Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
May your rolls be chill this holiday season!
Create a free account

Group Tactics and Strategies

Hello everyone. I don't know if I am speaking for everyone but this fight has me a bit worried. So I made this thread for us to bounce around ideas for the best way to maximize our skills in fights. Any ideas are welcome.
This has definitely become a challenging encounter, but OOC, I can see where we went wrong. We were surrounded. This immediately focused us to split our focus on enemies. As a party, we lack sufficient AOE impact, where typically at this level, there are least a few characters that have such options. The flanking advantage has worked against us (I will address this on another post) How can we succeed going forward? We need to strategically focus fire. Heavy hitters attacking the same enemy gives us a better chance of dropping enemies faster. This is a great summary video of RPG strategy -&nbsp; <a href="https://www.youtube.com/watch?v=Pk69XGD-RBA" rel="nofollow">https://www.youtube.com/watch?v=Pk69XGD-RBA</a> . It's simplistic, but gives a perspective. (This minimizes opponent strategic options, but still, a helpful description. Continue to get advantage where we can. This needs to be our bread and butter. We need to get advantage where we can, but also see if we can block others from getting advantage. It might even be beneficial to risk an opportunity attack to move to a better position if it means no one can get behind you. Aside from that, we can just run, starting with the first person, we flee (double dash) and attempt to run away. Personally, if it is a TPK, that gives Koop two options. 1. We all die. 2. We are left stable and brought into the Orc HQ for questioning (perhaps intrigued about what Tari mentioned) However, this might still mean some of us die (depending on death saves) That's my thoughts to consider for next session.
I agree with enemies this tough who get two attacks each we should focus attention on taking on one foe at a time.&nbsp; Our ability to heal ourselves is one of our strengths.&nbsp; Unless they have a shaman, their dead are not getting back up. The question is, do we want to eliminate the Orogs (who have fewer hit points and will go down quicker) or take out the chief (who does a shitload of damage) or some combination of the two (I tank the orogs and the rest go after the chief)?&nbsp; the fighters should tank and everyone with ranged attacks or spells should focus a single foe.&nbsp;
Sorry for not responding to this sooner. I think we have pretty much exhausted any hope of a non-violent solution short of surrendering.&nbsp; I agree with Steve in that our only real options are to stand and fight or run.&nbsp; I am not confident that we will be able to win in a fight.&nbsp; Sonn only has a few first level spells left, and I think it is the same for the other spellcasters.&nbsp; The fact that the Orcs have multiattack means that it will be difficult to equal their damage output per round, and their relatively high AC does not make hitting with attacks or spells a reliable prospect. I'll fight if you want to fight, but I think running is probably the approach that gives the best chance for some PCs to make it out alive.