@@ -288,5 +288,34 @@ On the next turn, the 7 remaining soldiers would deal 70 Damage, killing the bas
Obviously, this system is not going to represent anything with much accuracy, but it's better than halting a game so you can roll dice for twenty minutes alone.
\subsection{Tactics}
Nobody like an opponent who's always letting them win.
A \gls{gm} pulling out three basilisks on new \glspl{pc} is bad form, but it's even worse when the players are allowed to win by poor tactics.
\subsubsection{Basic Tactics}
Basic tactics include two things: it's best to focus all attacks on single targets, and it's good to flank opponents whenever possible.
If the \glspl{pc} have left their anterior side exposed, enemies should spend initiative points to move to their side and allow half the group to flank the \glspl{pc}.
Don't parcel up opponents in a fair and even-handed way -- they're there to destroy the players, so set them all against one, and if that player wants their character to survive, they'd best move back, or the other \glspl{pc} had better guard them.
\subsubsection{Advanced Tactics}
So you have twenty goblins facing off against four the \glspl{pc}, but the \glspl{pc} have plate armour, a round shield, and a bad attitude.
They're invincible.
Their total Evasion Bonus is +7.
The battle looks hopeless, despite the goblins' tenacity, hunger, and greater numbers.
Now is the time to think tactically.
First, have the goblins attack with the \textit{Blind Rage} manoeuvre.
The first couple may die, but only one needs to hit.
They jump at one character's face and attempt to wrestle them.
It's not hard to pull a single goblin off, but while the goblin is grappling them, they'll count as being grappled, allowing the others to get a sneak attack in.
Once multiple goblins are attacking as a Sneak Attack, they'll receive each +4 to attack, so the \gls{tn} to avoid them could move from 10 to 14, and any that hit will gain +2 Damage.