| - Back to Game Guidelines | Team Positioning and Battlefield Details | |||||||||||||||||||||
| - Back to Battle Handbook | ||||||||||||||||||||||
| Because battles can take a fair bit of time to set up, the player party has a duty to present itself in a "professional" manner. This means that each character should know their position. In the past, there has been text detailing on classes that make good "front line" or "support" characters, and related ideas. Now these words are put to use - yes, they do actually mean something. This is not to say that positions keep characters in a certain spot for the whole battle. It simply puts them in a spot to begin with and a role to play on the battlefield. Support units may very well jump ahead to the front to go at it in melee combat. Rear units might even do this. Anyone can do anything. In areas where the team is fighting mostly NPCs or if there are lots of obstacles, the team party positions don't have to be maintained. These positions are for stand-up large team versus team battles. The guidelines do not need to be followed to the letter in each and every encounter. The guidelines below for positioning just give an idea of starting position and gives the team an "army-like" feel: |
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| Field Positions Front Middle Flank Rear |
Role Positions Assault Support Ranged Lurker |
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| Field Positions: These are displayed on the battlefield map to the right. | ||||||||||||||||||||||
| Role Positions: After taking a field position, a character must have a role. These are more complicated. Remember, field positions are set for where the battle begins. Your character will begin at those positions unless your team has agreed on something else. Role positions are just for your own reference. If you are a support unit, support your team. If you really want to charge up to the front, that's your choice. Here are the definitions of the role positions: | ||||||||||||||||||||||
| - Front Line | ||||||||||||||||||||||
| - Middle Line | ||||||||||||||||||||||
| - Flank Line | ||||||||||||||||||||||
| - Rear Line | ||||||||||||||||||||||
| Assault: The warriors of the team. Characters that are assault units are expected to be right in the thick of battle. They fit most prominently into either the front line or rear line positions. Front line assault units are expected to deal out the brunt of melee combat damage. Rear assault units are usually magic-users that are expected to fire off lots of damaging spells. Assault units CAN be in the middle or flank lines, especially if they plan on charging a lot, but the first two mentioned are more common. | ||||||||||||||||||||||
| Support: These characters are usually held back from the main fight. Their role on the team is to help others in whatever way they can. While support units can fight, they are more often healers to their allies or irritators to the enemy team. They fit in all positions except the front line. They fit best into the middle or flank so that they can reach their allies more easily. | ||||||||||||||||||||||
| Ranged: This is the only unit that is, in design, to be deliberately held back from the fight. Ranged units are trouble-makers, designed never to get into melee, probably because they are weak in that category. They fight solely in long-range combat. Archers and magic-users that point out single, weakened enemies to finish are good ranged units. They are good in the flank or rear. If they are attacked in melee, they should make the effort to flee behind stronger melee allies. | ||||||||||||||||||||||
| Lurker: Always a fun one to play. The lurker unit should have excellent movement so that they can do what they do best - backstab. Lurkers should always be on the look out for the possibility of dealing a flank or rear attack. They should do the opposite of assault units and draw no attention to them whatsoever. This is the most independent role. Lurkers fit best into front or middle so that they can get the benefit of closer range when the battle begins. | ||||||||||||||||||||||