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Dwarves at War- Tactics of the Stout
Dwarves at War- Tactics of the Stout
Dwarves at War- Tactics of the Stout
War stands among the most revealing facets of mortal existence. Conflict
brings out the best and the worst of every race and reveals both its
strengths and weaknesses. Each race develops its own methods for
waging war to meet its goals, highlight its strengths, and compensate for
its weaknesses. For example, orcs and goblins rely on their overwhelming
numbers, halflings fight with trickery and guile, and elves use hit-and-run
archery raids. For their part, dwarves wage war in their own distinctive
style.
The Shorter the Battle, the Better: Because combat inflicts suffering on
all sides, the first cornerstone of dwarven philosophy holds that the shorter
the fight, the better for all involved. Dwarves possess tremendous
patience, but even the most patient dwarf understands that no one profits
from a prolonged conflict. This lesson teaches them to fight with decisive
force and to commit every resource necessary to win.
Most dwarven societies expect military service from nearly every capable
member of the community. As a result, dwarven player characters likely
served in the military before their adventuring days. The term of military
service varies, but ten years remains standard. Exclusions exist only for
those who perform other critical duties, such as clerics and smiths.
Destroy the Strongest Enemy First: Dwarves know that if they eliminate
or humiliate the strongest opponents first, they might win without a
protracted battle. For example, if an orc company forms the backbone of a
goblin raiding party, the dwarves attempt to bypass the goblins and
concentrate on the orcs. Once the orcs die, the goblins likely flee. After all,
if the most powerful unit falls, what chance do the weaker ones stand?
Such a strategy conveys considerable risk. By attacking the toughest foe
first, the dwarves might initially suffer higher casualties and risk expending
too much blood and strength early in the fight.
Unlike many lesser or barbaric races, dwarves also make sure to tend to
their wounded. They often slow any retreat to make sure to gather the
fallen for healing, proper burial, or even resurrection. Orcs and goblins
know no such mercy for their fellows. Their dead and badly wounded litter
the battlefield after a fight, left to rot by their callous kindred.
When possible, dwarven squads make use of tower shields. Although the
tower shield's encumbrance inflicts a -2 attack penalty, it provides either a
+4 armor bonus or total cover when necessary. The tower shield's cover
proves especially valuable against ranged attacks, burst spells, and
emanation spells. Against archers, dwarves hold up their tower shields for
cover and charge. Once they reach the enemy, they drop their shields and
engage in melee.
Combat Expertise: Many dwarves favor the Combat Expertise feat. Once
a character gains a total attack bonus of +5 or more, this feat proves
especially useful against numerous weaker opponents with poor attack
bonuses or a low Armor Class.
Remember Your Training: One of the first things a young dwarf learns is
how to fight against orcs, goblinoids, and giants. Dwarven combat schools
teach numerous techniques that give them a bonus when attacking orcs
and goblinoids. This bonus is often used to offset the penalties incurred by
extra use of the Combat Expertise and Power Attack feats. The same
training also teaches dwarves how to avoid the awkward but devastating
blows of giants. This bonus helps ensure that dwarves survive an
encounter with these hulking brutes.
Lights Out: Against surface dwellers, dwarves prefer to fight in the dark.
Dwarves possess darkvision to a range of 60 feet, which provides them a
significant edge in total darkness against creatures with normal or low-
light vision. In the dark, a creature without darkvision suffers a 50% miss
chance, a -2 penalty to AC, loses its Dexterity bonus, moves at half
speed, and cannot make attacks of opportunity.
Dealing with Spells: Against spells and spell-like effects, dwarves gain a
+2 bonus on their saving throws. Against spells with a Fortitude save, a
dwarf fares even better due to his often high Constitution. Dwarves
respect magic, but they often depend on their innate resistance to protect
them while battling enemy spellcasters. When spells or spell-like effects
appear on the battlefield, dwarves assign their toughest warriors to deal
with the caster or creature responsible.
Use Your Speed: Second, although dwarves move slower than other
Medium creatures, characters of most other Medium races move 30 feet
per round (or faster, in the case of the barbarian and the monk). In
adapting dwarven tactics, faster movement provides an added benefit.
Faster characters should wear light or no armor to retain their speed.
Such characters provide tactical options that dwarves often lack. For
example, a monk could bait enemies and lead them into an ambush with
little fear of capture.
Get a Dwarf: Finally, sometimes it just takes a dwarf to do the job right. If
the party includes a dwarf, it should take advantage of his strengths. For
example, the dwarf might be best suited to deal with spellcasters or
creatures using poison thanks to his improved saving throws. Lacking a
dwarf, adventurers should find ways to replicate dwarven strengths. For
instance, characters facing poison attacks should use antitoxin.
:
Think Like the Stout: Probably the best advice dwarves can offer is to
follow their example. Make sure your AC is as high as possible, keep your
allies on their feet, and make your enemies pay dearly for every foot of
ground and every drop of blood.
Dwarves
Races of Faerûn
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