This looks like the sort of advice I'm looking for.
What's different in RQG that invalidates some of these tips? That's the sort of advice that I can't find. Some of this seems like they would work in RQG, like the idea of "spell barrages." That's a neat trick that I can demonstrate via NPCs to players. If it does still work in RQG, what's the mechanical explanation for that tactic? How would I execute it?
By explaining this stuff in sufficient detail (how did it change from RQ2/3 to RQG?), new RQG GMs can get a veteran glimpse into how the rules all connect to each other. I read an old thread on these boards about the interactions between Axe/Sword Trance, Bladesharp, and combat skills over 100%. It contained experienced RQ2/3 GMs pointing out some very subtle differences in the spells and combat system in RQG. These discussions help new RQG GMs find the seams and pitfalls in the system so that they can be prepared at the table when problems arise.
That's another good tip. What's your experience with this at the table? It feels very swingy to me. If the only way the party's opponents can hurt them is via a critical, then a large group of archers (what ratio of opponents to PCs do veteran RQ GMs consider "large"?) feel like a nuisance (the GM rolls six or eight Attack rolls at 45% at 1d6+1 damage, which is a little dry and perhaps anticlimactic) until a critical suddenly drops a PC. But maybe that's the only way for rank-and-file archers to feel like a threat, so giving three archers Multimissile 3 is just how things are done in RQG?
OK. How often have you deployed opponents on trained war-animals in your game? Do you find them tricky to run compared to more standard RQ fights? What do you know now that you wished you'd know when you ran your first fight featuring mounted combatants?
There's good tidbits in here. Is the concept of "Natural Defense" found in RQG? If not, it's the sort of thing that only experience can teach (and share).
Do you have a rules reference for "jinky" running?
You mention that charging archers in combat is a good idea, unless they're very skilled or are using magic. Does "very skilled" refer to them being able to shoot more in a round to incapacitate you before you get there? Are there other skills that you're thinking of? What sort of magic makes it a bad idea to charge archers? Are we just talking about magic that boosts their chances to attack and deal damage or do you have other spells in mind that would discourage charging them? Maybe Mobility or Leap?