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Fantasy Arms Race, Round Two
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<blockquote data-quote="RangerWickett" data-source="post: 692779" data-attributes="member: 63"><p>Regarding wheels, I know that the Easter Islanders supposedly just used logs as primitive tracks to roll things on, continually having to move more logs to the front of the track, if that makes any sense.</p><p></p><p>However, I must say I love the idea of fog as a military weapon. It's definitely feasible, and if you train your forces to fight in fog while theirs aren't prepared, you should be able to strike hard and fast. Especially since you'll be going around quietly while they have bright flaming torches to help you find them. And don't forget the werewolves. I also love the idea that <em>fireball</em> of all things will get invented in reaction to a simple <em>obscuring mist</em> spell. Those are both brilliant ideas. How do you think tactics would change to make use of fog as cover?</p><p></p><p>As for siege engines . . . eh, I'm not so sure of them getting used. It's hard to carry them overseas, and indeed they were usually built relatively close to their target, and only after the defenders had holed themselves up for a while.</p><p></p><p>So how about we move onto the next phase of this encounter? So far the entire conflict has lasted almost ten years. Both sides' numbers have been whittled down, so they can each only field about 500 to 1000 total people of fighting age (consider that 10 years ago there were only 3000 Cresians overall, and it becomes obvious that the Cresians are forced to be cautious or even have those who are normally non-combatants be trained in the arts of war. </p><p></p><p>The Cresians have attacked the Jonga island a few times in raids, doing far better than the Jonga's attempts to do the same, because attempts to fend off the Cresians were stymied by the Jonga's own plantlife. Thus, they clear out the coast of trees (and use logs to shore up defenses, so that the coast now can only be landed upon at certain spots). They prepare for another invasion, providing mildly enchanted weapons and even bronze armor to their best warriors, and building enough ships to send almost a thousand soldiers.</p><p></p><p>When the Jonga again try to invade, this time firing flaming arrows from a distance into the coastal grass on Cresia to try to drive off any wildshaped spellcasters. It's not terribly effective, but it does give them a better chance of landing and disembarking. Plus with their new control of counter magic (since they were able to interrogate charmed prisoners and figure out how Cresian magic works), they can dispel summons sent at their ships and uncharm attacking animals, so a large force gets onto the shore and starts to march as one large unit toward the heart of the country. Signal birds sent from the coastal treeforts alert the heartland. The two primary fortified towns on the coast are attacked one at a time, both falling. Then the Jonga march toward the heartland, taking their time and burning fields ahead of them and waiting before they continue to march. By the time they reach the heartland, they have left a trail of scorched earth in their path. They don't intend to conquer Cresia, just destroy it.</p><p></p><p>But the Cresians have one final trick to play. As the two armies prepare to meet for one of the first engagements in the heartland, dozens of Cresian magic-users conjure great mists to shroud their warriors. The mist is too wide-spread an effect to dispel, so the Jonga are hard-pressed to counter this tactic (this is before fireballs are invented).</p><p></p><p>In the ensuing conflict, hit and run tactics in the mist, plus skillful usage of the now less-savage beastmen is critically successful in causing panic among the Jonga invaders. When some groups try to flee, they find themselves blocked by lines of entangling plants and thorny brush. Their army is able to maintain some semblance of control while they are still able to use horns and song to rally the forces, but when the Cresian priestesses use their howling song, the invaders are left deaf and blind. Chaos reigns, and ranks break. Many flee back to the coast but most are killed in a numbing battle that lasts into the night. Those who survive it recall it as if it had been a dream, walking through the mists until you encounter a foe to kill, or an ally to help.</p><p></p><p>Worst of all, the few tree fort soldiers who hid from the initial invasion were able to outwit the invaders. Though the Jonga had dispelled the charms that had made the Cresian fleet's animals loyal, they sent most of their spellcasters inland on the offensive, since they didn't have enough men to spare. Unfortunately, their hopes for a fast, overwhelming victory were impossible. Thus, the Cresians were able to re-charm the necessary animals and destroy those still remaining with the invasion fleet. </p><p></p><p>When some of the Jonga who escape try to flee, most find their ships already destroyed, or are unable to break through the Cresian navy. </p><p></p><p>The Cresians pay a heavy price, but they are victorious.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 692779, member: 63"] Regarding wheels, I know that the Easter Islanders supposedly just used logs as primitive tracks to roll things on, continually having to move more logs to the front of the track, if that makes any sense. However, I must say I love the idea of fog as a military weapon. It's definitely feasible, and if you train your forces to fight in fog while theirs aren't prepared, you should be able to strike hard and fast. Especially since you'll be going around quietly while they have bright flaming torches to help you find them. And don't forget the werewolves. I also love the idea that [i]fireball[/i] of all things will get invented in reaction to a simple [i]obscuring mist[/i] spell. Those are both brilliant ideas. How do you think tactics would change to make use of fog as cover? As for siege engines . . . eh, I'm not so sure of them getting used. It's hard to carry them overseas, and indeed they were usually built relatively close to their target, and only after the defenders had holed themselves up for a while. So how about we move onto the next phase of this encounter? So far the entire conflict has lasted almost ten years. Both sides' numbers have been whittled down, so they can each only field about 500 to 1000 total people of fighting age (consider that 10 years ago there were only 3000 Cresians overall, and it becomes obvious that the Cresians are forced to be cautious or even have those who are normally non-combatants be trained in the arts of war. The Cresians have attacked the Jonga island a few times in raids, doing far better than the Jonga's attempts to do the same, because attempts to fend off the Cresians were stymied by the Jonga's own plantlife. Thus, they clear out the coast of trees (and use logs to shore up defenses, so that the coast now can only be landed upon at certain spots). They prepare for another invasion, providing mildly enchanted weapons and even bronze armor to their best warriors, and building enough ships to send almost a thousand soldiers. When the Jonga again try to invade, this time firing flaming arrows from a distance into the coastal grass on Cresia to try to drive off any wildshaped spellcasters. It's not terribly effective, but it does give them a better chance of landing and disembarking. Plus with their new control of counter magic (since they were able to interrogate charmed prisoners and figure out how Cresian magic works), they can dispel summons sent at their ships and uncharm attacking animals, so a large force gets onto the shore and starts to march as one large unit toward the heart of the country. Signal birds sent from the coastal treeforts alert the heartland. The two primary fortified towns on the coast are attacked one at a time, both falling. Then the Jonga march toward the heartland, taking their time and burning fields ahead of them and waiting before they continue to march. By the time they reach the heartland, they have left a trail of scorched earth in their path. They don't intend to conquer Cresia, just destroy it. But the Cresians have one final trick to play. As the two armies prepare to meet for one of the first engagements in the heartland, dozens of Cresian magic-users conjure great mists to shroud their warriors. The mist is too wide-spread an effect to dispel, so the Jonga are hard-pressed to counter this tactic (this is before fireballs are invented). In the ensuing conflict, hit and run tactics in the mist, plus skillful usage of the now less-savage beastmen is critically successful in causing panic among the Jonga invaders. When some groups try to flee, they find themselves blocked by lines of entangling plants and thorny brush. Their army is able to maintain some semblance of control while they are still able to use horns and song to rally the forces, but when the Cresian priestesses use their howling song, the invaders are left deaf and blind. Chaos reigns, and ranks break. Many flee back to the coast but most are killed in a numbing battle that lasts into the night. Those who survive it recall it as if it had been a dream, walking through the mists until you encounter a foe to kill, or an ally to help. Worst of all, the few tree fort soldiers who hid from the initial invasion were able to outwit the invaders. Though the Jonga had dispelled the charms that had made the Cresian fleet's animals loyal, they sent most of their spellcasters inland on the offensive, since they didn't have enough men to spare. Unfortunately, their hopes for a fast, overwhelming victory were impossible. Thus, the Cresians were able to re-charm the necessary animals and destroy those still remaining with the invasion fleet. When some of the Jonga who escape try to flee, most find their ships already destroyed, or are unable to break through the Cresian navy. The Cresians pay a heavy price, but they are victorious. [/QUOTE]
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