My original tactics ("standard guerilla tactics") were simpler - go invisible, do it again as needed (SCS2 bandit groups like non-True Sight divination spells), then after their buffs wear off, buff, cast & attack with MMMs to disrupt spellcasting and kill spellcasters, recloak as needed to heal and rebuff, then eventually use Polymorph:Self (with Mirror Image and Stoneskin) to finish off the last few. As I level up, I can supplement this with MGoI + Skull Traps, or with level 5 spells. This approach works against most SCS2 bandit groups and most of the early SCS2 game, really.
The big difference here is their having 2 mages. WIth that, one can cast a divination spell, and then the other can center an area-disabling spell like Chaos on you, which for some reason tracks you even if you go invisible again, forcing you to roll a save. (Against clerics, it's not an issue; I think at this level they don't have area-disabling spells.) My roleplaying restrictions are what make it difficult. I try to keep it "realistic" with:
-No metagaming - This is my big thing; I can't for instance just reload and drink a potion of clarity at the start. I'm walking a fine line learning better tactics but not tailoring the tactics to the specific group I'm facing. It's tricky since I'm facing the same group, but I try to keep the tactics "ex ante" sound.
-No telekinesis - I don't pause the game and have my character instantly pull something out of his pack to use in the blink of an eye. This one's tough since the strongest response often is to pause, see what spell the enemy has just cast, and then drink the countering potion before the spell hits you. So, if I go into my pack, my character has to stand around awhile (akin to vanilla BG1's restriction how the game wouldn't pause in the inventory screen) and then use it from his quick slot.
I'm using a level 12 sorcerer, so his saving throws aren't that good. The book I'm using (which is not a power book!) is:
lvl 1: Friends, ID, Magic Missile, Spook, PfEvil
lvl 2: Invisibility, Mirror Image, Blur, MAA, Remove Fear
lvl 3: Haste, MMM, Remove Magic, Skull Trap
lvl 4: Stoneskin, Polymorph:Self, Minor Globe of Invulnerability
lvl 5: Cone of Cold, Spell Immunity
lvl 6: Mislead
The group I'm facing starts out having 2 visible mages, and 3 fighter-looking guys:

But as it turns out, they have 9 people in all:

(It's tough to take a pic with all 9 visible. There's a body behind those barrels on the hay, a body at the top towards the center, the dead mage and fighter, the 3 thieves, and the 2 archers at the bottom left.)
The best I've been able to figure out is:
If facing a 2-mage group then:
- Go invisible and then run off. Sometimes the bandits will split up, as if they're searching for you. (Unfortunately, sometimes they do stupid things, like have 1 mage wander off all alone, which I find cheesy but there's no helping it.)
- If the 2 mages split up, then you can take them on one at a time using the standard tactics. It's easy to keep them from casting a spell; sometimes they die with a single skull trap, although any fighters/thieves around them never do.
--- Be careful, since one of them may go invisible. If they've both gone invisible then it's not the best time to attack since you don't know where to aim an area attack.
- If the 2 mages stick together:
--- If they start running protections, then to wait those protections out, you'll have to keep away from the two of them, going to the other side of the map or hiding behind boxes, etc.
------ After their protections expire, start running SI:Enchantment or drink a potion of clarity. All the big early-level area disabling spells are enchantments - chaos, confusion, ray of enfeeblement, hold person, etc. This way, if they have more divination spells, there's not too much risk from the 2nd mage.
------ There is a risk of other disabling spells, like blindness or spook, and this point's the big risk in my plan. If it's blindness, go invisible and leave the area. Unfortunately, casting Resist Fear on yourself removes invisibility, so if you do it, make sure you're in an area they can't see you.
------ If you run out of SI:E before you kill the mages off, switching to Imp. Inv./Mislead can be ok. Although I haven't had this situation, if one of them was able to cast a successful divination spell at this point, I think all you could do would be to retreat since the mages are the first ones you should kill (meaning you've gone through a lot of spells and still have everyone left).
--- If they don't run protections and instead stick with divination, you may have to use invisibility potions instead of the spell so you can avoid the bandits' physical attacks, which can become overwhelming.
--- Keeping away from them until you're ready to attack is very important. If they start casting area disabling while you're invisible, they'll be unlikely to hit you. (They center it on themselves, but if it were the real-world and wanted to aim it farther away, they'd be less likely to aim it in the correct direction the farther away you were.)
Once the mages are dead, switching to the standard tactics can take most of them out. I still haven't been able to kill them all off except for the times when I pull a little Mislead cheese: I either hide the clone behind crates or cast invisibility on it. (I think the latter's a little less cheesy since in theory the AI could overcome it by divination/true sight.) That trick buys me some Mirror Image or Stoneskin castings.
Hopefully this stuff is of some interest! I'd welcome feedback, or even to hear anyone else's battle roleplaying styles





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