At 1:06 -0400 9/21/11, Neil wrote:
In the middle, theree's the Gold room with 2 bears. That's tough stuff, but at least you start with initiative. Probably best to start shooting at them, and get your high-damage guy into a position where he can knock them down. But that's 60 ST you have to do to them. Whoever's in front of them definitely needs to defend -- 2 dice is no laughing matter.
Among other DT gems of tactics. I'd just like to amplify that against a Bear, "disengage" is a really good tactic for a figure with adjDX 12+ or adjDX 11+ and who just won the roll to act first. On any turn after the first, the high-DX figure can let the bear move up (or even shift up 1 himself) to become engaged, then spend his action disengaging so the bear has nothing to hit. This delaying (bear-baiting?) tactic can let the other 3 concentrate on the other bear for several turns. From a character POV, it would take great bravery to drop your shield as you were running up to an angry bear, but it could very well be worth it.
The only other hint I would offer is that wizards almost *have* to have staff, since about 60% of what they do will be "defend" - soaking up attacks while the other players do the damage. At least another 30% of what they do, once your party gets numerical advantage, will be run around behind the opponents and tackle them for HTH. That's risky for the wizard, of course, but it gives all his buddies +4DX attacks and the goblins, orcs, etc. usually are not too deadly in HTH because they are not too strong. That tactic tends to collapse the opponents pretty fast, once the first one goes down.
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