Team Play
The Rules of Combat (Modified for IFGS)
by Sid Pogue
The Rules of Combat (Modified for IFGS)
by Sid Pogue
- If the enemy is in range, so are you.
- Incoming fire has the right of way
- Don’t look conspicuous: it draws fire.
- The easy way is always trapped.
- Try to look unimportant, they may be low on spell points
- Professionals are predictable, it’s the amateurs that are dangerous.
- The enemy invariably attacks on one of two occasions:
- When you’re ready for them
- When you’re not ready for them.
- Teamwork is essential; it gives the enemy someone else to target their spells on.
- If you can’t remember, he’s casting at you.
- If your attack is going well, you have walked into an ambush
- Don’t draw fire, it irritates the people around you.
- The only thing more dangerous than incoming enemy spells are incoming friendly spells.
- If it’s stupid, but works, it isn’t stupid.
- Make it too tough for the enemy to get in and you can’t get out.
- Glyphs are equal opportunity weapons.
- Being a hero at the end of the game just proves that you were smart enough to think of a plan, stupid enough to try it, and lucky enough to survive.
- Don’t ever be the first, don’t ever be the last, and don’t ever volunteer to do something.
- Monsters only come in one size- too large.
- It is generally inadvisable to suffer a knockdown in the area you just fireballed.
- The best plan of attack seldom survives first contact with the enemy.
Copyright © 2002, Atlanta IFGS, Last Updated - 25 Feb 2002