The Hordes of Chaos Tactical Manual
#1
This is instructional for those of you interested in using actual strategy while in combat. To begin, I will break down each of the classes into generic roles that you can use to find your place in the ranks. Keep in mind that some builds can push your class into another category, for instance a Paladin that focuses on inspiring the troops and healing, would be less of a Guardian and more of a Leader.

Character roles identify which classes can stand
in for each other. For example, if you don’t have a
cleric in your party, a bard or druid serves just as well in the
leader role.

Roles also serve as handy tools for building adventuring
parties. It’s a good idea to cover each role with
at least one character. If you have five or six players
in your group, it’s best to double up on guardians first,
then flankers. If you don’t have all the roles covered,
that’s okay too—it just means that the characters need
to compensate for the missing function.


Battlefield Control - Wizard - Sorcerer
=================
Control deals with large numbers of enemies at the
same time. They favor offense over defense, using powers
that deal damage to multiple foes at once, as well as subtler
powers that weaken, confuse, or delay their foes.

Guardian - Fighter - Paladin
==================
Guardians have the highest defenses in the game and
good close-up offense. They are the party’s front-line
combatants; wherever they’re standing, that’s where
the action is.

Leader - Cleric - Bard - Druid
=======================
Leaders inspire, heal, and aid the other characters in
an adventuring group. Leaders have good defenses,
but their strength lies in powers that protect their
companions.

Flanker - Ranger - Barbarian - Rogue - Monk
================================
Flankers specialize in dealing high amounts of damage
to a single target at a time. They have the most concentrated
offense of any character in the game. Flankers rely
on superior mobility, missles or trickery to move around
tough foes and single out the enemy they want to attack.


When travelling through a dungeon,(let's face it) it's often a clusterfuck. A mob of PCs all squirming into tight spaces, trying to engage in combat. This is inefficient. The tactical party will keep one or two guardians on the very front line, in melee. It is their job to engage the enemy and attempt to engage as many of the enemy as possible to give the others in the party the time to manuever into a striking spot.

This is a good time to note, DO NOT just click on the enemy. This is a mistake. Manuever yourself into a prime position, clear of allies and THEN when there is
nothing between yourself and the enemy, click on them. It's really a noob mistake to just point and click on an enemy unless you are using missle weapons. What happens, if you do not follow this guideline. Is the AI takes over and you end up walking all around whoever is between you and the enemy, sometimes pushing your allies out of combat. You and whoever you pushed end up taking attacks of opprotunity from the enemy.

Missle weapons, if you have them... use them first. One or two guardians can normally halt all enemy advancement, meanwhile you and your allies can pelt to your hearts content with volley after volley, as the guardians hold the line. Flankers, should be most concerned about getting the best position possible to do the maximum amount of damage possible.

Doors are the bane of my existance and I HOPE anyone reading this takes careful note of why doors and getting through them, is one of the greatest challenges most parties seem to face. Normally, everyone just runs up to the doorway and stands there attacking, keeping one or two enemies in line of sight for everyone else, and blocking any others from being able to take a strike unless they are using missle weapons or magic. THIS IS INEFFICIENT!
There are normally two scenarios when opening a door. The first, is the enemy on the other side charges into melee immediately. LET THEM! The flankers should be manuevering on either side of the door and the guardians should allow the first wave of enemy to enter. Maximum coverage = maximum damage to the enemy and it shortens the battle! The second scenario is when the enemy does not advance, this is when you need to get inside as quickly as possible. DO NOT WALK.. run through that door! Guardians should be engaging as many opponents as possible, attempting to stop spellcasters from casting, and missle users from firing, drawing them all into melee. Everyone else needs to get inside as quickly as possible and move to the best space in the room to put out maximum effect. Lastly, do not block that door! If you need to make a hasty retreat, that door needs to be clear.

Sometimes, its a small chamber you are entering. Be prepared for this.. if you know its a small chamber. Send only the guardians in and have everyone else switch to long range attacks.

This guide is EXTREMELY basic, but if we begin to follow some actual tactics, these large parties during events may not turn into such chaotic messes quite as often.

The enemy NPCs are using tactics, its time we do as well.
Phydran Doon - Red Wizard of Divination
Djed Setesh - Deathdealer and Overlord of the Dark Suns' faith
Ihsahn - Red Wizard of Evocation
Ryech Voralt - Priador Legionnare
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Messages In This Thread
The Hordes of Chaos Tactical Manual - by Purulent Carcass - 05-19-2015, 03:58 PM
RE: The Hordes of Chaos Tactical Manual - by Wids - 05-19-2015, 09:02 PM
RE: The Hordes of Chaos Tactical Manual - by Wids - 05-20-2015, 10:14 PM
RE: The Hordes of Chaos Tactical Manual - by Wids - 05-21-2015, 12:39 AM

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