_Ozy_ wrote:
And yet, 'decoys' can't possibly ever be a good idea?
OMG, no!!! Decoys are wonderful as tactics that require to defend a target, particularly if that target is not presented in the battlefield (the classic trope of "the princess is in another castle" kind of thing).
Decoys as part of an aggressive combat strategy are not good. The thing is that the player have to win (unless scripted) and that led to use decoys in an aggressive strategy as a defensive option (do you see the problem here?). And when you put CR into play, that 1/x decoy may be the difference between a good fight and a "uh? the caster died in a single hit" kind of moment.
Nevertheless, decoys are to alpha strikes, what fake "evil" enemies are to paladins. It may trick them once in a while, but they are not going to stop trying. They just have to know when and to whom "alpha strike".
For me, it would be better just to use different strategies that put theirs in a bad position: Spear attacks, alpha strikes (first to hit win), pincers, swarms, ball of death (synergy teams), and back-doors... almost any strategy that put them in a defensive position.
Also good ones are feints attacks (similar to decoys, but not quite), skirmished by weak enemies (preferable replaceable ones), battle of attrition if the alpha strikes are dependable on (big) resources, and almost every strategy that make the alpha strike moot because there is no target to alpha strike.