Combat Strategems by Intelligence
Combat Stragegems by Intelligence is a list of combat design parameters that determine which weapons, formations, coordinated actions, fortifications, siege engines and forms of magical support a group of combatants can employ. These parameters establish the sophistication of the group's preparations and fighting methods, giving the dungeon master a repertoire appropriate to the minds directing the fight. This page discusses only battle tactics involving employed weapons, excluding tactics that relate to a creature's natural bodily weapons.
Contents
It is presumed that tactical methods and the availability of weapons are limited by a creature's intelligence. Making a weapon requires an understanding of its construction, while employing it effectively requires an understanding of its use. Coordinating groups with different weapons demands an understanding of how their actions support one another. More demanding stratagems require combatants to anticipate an enemy's response and organise their own actions accordingly. Intelligence also limits the construction of defences, devices and vehicles, each of which makes further strategies and tactics possible. Higher intelligence creatures possessed of skill in Instruction can enable creatures of less intelligence to use a better weapon, as will be explained; but it would still require sufficient knowledge, skill and ability to make that weapon at all.
It often happens in play that a DM's ability to conceive of a weapon's use is treated as sufficient reason to place it in a creature's hands. Goblins, designated as having an intelligence of 5 to 7 in the original Monster Manual, may consequently be equipped and organised according to the DM's understanding, without regard for their own. The intelligence assigned to the creature then ceases to impose any meaningful limit upon its military capabilities. The structure below establishes those limits, requiring the choice of weapons and stratagems to reflect the intelligence of the creatures employing them. This further requires the DM to understand intelligence itself and portray the capabilities associated with each score, from the limited understanding of a creature with an intelligence of 5 to the exceptional understanding of one with an intelligence of 18. These differences must govern how capably creatures prepare for and conduct combat, with creatures below intelligence 5 unable to use weapons at all.
Interpreting Intelligence Scores
The intelligence scores already assigned to creatures and required for character classes provide the starting point for this structure. These numbers establish differences in mental ability, but leave much of their practical meaning for combat unexplained. Calling a creature's intelligence “low” or “average” gives the DM little guidance about which weapons it can make, which preparations it can undertake or which actions it can coordinate with others. The purpose here is to interpret those existing scores as concrete capabilities that can be applied consistently in play.
The numbers must therefore be examined alongside the abilities attributed to those who possess them. If a creature with a given intelligence habitually employs a particular weapon, that association provides evidence for placing the weapon within its capabilities. If a character class requires a minimum intelligence, that requirement supplies another point of reference for the understanding needed to practise its abilities. Neither tells us everything by itself. Together, however, such associations allow us to establish limits and compare the demands of one capability with another.
A group whose members throw a weapon before advancing into hand-to-hand combat follows a common sequence. A group that maintains separate missile troops and melee fighters must understand different continuing responsibilities and how those responsibilities support one another. The second arrangement demands more than the first, even where both groups possess the same weapons. Intelligence must account for the organisation of their employment as well as their individual use.
Construction introduces further distinctions. Knowing how to use a bow does not establish the ability to make one. Recognising the advantage of an elevated firing position does not establish the ability to construct a platform that will safely support archers. Each capability must be considered according to the knowledge and understanding it requires. Weapons, coordinated actions, defences, devices and vehicles therefore need their own places within the structure, rather than becoming available together under a broad designation such as “intelligent combat.”
The resulting thresholds are rulings derived from the existing game, with the supporting inclusion of sage abilities, rather than a claim that the original intelligence descriptions already contain this complete system. Where those descriptions provide a clear point of reference, it will inform the placement of a capability. Where they leave a gap, a placement must be inferred by comparing its demands with those of capabilities already established. Those inferences must remain consistent across the table: a more demanding method cannot reasonably become available before the simpler understanding upon which it depends.
Instruction
Leaders and instructors with a higher intelligence can improve the tactical and practical combat skills of those subordinates they influence, enabling them to employ weapons and stratagems beyond those normally available at their own intelligence. This improvement originates from the leader's direction or instructor's teaching — and once acquired, that knowledge is retained by the lower intelligence creature without that creature's ability score being affected.
Leaders and instructors can teach weapons and stratagems whose intelligence requirements do not exceed their own intelligence. Teaching reduces the intelligence required to acquire each capability by one point for every four points of the teacher's intelligence, discarding fractions. This reduction is applied to the capability's normal intelligence requirement, rather than to the teacher's intelligence. No reduction permits creatures with an intelligence below 5 to use weapons (excepting the fighter character class, the intelligence of which can dip to 3 points).
- For example, an intelligence 10 instructor can reduce a capability's requirement by two points: a capability normally requiring intelligence 10 can be taught to a creature of intelligence 8, one requiring intelligence 9 to a creature of intelligence 7 and one requiring intelligence 8 to a creature of intelligence 6. The instructor cannot teach capabilities requiring intelligence above 10. Likewise, a creature with an intelligence of 7 would only be able to reduce a capability's requirement by 1, teaching a capability requiring intelligence 7 to a creature of intelligence 6, or one requiring intelligence 6 to a creature of intelligence 5.
The sage abilities needed to accomplish this feat are recognise characteristics and give proficiency.
Strategems Scale
Intelligence: 5
Weapons include the club and spear. This includes the making of such weapons; however, they can be employed exclusively in melee combat, not as missiles. Sensibly, the creature understands a weapon merely as an extension of its own bodily force.
The employment of mob tactics — a collective rush at an enemy — reflects an understanding that approaching danger together helps overcome fear. It also presents the enemy with several immediate threats, dividing its attention and limiting its ability to concentrate upon any one attacker. The rush may overwhelm the enemy or induce it to flee. These advantages make mob tactics useful in both hunting and combat without requiring separate roles or complex coordination.
Intelligence: 6
Weapons include the addition of the stone axe, the stone knife (1-3 damage), the quarterstaff, bo stick, jo stick and the javelin. Additionally, the combatant can employ a "stone" as a thrown weapon, but not in melee.
Hurling the javelin, club, spear or stone permits the introduction of a "missile-led assault," in which each member of the group throws ready weapons (a stone at the bare minimum) before closing into according the practice of mob tactics. This added sequence permits attacks at a greater range before closing, permitting the group to give ground, reacquire weapons to throw from a cache and re-engaging, rather than strict melee fighting until fleeing for survival.
Advancement into combat by boat, in keeping with primitive boatbuilding, permits landings upon shores and then retreat again by boat as a means of raiding. Dogs figure into defense as camp animals whose barking warns of an enemy approach.
- Sage abilities: on guard, scrambling, steerhandling.
Intelligence: 7
| Weapon | Point Blank |
Short | Medium | Long |
|---|---|---|---|---|
| primitive bow | 2 | 3-12 | 13-22 | 23-32 |
Weapons include the sling, dart and the primitive short-bow, each of which can be "fired." This bow suffers from an impaired range and resiliency, so that on fumbles, the chance of breaking is 1 in 4.
The missile screen moves a portion of the group first in a combat, stepping forward from the group just two or three hexes, unleashing their bows, darts or slings before withdrawing; the others rushing forward with hurling or mob tactics. Once the initial volley is fired, the missile weapons are laid aside so that melee weapons can be taken up before joining the others.
The ambush incorporates the group concealing itself beside an expected approach, waiting until the enemy is close enough before attacking. Then the missile screen above is employed, with the group then rushing into melee together.
Dogs can be handled according to what is permitted by the link, particularly managed before attacks; they may also be muzzled to permit use in an ambush.
- Sage abilities: construct bivouac, make fire, set snares, stealth, tracking
Intelligence: 8
Weapons include those with an iron head or short blade, adding the short or hand axe, the short hammer, the mace and the dagger. The short bow improves upon the primitive bow. The maul, using a heavy wooden mass as the head, is also available.
Order of battle permits separate bodies of combatants into distinct roles, such as "archers," "foot soldiers" or "skirmishers." The horse becomes a battle unit, permitting the presence of "lancers" who employ straightforward mounted spear attacks and then withdraw — but not horse archers or "cavaliers." Missile combatants are arranged upon positions to fire upon an enemy engaged by foot, in a continuous manner, with openings exploited by lancers.
Discipline permits melee combatants to focus rigorously upon holding "a line of battle," foregoing opportunities to attack if that would mean breaking the line; additionally, those at the ends will strive to break around an enemy in order to flank and encircle them, especially in wide open spaces. This discipline contributes to the tactic of withdrawal, where each unit holds the enemy while others withdraw, following in their turn. The group preserves its separate roles while disengaging, while those left at the end may willingly sacrifice themselves to aid in their companions escaping.
War Dogs can be handled by advanced keepers, guarding missile troops, attacking enemies that approach or pursuing fleeing opponents while the main force holds its position. Reliable recall is part of the sage ability.
Intelligence: 9
Weapons include those that introduce a more demanding blade construction, adding the battle axe, short sword and broadsword; the heavier mass of a morning star over the lesser mace; and the trident, with its short reach and superior attack over the spear. The long bow presents itself as a better, stronger alternative to the short bow.
Footsoldier Tactics
Battle awareness permits the defenders to perceive who has demonstrated themselves to be the more dangerous opponents, so that combat is not brought to the enemy by "chance" roll between opponents, but specifically against those most dangerous; in like fashion, concentrated fire will be directed not at the general melee, but against one or more targets deemed specifically the most dangerous. This is especially true of casters, once identified; once a caster has revealed themselves through weaving and discharging a spell, that caster then becomes the priority target.
Platforms in lairs are constructed to provide a higher place for archers to shoot from; such are not crenellated or fortified, but do offer space to which the archer can retreat so that they can reload when out of sight. It's depth thus provides shelter without a protective wall; such must be set into pre-existing walls or natural formations to provide the retreat-area.
Horse
Lancers can make their attack and then remain mounted in melee, attacking from horse for one round; thereafter, they must retreat or dismount to continue fighting. If a retreat is made, the pattern of lance, attack for a round and retreat can be repeated time after time.
Horse archers can bring about their horses to a position, where they are able to stop and shoot; they cannot engage in fire while moving, but can change their positions upon the field of battle otherwise.
Magic
Groups of this intelligence include "hedge-witches," male or female, typically possessing one first-level mage spell and 2-5 useful cantrips. The random spell determines their effectiveness in combat. They will be supported by one "defender" whose hit points must be above average, who will not leave their side. If the lair's treasure includes a magic item able to be employed by this hedge-witch, it will be. They count as "levelled" and will have an additional 1d4 above their normal h.p.
There will also be a "shaman," a cleric with 1 spell, which has a 20% chance of failing when used; they are likewise with respect to a defender, present magic items and their level; they add 1d8 to their normal h.p.
Levels above 1st are determined by a d6; on a 6, increase their level by one and roll again. Continue adding one level for each consecutive 6, stopping when a roll produces 1–5.
Notes
weapons
Intelligence 10: ankus, flail, horse flail, glaive, guisarme, halberd, pike, lance, scimitar, long sword, warhammer and whip. Here the demands include specialised hooks and striking surfaces, flexible weapons, extended reach and mounted employment. The pike's placement reflects its employment as a military weapon, including the coordination that makes its length useful.
Intelligence 11: light crossbow, heavy crossbow, corseque, bastard sword and two-handed sword. Crossbows introduce a constructed mechanism for holding and releasing the shot; the swords require the manufacture and handling of substantial blades. The corseque belongs here provisionally as a specialised, multi-bladed polearm.
