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A How-To Guide for Defending a City

Neijin

First Post
There are many ways to destroy a city, but how about defence? I am curious as to how creative the EN World community is in defending a city on land at levels 1-20. I would like to start an entertaining thread that doesn't involve massive evocation. This should be a thread for all kinds of tactics, not just magical.

Bonus points ;) for dealing with threats such:
-Army of Flyers
-Army of Burrowers
-Army of Giants
-Long range siege engines
-Surprise Attacks
-Planar Assault of Outsiders via a Gate
-Teleporting/Hit and Run Attackers
-Character Parties
-Poisoning the Water Supply

If you have some epic spell suggestions, please post them here:
http://www.enworld.org/showthread.php?t=184120
 

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-Army of Flyers
Harpoons for big nasties. Arrows for one-hit mooks.

-Army of Burrowers
Double layer metal floors with layer of explosives in between?
Undead-infested catacombs underneath the city?

-Army of Giants
Army of gnomes.
Archers with giantbane arrows
Giant slingshots to catapult thrown rocks back at the giants. (Who will then recatch them)

-Long range siege engines
Longer range siege engines. Or cavalry with flight. Or a party of adventurers.

-Surprise Attacks
Warforged/elven sentries.

-Planar Assault of Outsiders via a Gate
Huge permenancied magic circle against evil.

-Teleporting/Hit and Run Attackers
Dimensional anchor/dimensional lock/scry on attackers, teleport to their base.

-Character Parties
Other character parties.
Big fake mounds of treasure that are trapped.
Cursed items as treasure.

-Poisoning the Water Supply
Purify food and water.
 



the_mighty_agrippa said:
What are our resources? Given unlimited resources and magic, we could almost guarantee total security.

Why not assume a medium-sized city with resources as outlined in the DMG? That gives us a spread of available NPCs, a gold piece limit for magical items, and a total gold piece limit.
 

Army of Flyers

Griffon or similar cavalry. I prefer wyverns since griffons have a tendency to eat horses and that's bad for commerce.

Army of Burrowers

Bound elementals. Spell traps at choke points. I would keep a specialized group of warriors trained in underground fighting on the city payroll under the city watch. They could pull double duty as a defense force and as law enforcement.

Army of Giants

Scouting and intelligence are key. A band of giants is not going to go unseen (or if they managed to go unseen, they will not go unnoticed). I would engage them in multiple skirmishes outside the city.

Long range siege engines

Define long-range. ICBMs? Siege engines are highly vulnerable to attack - the crews are specialists and very hard to replace, the machines are expensive, the supply train is weak and often lightly defended, etc. I would dispatch the bulk of my wyvern cavalry to harass and degrade the siege trains. Then I would teleport in a strike force that could wipe them out entirely.

Surprise Attacks

Surprise attacks are, well, a surprise. Having an active intelligence and scout network is critical. Regular Communes would be a wise idea, as would arcane divination magic.

Planar Assault of Outsiders via a Gate

This one is a lot harder. If it's someone like the Githyanki, we might be talking about a full-scale invasion. If it's just a group of powerful planar marauders, it might be a tougher fight but they wouldn't necessarily have thought through the operation like the Githyanki would. Again, divination magic is key. Establish safe zones throughout the city for your forces to regroup. Understand that an extra-planar attack will probably go after your barracks, wizard towers and churches first. Secure those against instrusion and use them for your strike bases.

Teleporting/Hit and Run Attackers

Scry, hunt, kill. Outsource the solution to adventures.

Character Parties

See above.

Poisoning the Water Supply

Establish an emergency water supply by magic font, such as Decanters of Endless Water. Prepare a stash of Purify items to retake the water supply immediately.

You left out...

Riot/Violent Overthrow
Army of Undead
Army of Dragons
 


The most important thing you need, bar none, is information.

You need execllent nformation-gathering magic plus spies and other intelligence-gathering forces.

In a D&D world, it is pretty darn hard (well-nigh impossible) to protect a city from all possible threats - land, sea, air, plus magical and other-wordly threats.

On the other hand, it is generally quite possible to protect a city from even mutiple threats if you can identify them first.

Therefore the most important thing to know is what in what form (and when) the attack will arrive.
 

-Army of Flyers
Old ones suggestion: Giant throwers with net that have a lot of heavy boulders attached to them.

-Army of Burrowers:
Lift the whole city into the air. Walls of force in the ground.

-Army of Giants
Fireball them.

-Long range siege engines
Fireball them.

-Surprise Attacks
Have PC group similar strike teams with teleport spells. This works against nearly everything :D

-Planar Assault of Outsiders via a Gate
Praises to the Church of Dismissal.

-Teleporting/Hit and Run Attackers
See above strike teams.

-Character Parties
Track them and hunt them down.

-Poisoning the Water Supply
Clerics with level 0 and level 1 spells?
 

Here are some protective maneuvers that will block a lot of invasion attempts that are based on historic designs.

Layered walls. Many fortresses (which are a level above castle) would use concentric rings of walls. Depending on the era and the region, the outer wall was often made of rubble or piled stones, which would absorb cannonballs and other siege engine munition with less damage, were harder to blow holes in, and made a sappers life that much more difficult. Rubble also nerfs a lot of spells (disintigrate a section and the rest just falls into the hole, stoneshape is useless, etc).

The inner walls were often taller than the outer walls to ensure the defenders could continue to lay the smack down on invaders who breach the outer defenses.

Many fortresses have roads in between the walls, 20-40' wide, where cavalry, infantry or artillery (e.g. bombards) could be moved quickly. Narrower is better since it prevents invaders from having too much room to dodge the boiling oil & other crap the defenders would drop on them.

Moats were a similar defense, sappers who didn't go deep enough were drowned. Given the size of a fortress, a moat isn't adviseable unless it is built on an existing lake. You can bring back the lake by flooding one of the rings between walls, using magic to ensure a nice waterproof seal. Anyone breaches that wall and is hit with a flood. I tend to augment those water barriers IMC with amphibious predators, like alligators or sometimes just pirhana. I break up the water barriers up into separate tanks so that one breach doesn't drain the whole thing.

Trained animals. True, standard falcons wouldn't do drek against most foes but in theory you can train a giant falcon to hunt just like you could a regular one. Nothing like unleashing a mew full of giant birds of prey onto your aerial enemies. I also recommend giant bats to hunt the invisible, flying foes.

Same goes for defeating sappers; get a couple of animals with tremorsense. You could probably train Ankhegs to at least react to digging and could possible bribe xorn to be your lookouts.

Siege engines in fixed fortifications have more range than mobile ones simply because they can be built BIG and in a world of mechanical devices, size is important. Trebuchets are the big daddy of siege engines, using counterweights the size of small houses to lob refrigerator-sized munitions hundreds of yards. Though the use of frangible munitions, like sewage, was preferred to spread the damage around.

Which brings me to a point: Sewage is ammunition in a siege. The defender, via trebuchet, should have more range and be able to infect, infest, and generally infuriate the invaders.

Poisoning the water supply is probably more of a defender trick than that of an attacker. Any good fortress is on an independent, or incredibly massive, water supply. Wells, lakes, and massive cisterns are the order of the day. The defender's water supply will thus be protected from attack (through multiple guarded locations) or shared with the enemy (in the case of a lake). The attacker's water supply will probably be the primary target for all the trebuchet-fired sewage and corpses.

One trick for some defenders was to blow their own dams, thus denying their enemy a ready water supply while simultaneously ruining the crops. Oh sure, it ruins the crops but the defenders had already written them off as a loss so might as well deny them to your attacker.

Teleporting & gating is really a rather minor threat to most cities. The commanders simply stay in motion, cycling between locations within the city, and maintain a solid chain of command. Assuming the defenders have access to any reasonable amount of magic (simple divinations like "will our walls be breached today?" Will enemies get within our walls?") they can deal with the attacks.

Really, teleportation & gating is on par with a successful sapper making an access tunnel into the city. The good thing is that most of those spells put the caster at risk, either be coming along or creating a 2-way doorway.
 

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