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I'm a faction leader for a small LARP with a limited amount of people, and I'm interested in what tactics I can use for my team.

When LARPing with smaller groups (think 4 or so people), on a team/faction, with a variety of units, what are the best tactics to employ?

Our team includes:

  • A mix of offensive casters,
  • A few sword and board types,
  • A a dominance of a hand-and-a-half style longsword style with limited healing capabilities (they can heal 1 hit outside of combat).
  • An Archmage caster that must be protected and whose castings include a variety of restraining and damaging effects plus an at-will knockback ability which forces opponents to retreat a few steps.

Our opposition includes:

  • One staff wielder
  • One shield and spear wielder
  • One assassin with a dagger and short sword (who can one hit knockout someone and also has an ability to move into our lines in a manner where we must ignore them for 15 seconds upon activation)
  • One Archdevil who wields a pike and is also able to perform the at-will casting to force opponents to retreat a few steps.

We'll be fighting on hilly terrain, and our objective will be an escort mission for the Archmage who can fight. The opposition's goal is to kill said Archmage.

Our game system is simple, and has a basic principle of being hit on a limb incapacitates it, and being hit in your chest reduces your hit points by one, and each class (There are three main classes with multiple subclasses), have a hit point score, ranging from three to five.

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    \$\begingroup\$ Tactics never exist in a vacuum. Tactics depend on context. Who are you fighting, how is the terrain, what are their capabilities, what are yours, what happens if nothing happens, who is compelled to make a move first and why? Without context, even the most experienced tactician will be unable to give any meaningful answer. \$\endgroup\$ Commented Feb 25 at 7:11
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    \$\begingroup\$ I'm not clear on what your intent is here. When I read the title, the first thought I had was that you're trying to run a LARP with just a few people. But based on the post, it seems like you're trying to develop squad tactics. \$\endgroup\$ Commented Feb 25 at 22:29
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    \$\begingroup\$ If the latter is your intent, I think we would need to close the question barring A LOT of additional info. We don't know the rules for your game so we won't know how any specific tactics will work with your system's rules. \$\endgroup\$ Commented Feb 25 at 22:29
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    \$\begingroup\$ @FallenLightblade unfortunately, I need to VtC then. The LARP I play has plenty of martial and magical effects that inflict forced movement (so sword and board won't work - unless you have a Cavalier using their standard - and if you don't have that then folks are going to get knocked out of formation). Additionally, our LARP has spell effects that have chaining burst effects, which means being shoulder to shoulder is a TERRIBLE idea because literally the whole front line will explode together. Without knowing the rules of your exact LARP, I don't know that we can advise on tactics. \$\endgroup\$ Commented Feb 25 at 22:34
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    \$\begingroup\$ Let us continue this discussion in chat. \$\endgroup\$ Commented Feb 25 at 22:39

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This isn't an escort mission, it's a defense mission

Based on how this question is phrased, it does not sound like you're under a significant time pressure, as such, this seems to be less of an escort mission and realistically can be a defense mission.

The greatest strength that your team has is numbers, which gives you an extremely high chance of success in a defensive scenario. The second greatest strength you have is that your team appears to have multiple ranged combat options and the opponent's choices for ranged combat is particularly limited.

With that in mind, the biggest threat appears to be the assassin who has the ability to move into your ranks and must be ignored when they do so.


As a general rule, when I've LARPed on the side of the cast for large battle situations, we are often dealing with a significant disadvantage from a manpower perspective (think 4-5 players for every NPC). We'll play monsters that are far stronger than the players, but given we're not trying to actually hurt each other, we're still fighting with good control. As a result, of this manpower disadvantage, our primary tactics focused HEAVILY on drawing out and isolating players into 1:1 or 2:1 situations where our stronger monsters could more easily overpower them. Usually we'd then turn them into subservient undead and thus bolster our own ranks in the process.

With all of this in mind, I'm assuming that your team does not practice any sort of formation drills. However, this doesn't mean that simple tactics aren't viable for your group. As a general rule, your goal has to be one where you focus upon keeping your group together.

The general tactic I would recommend for your group is that once you encounter the enemy you engage with the following tactical positions:

  • Side Flanks: Shields need to go to the sides. The primary purpose of the shields is really just to keep enemies from flanking your group.
  • Front Line Your melee combatants need to occupy the space between the shields and focus just on parrying and defending themselves. They don't need to focus upon attacking unless a singular enemy is isolated in which case, have 4 people try and cut them down. (they can't block them all) If you have an excess of shields, you can put one of them square in the middle of the front line.
  • Blasters All ranged attackers need to go behind the front line and should focus their fire on a single opponent. Your enemy is just as dangerous with 1 health as they are with 5 health. So take them from 5 to 0 in one volley.

Injuries: So let's talk about injuries, from what you've stated about injuries, they just don't seem to matter unless they hit someone's arm. If someone on the front line loses a leg, who cares? They don't need to move from that spot anyways. Don't bother healing it until the enemy is routed. If someone's shield arm is injured, it's highly recommended to heal that ASAP.

Movement (Forced and Otherwise) When it comes to these tactics, my general advice is don't move. However, if forced movement causes someone in your line to move, guess what, you all move. The reason for this mindset is that you don't want anyone to be isolated. So if a member of your front line is hit with a forced movement effect to 30' behind everyone, then EVERYONE should retreat with them.

These tactics are generally very basic and can be implemented with 5 minutes of discussion with your group and generally one person focusing on keeping an eye on things (for example, directing focused fire at an isolated enemy or identifying when a shield is injured).

With regards to the enemy's Assassin. Since they lack the ability to insta-kill anyone, I'd recommend simply keeping a tight formation and unloading once they deliver their knockout since it will make them a valid target and if in a tight formation will result in a lot of hits in rapid succession.

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    \$\begingroup\$ Classic Shield Wall? \$\endgroup\$ Commented Feb 28 at 10:38
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    \$\begingroup\$ This is very in-depth, and I want to +1 it, but the presence of the assassin and their ability to force a 15 second ignore window + 1 shot kill makes me wary of any stationary tactic; one shield+spear escort for the archdevil and the assassin to break the front line and get the assassin through the gap unhindered ends the archmage's life. \$\endgroup\$ Commented Mar 5 at 9:12
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    \$\begingroup\$ @TheFallen0ne I don't understand why you're making this comment, it feels subversive in nature. You know that I wrote this answer when I thought there was a significant numbers advantage. You changed that key element in the original question. \$\endgroup\$ Commented Mar 5 at 15:13
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    \$\begingroup\$ @TheFallen0ne I apologize for my accusatory tone, your name was very similar to the OP's and I mistook you for them. To answer your original question, I would prefer to leave the answer as-is on the premise that the querent should be asking a new question instead of changing the question and thereby invalidating existing answers. The question had clarity issues from the get go, so the fact that a less than helpful answer was posted is the natural consequence of that. Right now, I'm feeling frustrated about this question, so that's why I don't wish to update it. \$\endgroup\$ Commented Mar 6 at 21:46
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    \$\begingroup\$ @TheFallen0ne that sounds like a situation that's going to result in a bunch of folks upset about one thing or another. In a live-action situation like that, it's pretty hard to get everyone to hear and acknowledge the same thing. Plus, if someone's right in front of you and then vanishes, it doesn't mean that you have to make way for them, closing ranks to wait out the 15 seconds, is reasonable. If someone suddenly drops, grabbing their body and pulling it out of danger is reasonable. And if none of it's reasonable, that skill is probably OP. And if it is OP, it requires a fix by the club. \$\endgroup\$ Commented Mar 10 at 17:22

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