A Treatise on Elven Tactics
By Elder Azrael the Grey
Long ago, a mistaken assumption was made.  That we Elves know little in the ways of war; that we are frail and peace-loving spirits...  This assumption was ne'er corrected by the human who made it, for he likely felt the sting of an elven shaft... and then felt nothing more.
This is an attempt to revive the ancient military tradition of the Elves of long ago; to organize our ranks into fearsome and coordinated units capable of defeating our foes, and protecting the lives of the Elves who war.
Our numbers grow every week.  Our ranks are joined by yet more skilled archers, noble swordsmen, and cunning magi.  Once it was feasible to hunt in one large assembly.  Now it is not.  We must strike a balance between the strength found in numbers, and the strength that unity provides.
And so I offer a proper method of organization that provides us that balance.
An Elven Hunting Party would be comprised of 4-8 elves; 4 being the minimum number required for security and proper might, and 8 the most that might be properly managed at any time.  6, however, is ideal.  The breakdown of duties for each party member would be as follows:

1 Warrior:  The warrior's duty is simple.  Engage the enemy, and deflect harm from those less able to absorb it.  The party's warrior  must be brave, skilled and true; as he represents the foundation that the safety of the group is formed upon.  He shall take the lead postion, (see fig. 1) and directs the movement of the party.  Where the Warrior leads, the party must follow, without hesitation.

2 Protectors: The Protector serves a dual role in a party.  His/her primary duty is to keep the party healed, and the Warrior protected by any manner of magic available.  Between them, they must monitor the health of the group at all times.  The Protector must also be prepared to lend a bow or blade when the need arises.  Thus, one who would serve as Protector must be skilled in combat as well as magery; during the hunt or battle itself, they should be prepared to adapt to the needs of the group and communicate well with one another.

1 Wizard: The purpose of the Wizard in each party is multi-fold.  If any of the party cannot Recall, the Wizard must be able to Gate them to safety if need be.  In combat, however, the Wizard is responsible for the direct elimination of foes; damage done by the most direct and efficient means available.  Skill at the bow and blade may win wars, but a well-timed spell can certainly turn the tides.  Most importantly, however the Wizard is responsible for monitoring the condition of the foes, and if there are multiple, calling out targets to be attacked.

0-4 Flankers: Perhaps it is our young bretheren who can benefit most from our hunts.  But a young elf does not have the skills to survive without support.  For this reason are young elves advised to train themselves to disappear...  The Flanker takes his bow, blade or spell, and waits behind or beside the party for a target to present itself.  Only once the others have engaged do they let fly with their attacks.  This allows them the maximum training opportunity with minimum risk.  A Flanker can be of any discipline, though archers and mages work best.  The Flanking postion can also be well taken by an experienced elf as well;  a strong bow or a crackling bolt from a defended position is always appreciated.

This gives a good picture of how a party might be organized.  Note how the Wizard and Flankers come under no direct fire.  The Protector on the right would likely draw a weapon at this time, and the Protector on the left would concentrate on keeping the Warrior and other Protector healed, enspelled with Reactive Armor, etc.  The Wizard would call out targets for the Flankers, and they would unleash a combined onslaught of arrows and spells.  Keep in mind that normally, when hunting shard creatures, the targets come one at a time.  Against more cunning opponents, similar tactics can be used, but the Wizard's job becomes yet more critical.  Another area not to be neglected is practicing movement in a tight group.  The Warrior must direct the movement, and the Protectors and Wizard should keep close indeed.  The flankers are allowed more distance, but should be able to see the party at all times.
 

This is the option I submit for perusal and comment.  I feel it warrants a test; so send me any feedback you might have.

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