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Old 01-04-2012, 11:25 AM   #11
vicky_molokh
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Default Re: [Technical Solutions] Complete Guide to Tanking in GURPS

Since the original post lumps everything together, here's a write-up of the four primary tanking styles (if more viable styles turn up, I'll add them). Note that the styles have primary traits written up; anything on the original trait list can be a secondary/optional trait.

Shield Tanking
Shield Tanking is the most straightforward: stay between the squishy and the primary threat, and Block incoming attacks targeted at the squishy; disable enemies with powerful (but slow to set up) Slams, and make hitting the squishy harder by using Defensive Feints and giving the bonus to the squishy.
Skills: Shield, any appropriate one-handed weapon of choice.
Techniques: Feint (Shield); depending on weapon, some mix of Counterattack, Hook (Axe/Mace) or Disarming (Broadsword).
Cinematic Techniques: Dual-Weapon Attack (Shield and weapon of choice), Flying Lunge (flying shield slam), possibly even Whirlwind Attack (weapon of choice).
Perks: Shield-Wall Training (to Block on the behalf of team mates), Style Adaptation (any one-armed weapon style); Shoves And Tackles; Sacrificial Parry and Teamwork are secondary ways of defending team mates.
Advantages: Weapon Master (Shield) will give better slams and Blocks, but still does not provide as much multi-target ability as with other tanks.

Polearm Tanking
The more aggressive, multi-target tanking. Keep Parrying attacks against the squishy, Sweep enemies on your turn (or Hook the single high-threat enemy and keep it occupied). Use your superior Reach (usually 2) to keep bunches of lightly armed opponents at bay, possibly by Waiting to attack the first one to step into range. If you need to initiate with a disruption, a Slam with both sides of the pole can potentially disable two opponents at a time (assuming you have high HP).
Skills: Polearm, Staff
Techniques: Feint, Hook, Sweep, possibly Counterattack.
Cinematic Techniques: Dual-Weapon Attack (Long-weapon dual slam), Whirlwind Attack.
Perks: Sacrificial Parry, Special Setup/Skill Adaptation (Trip with Staff or Polearm), Form Mastery and sometimes even Grip Mastery.
Advantages: Weapon Master (One weapon) is both cheap and good; it provides reasonable multi-target defence and a bonus on slams (the damage bonus is a secondary concern).

Two-Handed Sword Tanking
This style is very similar to Polearm Tanking. The big drawback is not being able to Hook without good gauntlets and an awkward grip (hooking must-haves marked *). The big advantage is the ability to enjoy using just one skill otherwise, and not having an U0 parry (thus being able to enjoy +1 to Parries on a Defensive Attack). Also, swords are lighter and more expensive than hafted weapons, but are more likely to be Fine/Very Fine if that is affordable - Signature Gear becomes a good idea.
Also, remember that Double Slams require gauntlets!
Not having a Hook means resorting to a Defensive Grip when tanking a single opponent (but don't do it against many).
Skills: Two-Handed Sword
Optional Skills: Broadsword, Staff, Two-Handed Axe-Mace.
Techniques: Dual-Weapon Attack (Long-weapon dual slam), Feint, Hook*, Sweep, possibly Counterattack.
Cinematic Techniques: Whirlwind Attack.
Perks: Sacrificial Parry, Special Setup/Skill Adaptation (Trip with other skill(s)), Form Mastery (if using other skills) and sometimes even Grip Mastery.
Advantages: Weapon Master (One weapon) is both cheap and good; it provides reasonable multi-target defence and a bonus on slams (the damage bonus is a secondary concern).

Dual Rapier Tanking
This is the style of the light tank, employing dual Rapiers or similar Reach-2 one-handed weapons. This one will have minimal trouble with swarms of goblins, but can be quickly shut down by an ogre with a big, heavy shield bash. Note that unlike two-handed Reach 2 weapons, you cannot Sweep.
(Kuroshima, please point out what I've done wrong in here.)
Skills: Fencing (Rapier)
Techniques: Counterattack, Disarming, Feint.
Cinematic Techniques: Grand Disarm, Dual-Weapon Attack
Perks: Off-Hand Weapon Training (Fencing), Sacrificial Parry, Armour Familiarity.
Advantages: Weapon Master or TbaM is a higher priority than usual due to gaining ridiculous multi-parry-ability.

Unarmed Tanking
The style for the truly, truly outrageous monastic:)tank-aesthete.
Skills: Judo, striking skill of choice.
Techniques: Arm Lock (with combination, see below), Disarming, Feint, Sweep, Trip.
Cinematic Techniques: DWA, Handclap Parry.
Perks: Sacrificial Parry, Technique Mastery (Judo Throw, Arm Lock, Sweep), Cotton Stomach.
Cinematic Skills: Push (esp. if low ST).
If using Arm Lock, the Lock-Throw combination is essential, since you can't afford to stay in a grapple if there is more than one opponent. Otherwise, following a Judo Parry with a Judo Throw on your turn can disable many opponents, especially if you have Extra Attack to throw more than one per turn.
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Last edited by vicky_molokh; 01-18-2012 at 06:31 AM.
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