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1998-07-11 Post-Game


I was out sick yesterday so I didn't get a chance to ftp the new and
improved game site, so I'll re-cap here in e-mail until I get the files
posted.

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Comments on the groups tactics-

Tanks-
        Tonkui should be used in frontline assaults against large, armored, or
slow moving opponents. Tonkui will stay conscious- ignoring the HT roll at
0 hit points. Tonkui only need to make death checks. Also, despite being
strong and bulky I really don't think a slam attack is appropriate for a
mass combat situation. You want to ALWAYS employ an attack which will
directly harm the opponent. By slamming a single opponent to grapple you
leave yourself exposed to his comrades. If you can't use them as frontline
assault then use them a linebackers to keep enemy units from crossing into
a perimeter. Big guys with halberds make effective fences. Their main
purpose however is to SMASH THE ENEMY- DIRECTLY.

 "Cover? Who needs that!" - John F. Kennedy.
        Despite ample cover (trees, boulders, windows, etc.) NO ONE took cover.
Always move shooters into position behind obstacles so that pop-up attacks
can be used. At least look for some cover when you realize there's a giant
THROWING ROCKS. I realize that the fighters were closing in melee and that
cover was a moot point for them. However- the archway leading into town was
the perfect place to make a stand. You would have had partial cover and
been able to prevent anyone from being surrounded. Always use buildings and
natural structures as channels to force the enemy into the worst possible
position to attack you. Only two skeletons/fighters at a time could have
come into the archway. If that had been done, and then the Tonkui had come
around the rock (as they did) they could have provided support fire by
using bows and rocks. The enemy would have had to close since only two of
them had missile fire. Also, this was a building- the weaker characters
should have scouted the building with an escort and used it as a sniping
post since they both had spells (Mortia and Wilma). Throwing spells (1 in 6
chance I realize) from the window of the gatehouse would have been optimal
since they could have made 3 point fireballs in perfect cover then
popped-out to lob them from the window.  I can't stress enough how
important cover is. Then again, somtimes your number's up.

Capturing the Enemy-
        When it is desirable to capture some of the enemy DO NOT TRY IT DURING THE
INITIAL FIGHT! Mow down as many as you can and capture the stragglers. If
you capture someone right off the bat then his comrades are going to try to
rescue him or maybe even KILL HIM as a liability. When there's a sizable
enemy force present they will keep morale and will not break, so capturing
someone first off is a hopeless act. After their asses are kicked they're
easier to capture.

Even Flaky Magic Can Kill You-
        Always concentrate your missiles and fast troops against Wizards. Even
though on Aolean there is only a 1/6 chance of the spell going off you
can't afford to ignore magic. Also a critical failure could be WORSE for
you than what was being cast! What if I try to cast Rain of Ice Daggers and
fuck it up and summon a Demon Lord? or the Pravi Mother? or set off a
nuclear explosion? NEVER discount the Wizards.

Brains = Deadly
        The opponents you'll face are no tougher than any of the others that came
before them in terms of DR and HT/ST. The only difference is that I will
coordinate attacks through their leaders and I will have them use tactics
that represent their respective IQ. They know the terrain and have had a
LONG time to plan ambushes and tactics. They will not blindly rush up
single file and be mowed down. Plan for enemies to retreat, split up and
regroup, lead you down blind passes, and trick you into ambushes.

That said.... if you want to survive the island you'll have to rethink your
strategy.



© Richard Burk 1997-2100

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