[RPG] How to challenge the PCs who fight every battle like Mongol horse archers

combatdnd-3.5eencounter-design

In my last few game sessions, my players have begun adopting a strategy which is working wonders in the campaign we are playing. In this Planescape campaign, we are on the Outlands, which has a lot of open terrain in place of enclosed dungeons. As a result, we are experiencing something a little out of the ordinary for D&D, which is large open encounter areas.

The players are using a strategy that exploits the fact that reloading a ranged weapon in D&D can be done while fully mobile and with no penalties for shooting while/before/after moving. Quite simply, over the course of levels 1 to 6 they have all acquired the Dash feat and put lots of specialization into weapon proficiencies with a bow. They have been able to level encounters on the Outlands without taking a scratch by simply running away before or after shooting. Their movement exceeds most average NPCs, making them effectively archer cavalry minus the horses.

I am conflicted about this one.

On one hand, their strategy is pretty effective and quite clever. But on the other, it's making combat long and predictable.

I am not inclined to forcing the players to change their strategy. I am curious about ways I could throw in some curve balls at them without being a "screw YOU" DM. I want to break the monotony without breaking their strategy completely. Essentially, I want to take responsibility for this situation as the DM.

What can I do to break the monotony without obviously countering them?
We are pretty tactical players. We like combat mechanics. Anything with a solid reflection on combat mechanics in your answer is really welcome.

Best Answer

AngryGM Says Something About This

Once your characters are obviously going to win, end the encounter/fight. That's tough, but I'm going to sum up what he said. (You should still read it, though) You need to figure out what the main question the encounter is trying to answer, and when the answer becomes obvious, end the encounter! Yes, I know AngryDM's advice talks about encounters in 4e, but you can apply this idea to 3.5e.

Flying Creatures

Open areas favor those who are mobile. Flying is a super easy way to be mobile. Use creatures with fly speeds! Is this a "hard counter" to your players? It can be seen that way. Especially if you have loads of them, because the increased mobility of flying creatures can make the PCs the slow ones!

Fight Fire With Fire!

Certainly, playing like a Mongol horse archer isn't something unique to your players. Other people would be smart like your PCs and would specialize in this tactic. This has the potential to make encounters sprawling things, covering very large distances, but that does happen.

Tower Shields, Terrain, and Spells

Grant cover from ranged attacks! Yay! A few people together could effectively block those archers. Terrain can grant cover, too, even in flat areas. Consider the great plains of the US. They are "flat," but not flat enough that a horse can run directly from any point to any other point. There ought to be variations and things to hide behind. Additionally the flat(er) terrain can give someone on top of a modest hill the chance to spot the PCs coming.

What about clouds of fog? Firewalls? Those are all things that can shut down this fighting style. If your villains know the party, and truly wish them harm, they will employ tactics and set up ambushes where the party will lose their mobility. Palisades and ditches can be used in place of magic.

Consider the Hard Target

Additionally, this hit-and-run style is really bad against "hard targets" like castles, forts, and other entrenched positions. Sure, you can scare the defenders inside, but you need more than arrows to break it. These could very easily require the PCs to (gasp) dismount!