excellent defense and good offense. This complements any of the aforementioned strategies and forms the backbone of any party. May occupy the first or second row.

B) Dual Wielding

A rare and difficult style, wielding multiple weapons effectively is something few people can do, as their non-dominant hand is significantly less coordinated. It seems more difficult for users of this style to slip their weapons into gaps in armor, likely due to splitting their focus. However, this style tears through lightly armored enemies who cannot deflect multiple attacks at once from different angles. It is recommended that a balanced style is used, as lacking a shield and having to split focus already makes pinpoint accuracy difficult. This style belongs in the second row.

C) Two-handing

This is a weapon style that both requires and can best utilize a wielder's strength due to the long lever arm of the weapon. These blows are often devastating and may kill more fragile monsters in a single strike. In a balanced style they excel against heavily armored foes and in an offensive style against soft targets.

D) Ranged weapons

Ranged weapons have a number of advantages. Wielders can stay protected behind heavily armored allies, and target lightly armored enemies. Slow enemies may be worn down without risk as they approach, and in narrow tunnels space for close combat warrors can be limited, but a large number of archers can be utlilized. Those accurate enough to target vital areas can take advantage an an enemy being distacted, and end fights swiftly after they begin. Should only be utilized in the third row unless they can switch to a different weapon style.
Part 3: Additional Techniques
Spoiler:
i) Berserking

Some warriors are able to tap into primal savagery and perform feats of strength and endurance that seem inhuman. However, they rarely maintain a solid defense and are exhausted by their efforts. When two handing a weapon and in an offensive style these warriors can cut down foes like a scythe through grain. Should only be utilized in the second row.

ii) Tripping/Bullrushing

Despite variation in the name and approach, the result is the same: Rendering an opponent prone so they can no longer effectively attack or defend themselves. This is devastating against all targets, but the larger and stronger the foe the less likely it is to succeed.

iii) Feinting

By pretending to strike in one place, one can cause a foe to open themselves up to an attack in another spot. This is highly effective against foes who are inexperienced in reading nuanced in body language, and equally effective against mage and brutish monster.
Image

Also, I play Galondel.


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