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![Publican](http://cdn.paizo.com/image/avatar/publican.jpg)
Recently I've been inspired by some DMs I've seen use low CR monsters very effectively due to numbers and good tactics. The prime example being militarized hobgoblins using readied action to move and attack in formation, granting flanking bonuses and really hemming the party in.
I am about to have my the level party enter the Shudderwood, and want to use wolf packs in a way that reflects how wolfs actually hunt, and see if I can make a bunch of cr 1/2 critters really dangerous.
My thoughts are:
1. Tail the party: Wolves should be able to track them and attack when they are separated/unprepared. There will be a whole pack of wolves, 12-15, with an "alpha pair" that are advanced and have a single combat maneuver feat.
2. Separate the weak: If the wolves can pull off an ambush, they will charge and attempt bite/trips in the first round, targeting the smallest/ weakest looking characters. Should any be successful, in successive rounds wolves that are adjacent to a downed character will attempt to aid a Drag combat maneuver to pull the character away from the "herd".
If noone is tripped in the first round, they will surround a "weak" member of the party and use flanking and aid another to try and get trips or drags going.
One a character is separated, additional wolves that have delayed or readied will then step in to block the path and either fight defensively or take total defense to try and cover the retreat, as the remaining wolves try and drag off and kill the prey.
3. Morale: Being animals, they are out to hunt and will flee if getting the worst of it.
Questions:
Would trying to grapple, then grapple/move in later turns be better than drag as far as gaining distance?
Even with good hunting tactics, are basic wolves likely to put much fear into a level 7 party? (ACs are 18-22 ish, CMD on the weakest member is around 15/16.)
Any other thoughts for cool hunting tactics?
Thanks.