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Practically all Role Playing Games rely on some degree of combat to resolve encounters, and
come with various rules describing how to accomplish this within the confines of that game.
Indeed, many RPG's consist of little else besides how to make a character, things to fight with
them, and how to do so.
Many RPG's combat system's suffer from a certain abstractness or disconnect from reality.
Frequently it seems likely that the game designers that designed the combat resolution mechanics
for a particular game had no idea how violence works in the real world, and as such combat in
those systems lacks verisimilitude, fails to allow for strategic or tactical decisions to matter, and
otherwise result in a system that is only meaningful and useable in a metagame exercise of
exploiting it's peculiarities.
The HERO System, fortunately, is not such a game though there is some degree of
abstractness, consistent with the system's practice of dividing Special Effect from Game Effect,
and a "cinematic realism" slant that favors non-lethal damage. Overall the HERO System's
highly granularized combat model supports a wide range of combat actions with a high degree of
verisimilitude. Not only is it very possible to employ actual tactics that result in real benefits, the
system actively encourages it.
However it has been my experience that despite the richness of expression permitted in the
HERO System most players and GM's I've had contact with over the years seem to be either
entirely unaware of it or incapable of capitalizing upon it.
I've often been baffled by this behavior; but after lengthy conversations and prolonged
observations it finally dawned on me that the reason often is that many players and GM's do not
understand the basic principles of tactics and / or how to apply them to a RPG. This article
collects some of my thoughts in an attempt to perhaps illuminate the matter for interested parties.
TACTICAL PRINCIPALS
Easy to learn but difficult to master, the basics of Tactics are simple ideas and they are few in
number. It all boils down to being aware of several things; most significantly to a RP
environment are:
1. Know the Game System
2. Know your character
3. Know your enemy
4. Know your terrain
5. Maintain Situational Awareness
ROLEPLAYING CONSIDERATIONS
Aside from understanding the mechanics behind the character, also give thought to the
personality of the character and how you visualize them in your mind. If you think of your
character as being in a movie, then think of yourself as being the Special Effects team
responsible for making it possible for the character to jump around, fight, and do larger than life
cinematic things. If you can't imagine it, then your character isn't going to be able to portray it.
So visualize how the character moves, the kind of things they are good at, signature stunts,
and whatnot. Play thru some scenes across your mind's stage; conduct thought experiments about
how a scenario would play out, daydream, or whatever means you prefer to ignite your
imagination. Einstein came up with the theory of relativity in his head, you should be able to
figure out how Thunor the Barbarian uses Block, Sweep, and Move By to good effect in yours.
Once you have the idea in your mind's eye look at the character's sheet and figure out how to
use the rules to portray the events you imagined. When you get around to actually executing the
idea in game not only will your tactics be improved (assuming you execute in an appropriate
circumstance), but the detailed description you give will enhance the imagery of the scene for
everyone else, and if done correctly enhances the realization of the character's roleplaying
portrayal.
ABILITY CATEGORIES
There are four major categories for character abilities. Consider how your character's abilities
fall into these groups:
1. Offense
2. Defense
3. Mobility
4. Utility
OFFENSE
Obviously, anything intended to harm or hamper opponents is an Offense. Be aware of all of
your character's offensive capabilities; both those on their sheet and those built into the system
and readily accessible such as Standard Maneuvers, Presense Attacks, Knockdown / Knockback,
Falling and other Environment damage, and using objects as weapons.
DEFENSE
Anything that can prevent your character from coming to harm, or else mitigates harm is a
defensive capability. What is and isn't a defense isn't always obvious; in addition to clear-cut
defenses such as Armor it is possible for both Mobility and Utility abilities to serve as defenses
situationally, such as Desolid and Flight. Block, Dodge, Roll with Punch, and Dive For Cover
are all very important considerations in this regard, as are some key Skills and Talents such as
Defense Maneuver, Breakfall, and Combat Luck.
Frequently overlooked or mismanaged, a character's Defensive Combat Value is of key
importance. Understanding how to manage one's current DCV intelligently is a crucial aspect of
HERO System tactics. As part of this give all due consideration to using Maneuvers that reduce a
character to 1/2 DCV, as well as the utility of actions that result in an opponent dropping to 1/2
DCV.
MOBILITY
This category includes both the obvious abilities such as Flight and Running, and less
obvious abilities such as Acrobatics, Leaping, and Clinging. Use your character's movement
abilities intelligently; for instance I've seen a surprising number of players forget that heightened
STR grants extra Leaping, and I've seen several players with a character that has Clinging (or
Flight Only in Contact With A Surface) fail to think in three dimensions.
As a side note, many players don't seem to realize that you can mix movement. All too often
I've seen things like a character 1/2 Phase Run to the base of a wall and then stop, waiting until
their next action to start climbing or flying or swimming, etc.
Get used to thinking in terms of 1/2 Moves, and using movement to position the character
intelligently on the battle field to take advantage of terrain, cover, concealment, to maintain
distance from dangerous HtH opponents, to force opponents to waste actions closing, and to set
up for an attack in a later Phase.
If you have the option of standing still + doing something or half moving + doing something
then do the later. Unless your character is in a particularly advantageous place, standing still just
gives opponents time to assimilate your position and maneuver around you or pin you down.
UTILITY
The obligatory catch all category, any abilities your character has that do something besides
hurt others, protect themselves, or move them about are Utility abilities. That's not to imply that
they are undesirable; far from it in fact.
Things like Enhanced Senses, beneficial Adjustment Powers, some Body Affecting Powers,
and almost all Skills, Talents, and Perks fall into this category. Though Utility abilities rarely
have much of an impact on Tactics, being more Strategic or situational, every now and then a
clever use of a Utility ability will have interesting tactical ramifications.
TIMING
Combat is all about timing. Doing the exact same move with the exact same rolls can be
brilliant or stupid, all based upon timing. Assuming you Know the System, Your Character, Your
Enemy, and the Terrain, you have a plethora of tools in your character's toolbox at your disposal,
but without understanding when it is a good idea to use which one it amounts to naught.
Some players have a tendency to find one or two actions that work for them and then just
blindly apply them to every situation regardless of whether it is appropriate or not. Don't get
hung up on a particular stunt or trick. It's not a question of Holding, or Aborting, or
Maneuvering, or Alpha-striking, or what have you. All are good options for characters of various
designs, but only when timing favors them.
Similarly some players have abilities that are only useful in certain circumstances, but they
try to use them in situations where they are not appropriate, or success with them is not
auspicious. Growing frustrated by failure, the player then disregards the ability and never uses it
again. It's like getting frustrated when a wrench fails to drive a screw, and subsequently never
using the wrench even when presented with a bolt that needs to be tightened.
A good chunk of solid tactics is simply using the right tool at the right time.
RISK MANAGEMENT
An important corollary to tactics is managing your character's risk. Blindly charging about
doing dangerous things without a commensurate potential for payoff only works for so long. It's
all well and good to take risks, but remember to Cover Your Ass (CYA). Understand when the
situation is conducive to employing an all out attack, when it is conducive to holding back, when
an all out defense is necessary, and when you should gain space to recover.
In a larger sense you should also consider risk to your character's teammates and allies, if
any. Sometimes the best thing to do in the bigger picture is to "take one for the team" to protect a
crucial teammate, or to set another teammate up.
OPPORTUNISM
Sometimes events occur that are irregular, unplanned for, unpredictable. It is often worth
extra risk to capitalize on these unexpected opportunities. In militaristic jargon this is known as
"targets of opportunity".
When opponents unexpectedly lower their DCV, turn their back to the character, suffer a
fumble, take an action early in a Phase (and thus briefly lose their ability to Abort), have to
change clips, or otherwise suffer a momentary impediment it is tactically sound to exploit the
opportunity. Characters with "Code of the HERO", "Honorable", and similar Disadvantages may
not be able to capitalize on such boons, but other characters certainly can.
TACTICAL TENANTS
Tactics are essentially fluid and situational so it is basically impossible to codify them
into inviolate strictures without rendering them counterproductive. For tactics to remain viable
they must remain flexible and agile.
However, there are some general rules of thumb that will serve you well in a HERO System
combat.
TWO-FOR-ONE SPECIAL
Using one action to take out two opponents, particularly in a case where one is adjacent (in
HtH range) and the other isn't, is a very effective tactic. There are several ways to do this.
KNOCKBACK RICOCHET
Not in the main rulebook, but clarified in the Rules FAQ and later publications (such as the
aforementioned Combat Handbook), a character can Knockback an opponent in such a way as to
hit a third character. This requires a to-hit roll using only the attackers base OCV vs. the third
character's DCV.
PITCHING ENEMIES
Similarly, though not as efficiently, it is possible to throw an opponent that has already been
grabbed in a previous Phase at another character.
SHOVE
The Martial Maneuver Shove is quite useful in this regard -- you can Shove one character
some distance and into another, also gaining some movement yourself. It is also one of the easier
ways to move opponents around against their will, and all in all a very under utilized Maneuver.
SPREADING
A frequently overlooked gem of a rule, Spreading allows a character to either trade damage
classes for extra OCV, or more commonly to trade damage classes to make a non-AoE attack
into a small AoE. I've seen innumerable players with characters thatcould spread their attacks
never use the option.
There is even an option to allow characters to Spread their Strength, which is a very useful
trick. Beg your GM to allow it, but beware the opposition using it on you.
DEFENSE MANEUVER
Failing that, if it is at all justifiable for your character's concept, get Defense Maneuver IV.
It's just about the best spent 10 points you'll likely have on your sheet.
TARGETABLE FOCI
aka "How many points did you save with that Focus again?"
Don't forget you can target Foci. Even if a Focus is indestructible (most aren't), you can
knock it loose if it's Accessible and thus deprive an opponent of whatever abilities were
purchased via the Focus.
CONCEALMENT
When using the Terrain to ones own advantage, Concealment is often available. Use it.
SHIELD OF OPPORTUNITY
If the situation presents itself and your character is taking ranged fire, feel free to rip up or
grab some appropriately useful object and use it as a Tower Shield to provide concealment and if
the GM is kind some extra DEF.
INTERPOSING
In a situation where some opponents are close in to fight in HtH, and other opponents are
standing off to use Ranged attacks try to maneuver in such a way to keep the closer HtH
opponents between your character and the ranged opponents.
DROPPING PRONE
When receiving ranged fire, and assuming no opponents are inconveniently close to melee
range, don't forget that you can Drop Prone as a 0 Phase Action, which is combinable with an
Abort to Dodge or similar. This is not exactly the same as Dive For Cover, though you do go to
1/2 DCV for being prone.
The advantages of doing so are three fold; first off unlike D4C there is no DEX Roll
involved, secondly if you don't abort to it but do it on your own Phase it can be combined with
other Actions (such as Full Move, Drop Prone), and finally you benefit from any Concealment
which can either impose an OCV penalty on a shooter or even prevent them from firing at your
character at all if they can no longer see you.
AERIAL SUPERIORITY
Ideally you want to keep enemies on the ground and your character or allies that have the
capability off the ground. It is almost always a smart tactical move to ground an opponent or to
get oneself or an ally off the ground.
ALTITUDE
An efficient tactic for characters able to gain altitude via some fashion is to get above an
opponent and shoot from above them, seeking to do downward Knockback. This gains three
things if successful; firstly the opponent takes damage from the initial attack, secondly they lose
altitude at a disfavorable rate (it takes 2" to go up 1" for most forms of movement, but
Knockback is 1 for 1), and thirdly enough Knockback will put them into the ground for more
damage (and if they are Flying, Gliding, or Swinging they take an extra d6 of Knockback).
CLUSTER****
This probably goes without saying, but if your character has a respectable AoE or Autofire
and several opponents clump together in nice tight little kill radius, it might be a good idea to
shift gears from what you were planning on doing that Phase and taking advantage of the
opportunity to punish them for it.
CHANNELING
Similarly, it is possible to arrange a battlefield to force opponents to clump up for AoE's, and
it is also possible to push them together over time via intersecting lines of fire that leave a
seemingly safe pocket somewhere. The opposition naturally finds their way into this pocket and
then blammo.
In games with more unusual abilities this can also be accomplished by using abilities like
Force Wall, Darkness, and Change Environment to render areas undesirable or off limits, forcing
foes to group up. Knockback and Throws can also be used to cluster opponents; several allies
could all deposit an opponent into a tight area to set a blaster or equivalent up for a big finish, for
instance.
SWITCH UP
Often a GM will present a group of opponents that are individually well suited to facing off
against one or more PC's. If the GM then engages the PC's individually with these mini-nemesis
and the PC's get stuck in with them accordingly, it can make for a long fight.
Let the GM have a little fun, but after about a TURN or so consider having your character
deliberately disrupt the pairings. Cheapshot an opponent that is giving a comrade a hard time of
it, freeing your ally to either finish them off or in turn helping out another ally (maybe even you).
This is good tactics (it's never smart to fight your enemies battle), but on the other hand it can
be frustrating to the GM, so use responsibly.