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General Tabletop Discussion
*TTRPGs General
Fantasy Arms Race, Round Two
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<blockquote data-quote="Zaruthustran" data-source="post: 679583" data-attributes="member: 1457"><p>Entangle is a great spell, but it has flaws:</p><p></p><p>1. It affects everyone in an area, friend and foe.</p><p>2. It does nothing to prevent missile fire, and indeed, gives cover to those within.</p><p>3. It does not stop spellcasting.</p><p></p><p>Also, the invaders have both big blocks of infantry *and* mobile strike forces consisting of a mage and bodyguard team. Entangle won't be able to completely shut down the entire force, and the bodyguard teams are mobile enough to escape destruction if the main infantry blocks are caught.</p><p></p><p>So... invader counter-strategies:</p><p></p><p>1. Kill the Cresian druids. Magic Missile is perfect for this, since Druids doen't have access to Shield.</p><p>2. Arm the infantry with javelins. Javelins are bronze-age tech, and can be used with a shield. Even entangled troops are dangerous if they have Javelins.</p><p>3. Retreat and fortify during the full moon. The Invaders have already shown awareness of the lycanthropes--they retreated two days before the full moon. Sure, RW didn't say if they retreated due to losses or knowledge, but let's assume that the "foreigner" that was killed by the wolf-man was a member of the "invader" culture. So, knowing the power of werewolves, the Invaders go on the defensive during the (3?) days of the full moon. Magic Missile, Burning Hands, and Magic Weapon (in 3E) can all hurt lycanthropes.</p><p>4. Travel by boat whenever possible. Entangle doesn't work in open water. But marshy areas and long weeds may still pose a problem.</p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 679583, member: 1457"] Entangle is a great spell, but it has flaws: 1. It affects everyone in an area, friend and foe. 2. It does nothing to prevent missile fire, and indeed, gives cover to those within. 3. It does not stop spellcasting. Also, the invaders have both big blocks of infantry *and* mobile strike forces consisting of a mage and bodyguard team. Entangle won't be able to completely shut down the entire force, and the bodyguard teams are mobile enough to escape destruction if the main infantry blocks are caught. So... invader counter-strategies: 1. Kill the Cresian druids. Magic Missile is perfect for this, since Druids doen't have access to Shield. 2. Arm the infantry with javelins. Javelins are bronze-age tech, and can be used with a shield. Even entangled troops are dangerous if they have Javelins. 3. Retreat and fortify during the full moon. The Invaders have already shown awareness of the lycanthropes--they retreated two days before the full moon. Sure, RW didn't say if they retreated due to losses or knowledge, but let's assume that the "foreigner" that was killed by the wolf-man was a member of the "invader" culture. So, knowing the power of werewolves, the Invaders go on the defensive during the (3?) days of the full moon. Magic Missile, Burning Hands, and Magic Weapon (in 3E) can all hurt lycanthropes. 4. Travel by boat whenever possible. Entangle doesn't work in open water. But marshy areas and long weeds may still pose a problem. -z [/QUOTE]
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