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Group Warfare and Tactics

 

This document is an idea not a standard for group battle tactics of the Tuatha De Danann. I have reviewed much data and spoken to players in order to accumulate enough knowledge to form this ideology on combat. My sources where numerous players, including former Pk’s and also information posted on Uostratics and similar sites. I also owe much to the formulations of Lord Hades.

We should begin with a simple group of three since it is most common that only this many of us will be on at one time. I will call this a Wedge. It consist of an Archer at the point position and two mages, or one mage and another archer, at the rear corners forming a small triangle. (Please note I do not expect this formation to stay like this in the heat of battle J .) The tactics of this group vary according to number of foes and the combination of Archer/Mage in the group. We will start with Type1 (this is the one archer and two mages). The primary rule should be to attack one foe at a time. Everyone should attack whomever the point archer attacks. The mages in this group need to designate an Offensive Mage and a Defensive Mage. The Offensive Mage is responsible for your typical offensive spells i.e.: E-bolt, lightening, fireball. The Defensive Mage is responsible for Greater Heals, Cures, and Paralyze (as well as any other spell they have time for). Any player at half hitpoints should yell ‘h’ to receive a heal from this mage. The key spell of this mage should be Paralyze. When this Mage successfully Paralyzes a foe he should cease any attacks on that foe because it will remove the paralyzation. Instead he should shout "e"; this signifies to the others not only to re-double their efforts on the paralyzed foe, but to toss a lovingly crafted Greater Explosion potion onto this poor defenseless opponent J . This combined with the attacks should eliminate the paralyzed foe rather easily. If at any time the D mage runs out of reagents or is otherwise incapacitated the O mage should assume his job. If the O mage runs out of reagents he should draw his bow or melee weapon. (Please note that all players should have a good supply of Greater Heal potions and some Cures incase they need them) Finally, any Defensive Mage should be in charge while battle is in progress because he usually can see how things are going better than others. Type2 consist of an archer replacing a mage. This just makes thing more difficult for the one mage. His primary function will be Defense. However he may need to help out with an occasional E-bolt. J

As a side note the archers in the group should have not only a Heavy Crossbow but a Regular Bow as well. It is my belief that one should switch from Heavy to Regular after the first shot regardless of it hitting or not. This will allow a higher rate of fire and in a prolonged battle will do better damage overall. Switching back to the Heavy at certain times can also be beneficial. This is just an option for archers. Follow your instincts!

If overmatched in battle or if something goes wrong an organized retreat should be called by the Defensive Mage. In this situation he yell ‘r’ should run back 2 screens and cast either a gate or a Summon Elemental/Daemon spell(preferably from a scroll). At this point the remaining members of the wedge attack once more and then either run or walk (depending on how bad your doing J ) back to the Defensive mage. If you see a Gate run through. If you see a Daemon/Elemental run to it and turn to fight. If you see nothing…Keep running !J ! Once this secondary position is set up most opposition should flee! Would you stay to fight a Daemon? If, however, they continue to fight and do not die quickly from the Daemon I would advise leaving ASAP! J

Another important aspect of group combat is recognizing your team. This can be easily accomplished by designating either a clan color or a team color. Also notice that now clansmen will appear highlighted in green so this helps, but, if you cast a spell and need a quick release the clan color should prevent you from even moving onto your clansman and allows you to focus on the enemy better.

In further thinking I believe it is imperative to set up a spot for healing and resupplying. In a good combat the dead should be gated to this spot. They can quickly rejoin an existing combat and turn the tide. Remember those Emergency packs? A quick set of bone armor and a pack will immediately equip someone. Always keep a rune to the place of battle stored here as well or the gater should mark one quickly before casting the gate. This is more useful in a large scale battle where we can actually have a rear line and a re-supply group. I envision a party of three designated for both. If an enemy enters the gate he can be quickly dispatched, plus this is one less foe for our clansmen at the battle. We can also easily pass the duty on to the newly resurrected and have the prepared supply team enter combat as well. More on this later…..

The use of summoned creatures can be quite effective as well if time permits their summoning. Everyone should macro "a daemon attack" (or whatever elemental you choose) to be ready. Always keep at least one summoning scroll on ye. This simple thing not only strikes confusion into the enemy but gives you an additional strong attacker.

This is a work in progress….

Please post any suggestions to make this better.

Thank you.

-Auldrek

 

 

 

 

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Last modified: 11/04/98
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