talking tactics to the group

Post/Author/DateTimePost
#1

zillah

Sep 29, 2008 17:00:37
Does anyone have any suggestions to speak to groups on tactics? I feel like the last session I played was a test of our failure at tactics. The melee were being held off by minion and warchief hobgoblins with phalanx fighting(24 AC, and I have a +8 to hit at level 2) while the ranged were picking everyone off.
Our ranged which consisted of a warlock, rogue(who got dropped like 5 rounds in a row, took up all the healing, and did about 2 rounds of actual combat), and a wizard who stayed back 15 or more squares picking off the melee me and the fighter were dealing with instead of the ranged archers/casters that were raping us.
While I kept suggesting in character and out that the ranged should be taken out, the answer I got was "screw you, you can't hit anything, im gonna take out the minions"
I have to say this was annoying to the least. In the end, I was unconscious, the cleric had no healing, and the ranged had to finish the fight. No one died that encounter(the cleric did the encounter before, we lost 6 days in game ressing) but it was too close for something that should have been easier.

Any thoughts on how to make suggestions more suggesting?
#2

pectus_umbra

Sep 29, 2008 17:13:47
Unfortunately, you can't cure stupidity or stubbornness. When it looks like the group is rushing headlong to their deaths, you can either go with them, or cut and run. When they get a TPK, they might learn something. I say this because a friend of mine had just the same problem not a week ago. His problem was that everyone wanted to be a big damn hero and rush into melee, even his fellow wizard, with everyone not caring about anything but glory. You can only play as smart as you can, and let the other guys get burned.
#3

Garry2rs

Sep 29, 2008 17:23:17
Honestly, killing minions immediately makes really good sense. It only has 1 hp and can be dispatched quickly, and that is less attacks everyone have to worry about plinking away at you. It's hard to walk through minions to get to the more powerful NPCs...

So... Deal quickly with the minions.

Fighters need to cleave. If you have a paladin, get him to mark an adjacent minion and attack a different adjacent minion. He hits, the one minion goes down. Your striker walks by the other minion intentionally provoking an opportunity attack. If the DM takes the attack, the minion is -2 to hit and takes 3+CHA mod radiant damage, killing it immediately. If the DM doesn't take the attack, your melee striker doesn't have to worry about that opportunity attack.

Area / burst / blast attacks are really, really helpful against minions. Sometimes party members get hit too. Dragonborn melee are pretty much minion killers with their 1/encounter dragonbreath racial. Half Elf melee can pick up Thunderwave as their diletantte, as can anyone else with 13 int. Swordmages can have a burst 1 attack as an at-will power.

Tell us a little more about your party composition, and we'll try and help you out.
#4

zillah

Sep 29, 2008 18:14:29
Yes, while killing minions are good, the design of the encounter was obvious, the melee kept us there while the ranged destroyed us with huge attacks. Minions do 3 damage each. Archers/warcasters do 1d10+4/push effects that could knock us off the ravine

I am the paladin. Fighters should cleave yes, but the fighter was at a +8 to hit as well, and Vs a 24 AC it wasn't happening. I missed with my dragonbreath and the fighter's dragonbreath too.
Even surrounded by 4 guys, with valiant strike, and combat advantage, +14 to hit and I rolled a 6 to miss. This wasn't a joke.
The warchief was dealt with quickly, but the problem was also the monster constantly having combat advantage over the whole party because of higher ground house rules(they are higher elevation then you, so you grant combat advantage to them).
Party-
Dragonborn paladin- me
dragonborn fighter-
dwarf cleric
dwarf wizard
eladrin rogue
human warlock
#5

pectus_umbra

Sep 29, 2008 19:32:58
Rereading my post, I realize I come off as pretty harsh, not to mention unhelpful. Keep this incident in mind. When everyone just wants to rush in, remind them of "that time with the hobgoblins." Point out that tactics keep everyone from dying, lets you play longer without having to stop for a long rest, and can often lead to quicker, cleaner fights. And the quicker the baddies go down, the quicker you can split the loot and move on to the next batch.

Hope that helps. And my apologies for my other post. I was extra upset because my friend had asked for help with coming up with tactics for his group to use. I came up with some really good stuff, which ended up being wasted effort, if it weren't for the fact that I saved tactics by writing them down.
#6

minja_dup

Sep 29, 2008 20:08:12
Any thoughts on how to make suggestions more suggesting?

When I first started playing I was fairly poor at the concept of tactics, as I think many of us probably were. I was young I knew a little about history but the intricacies were kind of lost on me.

Then one day while hanging out at the game store and one of the older guys that was kind of a history buff, retired from the military like 30 years ago, and always played the boardgames with all the cardboard chits, came in and I asked him if he could teach me about tactics.

Five minutes later we were playing ASL (advanced squad leader). About fifteen minutes later he had beaten me, and we were playing again. After about two weeks and ten or so losses, I learned about tactics, and I actually beat him in the Stalingrad Tractor Factory scenario.


Then I played some miniatures games, then I was invited to play some Napoleonics. Then the same guy introduced me to For the People. And I got my handed to me. A couple of months later I was introduced to World in Flames, that was really cool and fun but, same result.

Now I know tactics. But I was interested in learning.

Tactics is something that really isn't talked all that well about. I remember people trying to explain it to me and just really not getting it. Tactics needs to be LEARNED. I would say until the other players decide to learn for themselves there will be many more scenarios like this...

Try some board games or mini games that are tactics heavy, just for fun, see if they take to the idea.

Good luck.
#7

kalanth

Sep 29, 2008 20:23:03
I would say that in each session you should peaceably mention strategy outside of combat. Show interest in character (and out) in learning what the others can do and how you all can learn to work together to increase your chances of survivability. The wizard had a good idea in taking out the minions as that would clear your path to the archers. But what other things could have done in the fight to make things easier? That is where you should focus. Encourage the good ideas, and present good alternatives. Its always good to make the other players feel good about the choice they made and more receptive to suggestions in the future.

Now, whats really a bear is when the DM uses tactics against the PC's. That will learn them. I did that last session with my players.

In the next room there is a magical crossbow trap flanking an open area where the PC would be entering the room. In addition there are two Hobgoblin Archers, one Goblin Skullcleaver, one Deathjump Spider, and one Goblin Hexer.

They enter the room, the rogue rushes forward to engage the trap box and work on disabling the Magical Crossbows. The Paladin rushes in behind the rogue and marks the Deathjump spider that the goblins were using like a Bloodhound. With a swing of the sword the Paladin engaged the Goblin Hexer and effectively had both targets distracted. But the Warlock and Wizard decided to hang back. That made the Goblin Skullcleaver in the room mad. I also had two archers that focused on the ones in the back. The Skullcleaver rushed the wizard and the archers focused on the Warlock. With big damage the warlock bloodied the Skullcleaver in one shot and then the wizard cast scorching burst on the archers but forgot to shift away from the Skullcleaver. Retaliating for that the Skullcleaver hit with a Critical Stike on a bloodied Battleaxe attack dealing an automatic 25 and dropping the wizard to -2.

So you are right, those archers are nasty but I don't know that they were being used as effectively as they could have been. There were things the wizard could have done to aid you based on what he keeps in his arsenal. A Sleep daily would have effectively removed the archers from the fight and made them easy kills as well. What I have seen is that people slowly start to come away from the King of the Hill mentality of being the hero in every round to working as a team. The more experience they gain the more they will see they need to work with each other. There have been moments that, as a DM, I have been able to split the party up but that has been because I have put together good on the fly countermeasures to the PC's actions.
#8

zillah

Sep 29, 2008 21:21:47
well, the archers were in fact being optimized. Why I say this is because when 1 archer hits, he gives another archer a +2 bonus to hit. So, +4 to hit before even their own modifiers is what was causing the 22 hp rogue to drop so many times...can't mark what you can't get to =(
Anyway, I guess from what I read is that I need to be more patient and let the tactics come to the players
#9

kalanth

Sep 29, 2008 21:32:57
well, the archers were in fact being optimized. Why I say this is because when 1 archer hits, he gives another archer a +2 bonus to hit. So, +4 to hit before even their own modifiers is what was causing the 22 hp rogue to drop so many times...can't mark what you can't get to =(
Anyway, I guess from what I read is that I need to be more patient and let the tactics come to the players

It should only be +2, that bonus does not stack multiple times over. Another question is this, was the DM attacking the rogue because the goblins / hobgoblins have seen what a rogue can do? Or was it because the DM read the books?

I try to mix a bit of RP into the tactics, which will be great at high levels when the enemies will have a clearer idea what they can do, but right now my enemies only know the rogue as a boisterous loud mouth pirate.

In the end, though, patience is a key element to good party strategy. Make the suggestions, compliment the smart moves, and react to your companions strategically even if it means going against your original intentions. Eventually they will catch on and learn they can't go in with the mentality that worked for every edition prior as that will get them killed.
#10

drmorganes

Sep 29, 2008 21:54:55
Does anyone have any suggestions to speak to groups on tactics? I feel like the last session I played was a test of our failure at tactics. The melee were being held off by minion and warchief hobgoblins with phalanx fighting(24 AC, and I have a +8 to hit at level 2) while the ranged were picking everyone off.
Our ranged which consisted of a warlock, rogue(who got dropped like 5 rounds in a row, took up all the healing, and did about 2 rounds of actual combat), and a wizard who stayed back 15 or more squares picking off the melee me and the fighter were dealing with instead of the ranged archers/casters that were raping us.
While I kept suggesting in character and out that the ranged should be taken out, the answer I got was "screw you, you can't hit anything, im gonna take out the minions"
I have to say this was annoying to the least. In the end, I was unconscious, the cleric had no healing, and the ranged had to finish the fight. No one died that encounter(the cleric did the encounter before, we lost 6 days in game ressing) but it was too close for something that should have been easier.

Any thoughts on how to make suggestions more suggesting?

Warlocks need to move and curse every round if at all possible. Spreading their Curse to as many foes as possible helps. However, each pact makes slightly different use of tactics. Knowing more about your party's warlock would be helpful.

Rogues need Combat Advantage to get the most from their class abilities. This is very hard to do consistently with ranged attacks.

The wizard should have At Will attacks which target different Defense Values. If he's a Human, he'll ideally have an At Will which targets all three. If he's having trouble landing one power, switch to one which targets a different defense. In the case of a Phalanx, Thunderwave is just the thing to break their line. Properly aimed area effects will take advantage of bunched opponents. Cloud of Daggers makes for guaranteed damage as well, and works well when combined with Reaping Strike to damage opponents with high AC.

Clerics do more than heal. They have several At Will options which grant bonuses to an ally's attack. If your cleric isn't using these, he needs to.

As a Fighter, switching between Cleave and Reaping Strike goes a long way toward whittling down opponents. Cleave does your StrMod in damage to any adjacent opponent when you strike another, and Reaping Strike does 1/2 StrMod even on a miss. If you can't hit their AC, Reaping Strike will eventually take them down. Tide of Iron is also useful to break a line, though you have to hit to make it worthwhile...
#11

zillah

Sep 29, 2008 22:28:17
As a Fighter, switching between Cleave and Reaping Strike goes a long way toward whittling down opponents. Cleave does your StrMod in damage to any adjacent opponent when you strike another, and Reaping Strike does 1/2 StrMod even on a miss. If you can't hit their AC, Reaping Strike will eventually take them down. Tide of Iron is also useful to break a line, though you have to hit to make it worthwhile...

I would like to point out that reaping strike can't kill minions if it misses. I think another problem was that we were fighting level 8 minions at level 2. I am not sure about the math, I will have to go do it, but I think the encounter was a bit higher then what we were supposed to be going for even at max recommendation of the DMG...
#12

kalanth

Sep 29, 2008 22:41:06
Youch! Was this a premade module? I get nervous pitting my players against things 2 levels higher than them (for fear of the TPK) much less 6...
#13

Neutronium_Dragon

Sep 29, 2008 23:20:27
> but the problem was also the monster constantly having combat advantage
> over the whole party because of higher ground house rules(they are higher
> elevation then you, so you grant combat advantage to them).

And that's why it's not an official rule. Granting combat advantage for high ground is flat-out too powerful.
#14

zillah

Sep 29, 2008 23:40:23
> but the problem was also the monster constantly having combat advantage
> over the whole party because of higher ground house rules(they are higher
> elevation then you, so you grant combat advantage to them).

And that's why it's not an official rule. Granting combat advantage for high ground is flat-out too powerful.

and thats why I plan to use it for my own advantage when the time comes. anyway, I did a little math. 88x4=352(level 8 minion) 150x2=300(warcasters level 3) 150x3(450)archers level 3 38x4=152(level 3 minions) hobgoblin commanderx1=200 level 5.

=1454 experience pool. Now, I might be wrong about the minions, there could have only been 3 of each, not sure, but that means 122 less XP from the total.
1328 xp from monsters killed. we will use the lower just to save arguments.

5 level 2 characters=125x5=625
1 level 1 character=100
total =725
in essence we did an encounter of twice our level and lived. well, higher because of the constant combat advantage. so with 1328 xp divided by 6 we each should get 221 xp(it was too late at night so we didn't do xp)
#15

Garry2rs

Sep 30, 2008 9:54:20
The rogue needs to be sneakier. What did he do, jump right into the middle of combat once he won initiative? And the Paladin and Fighter went after the minions, right?

If you only have 22 HP, 6 healing surges, and are in leather armor, when fighting in a large battle the quickest way to die is to jump right in. The leaders need to not waste their healing abilities on a character that's just going to keep getting stomped. That rogue needs to play more intelligently, and I think that's the crux of your problem.

edit: Attacking with a crossbow or slings still gets you a sneak attack, provided you go before your opponent in the first round, or that you have combat advantage in some other way (ie hiding behind barrels and making checks to stay stealthy).
#16

the-second

Sep 30, 2008 22:55:24
Sounds like the tactic you should have used was run away. If your ranged attackers focused one their ranged attackers it would have taken so long the melee guys would have owned you. Sometimes you can't take on the enemy at that time.
#17

mccowen

Oct 01, 2008 7:12:40
You didn't face an encounter of twice your level, you faced an encounter at level +3. That should be very tough, but survivable. The fact that your DM used individual creatures at level +6 is an issue, but you did win.

The house rules and rules errors (archer's granted bonus doesn't stack, and combat advantage for higher ground was a dumb choice) obviously didn't help your group, either. So it's hard to pin the difficulty of the encounter entirely on poor tactics.

However, having said all that, it does sound like your party's tactics were a bit off. For instance, if you can see that the hobgoblins are backing each other up and shielding each other, shatter their formation. If the wizard insists on working with you on the minions, ask for a thunderwave or cloud of daggers instead of magic missile every round. (The wizard's proper role is controller, not artillery.)

Also, don't forget that you can combine divine challenge with ranged attacks; if your minion target doesn't break formation to come after you, he takes automatic damage and dies. Since your PC is backed up by a fighter, use your respective marks to pull the hobgoblins away from each other (and don't forget that you can combine divine challenge with ranged attacks).

As Kalanth said upthread, it's important to break 3e thinking. My suggestion is that you ask your players for a short (five or ten minutes at most) look at tactics at the end of each combat encounter. What did you do right, what did you do wrong, what could have gone better, etc. Other than that, the best you can do is to lead by example: if you consistently display good tactics, they may eventually get the hint.
#18

Ventus_Frago

Oct 01, 2008 13:57:36
As a DM I believe unless the characters are prepared before they go into an encounter it should be at a tactical disadvantage. Wolf packs will try and harry (sp?) you. Military based creatures will use the high ground to their advantage. The monsters have no idea they're supposed to die.

When discussing tactics as a player, I like to discuss how we're going to fight encounters at the beginning of the night, or if time permits before the fight and then let people play their characters. Trying to tell anyone else how to play their character leads to un-needed tension in a group. "Tanks hold the line here, the wizard will keep them off of us from the right, while the rogue sneaks around the corner to get CA." Anything beyond that is being an asshat.

Of course YMMV.