If you don’t know what Clan Lord is, & have no interest in trying a small community casual for tactical RPG, then you can stop reading now.
I wrote bits of this a while ago, addressing strategies & tactics for larger groups taking harder areas and vs. certain types of foes with special attacks. It addresses positioning, fighting creeping, scouting Webbing Noid & Bouncing lightning. It might go it the CLUMP at some point if feedback show it to be valid & uncontroversial.
General Info
Positioning
- yes but position matters too
- Be in sight of Valtrim for SS relays
- Watch Rellim for positioning (in front of him is kill zone)
- RIF = Rel’lim in Front
- Fighters position themselves is a semi-circle so Rel’lim is the first to intercept.
- Lurer should lead the lured things right into Rel’lim
- Fighters should hang back until the creature is just about to attack Rel’lim
Scouting
- Taryn lures because of her skill set:
- running & high health.
- Taryn scouts for making better judgments
- depending on the snell: don’t scout the whole snell initially
- get what’s close first
- things that don’t see you stay away
- Sometimes, you want to peek first
- Valtrim sometimes “peeks” by scrying
- Know the group well for knowing when to advance
Noid Territory Strategies
PC1 & Beyond Basic Strategy
- The runner keeps runs the noids in the large area in a loop
- Everyone else gets into the open (out of the choke), then the 2nd in command (usually Rel’lim) yells when ready
- the runner then drops off a few noids at a time to the group
- after each group of noids is killed the group resets to RIF and the runner drops off more
- even if everyone else retreats, the runner continues to run
- WHY? If the runner also exited, the runner pulled all the noids into the tunnel making retaking the snell difficult
- when we first started to take PC1, we kept trying fighter runs with everyone exiting then waiting for a good time to chain those still in the tunnel
- We tried running it, which worked much better even if the runner fell (Taryn or Arbitur)
- it still was much better because the noids didn’t clog the tunnel
- and because the Noids were drawn away from that tight space. So that even if the runner fell, we’d have killed lots of Noids first
Zuing Pits
- The SW pit does not need to be zued if the group stays north
- The noids will be out of range and stay south and not bother the group
Fighting Creep Problem
- The runner needs space to run east.
- So the fighter group needs to avoid advancing too deep into the open area
- And have more patience
- when something is coming to you. There’s no need for you to charge it. Let it come, then hit it on all sides (Surround and Pound)
- This also avoids the entire group creeping up
- In most snells with a combat zone and someone running, the fighters need to reset after each skirmish to free up the combat zone and be ready for the next skirmish
- when something is coming to you. There’s no need for you to charge it. Let it come, then hit it on all sides (Surround and Pound)
Noid Fighting
- Reseting and waiting until the brick/lead fighter engages is important
- resetting is also good to get out of where it’s webbed
- Luring to the brick makes avoids making he combat area too small to more around quickly
- If everyone doesn’t reset, then those that don’t reset, set the [next] battle area which is often not optimal.
- This leads to more falls and slower progress
- which is why I say, be where Rel’lim is (RIF)
- not necessarily behind Rel’lim, but in a semicircle with him in the middle
- the idea is others have to be outside of the detection range
Orga Territory Strategies
- The first snell is not as dangerous as the next snells
- The layout of the snell matters
- The snell south of the well snell has a long narrow passage to where most of the orga are
- the narrow passage makes bounces deadly
- it also means a long run to the center of battle, and a long retreat
- in contrast to the snell north of the well snell opens up