D&D Wargaming *ARMIES OF EVIL*

Openings still available?

Hello all,

I have read the general Wargaming thread, and am intrigued. I would prefer to side with the forces of Darkness, as I was a poster on the original "How to Defend a Mountain Fortress" thread (as Crowe9107), and always root for the baddies (guess it's the DM in me).

Anyways, if so, please let me know where you think our combined forces lack, and I will try to accommadate, otherwise, I will try to devise as well-rounded a combined-arms force as I can with the points available.

Re,

C. Rowe
 
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I'm starting to draw up cities now, since we're getting closer. Thought I'd start with the Evil capital city, Vulth Moriah (etymology: Vutha means "black" according to the Draconomicon, but Vulth sounds more ominous to my ears. Moriah is from the bible and means "Bitterness of the Lord")

Vulth Moriah

Living Population: 67 (slaves)
Undead Population: 667
Ghostly Population: 6,667
Demonic Population: (Dalamar's Army)
Buildings Could Support a Population of: 30,000

City Alignment: Chaotic Evil-- "The residents of a community with a chaotic evil power center live in abject fear because of the unpredictable and horrific situations continually placed upon them."

Vulth Moriah is primarily the home to the Great Lich King, who sleeps now and will likely continue sleeping for centuries more. He has voluntarily given command of his territory to others that they may terrorize in his stead... when he wakes, he will reward those who have served him well, and utterly destroy those servants who have not pleased him. He watches from his dreams. The Lich's Phylactery is not hidden in the city... it's location is a mystery.

The city itself is contructed from iron rich stone, which would make the stones dark in color even if they weren't covered in a layer of soot at least an inch thick. The living population consists of slaves who might very well believe they are free. They are enchanted to tend the black fires of the Lich, which produce enough smoke to cover the moor in perpetual shadow. It doesn't rain on the moors... it muds. This makes crops grow sickly... not that the people have much choice in the matter. No one who lives on the moor is allowed to leave the moor, on pain of death. No one who lives on the moor is allowed to beg mercy from any good extraplanar being. No one who lives on the moor is allowed hope.

The city is more populated by the dead than the living. Zombies of all manner of species shamble the streets as the Lich's bodyguard. But more than that, the tortured spirits of the former occupants of this once beautiful city are bound here as well, and they too act as guards, though they are less willing than the undead.

Vulth Moriah is headquarters for the Lich's Wicked enforcers. Only they may enter the city and leave it again.

Archetecture in the city is truely breathtaking, with grandious spires and wonderful arches and monuments and statues and gargoyles everywhere. The original builders of this city had an eye for beauty and art... however, much that was truely wonderful has half broken down, and everything else is cracking and filthy.

A wicked city indeed.
 
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OldCrowe said:
Anyways, if so, please let me know where you think our combined forces lack, and I will try to accommadate, otherwise, I will try to devise as well-rounded a combined-arms force as I can with the points available.

We have our cavalry (worg riders and skeletal wolves), infantry (bugbear barbarians) and Air force (Uriel et al). My forces will mainly be skirmishers (high mobility) whose major tactic is to break the enemy formations and mop up the survivors as they rout (entangle is great and only level 1!). Dalamar looks like doing a Stealth team.

Magic is pretty much covered - although a few more Clerics wouldn't go a miss. Some low level druids to help me out would be fun too:P
Oh and other than Dalamars Stealth team we haven't really got any Infernal Forces (Dark Cleric again)

One force that I'd love to see (and was considering) is a burrowing army (burowing monsters) that can get in UNDER the battlefield and strike from below! (can also be used to break the enemy fortifications - which is where I was going to be using Earthquake and Earth Elemental Swarms MWAHAHAHA!)
 

Just a reminder, next Evil Dreadlord who completes his army will begin the game.

Why yes Tonguez, I was looking at you while I said that. ;)
 

Fieari said:
Just a reminder, next Evil Dreadlord who completes his army will begin the game.

Why yes Tonguez, I was looking at you while I said that. ;)

Working on the 'Death Wing' army. Ahh...all ariel troops.
 

I believe the breakdown looks something like this...

Pyrex -- Slow ground troops. Primarily a blockade/siege force
Uriel -- Air Support
Dalamar -- Spies/secret police/assassins
Tonguez -- Heavy Artillery & a unit of skirmishers
Goblin King -- Infantry & Cavalry

---------------------------------------

Also, I have an idea. It's not cheap, but I believe it'll more than pay for itself if all the generals are willing to chip in.

For a cost of 14,500gp per general, we can get a 20th level casting of Rary's Telepathic Bond and Permanency each.

Instantaneous reliable communication over any distance has the potential to be unbelivably powerful in this scenario.
 
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Alright I'm here as well. I know someone else is already making an air force but I just couldn't resist.

2 young red dragonsm, cl 15 each

a swarm of hawks, cl, 2/3rds each

Magic items will go towards emphasizing the combat capabilites of the dragons. I get to spend their hordes on them as well right?

By the way, young red dragons are large, meaning I could carry a wand laden wizard (or a high level druid) into battle quickly and provide awesome support to him.

Join me Uriel, and we shall rule over the skies of this pathetic good kingdom.

And finally, a spell combination my flying/magical friends might want to think of. Shrink item(3rd level spell) on a bunch of boulders, fly over the enemy from several thousand feet up, cast area of affect dispel magic on the boulders, point and laugh :] .

I'm considering the telepathic bond thing. I'll have to see how much spare change I have.
 

Drakknyte32 said:
2 young red dragons, cl 15 each

As much fun as it could be, I would really recommend you reconsider.

Young dragons have no DR, no SR, no fear aura, their spells haven't kicked in yet and their AC is only 21.

By the time they get close enough to use their breath weapon they'll be shredded by archers.
 

Right, new plan. Still focused on dragons though

1 young red dragon cl15
a horde of hawks cl2/3rds each

money will be focused on protecting the dragon
Mithral full plate+5, Amulet of natural armor+5, Ring of Protection+5
that gives me an AC of 44. Archers don't seem so dangerous now do they :)
Add in a cloak of resistance+5 and a ring of elemental resistance(cold) to protect me from the lower level spellcasters. Still weak against higher level spellcasters though. this will take up most of my money but should make my dragon a powerful force, especially if I'm helping another group in a raid.

to all spellcasters out there, I'm really interested in forming better alliances. my support in exchange for a quarter of the spoils and some buffs to help me out in battle.

Do you think this will work better?
 

Skip the armor. Not only does it look silly, but it won't fit when you "level" to size huge. Go with Bracers of Armor instead. You might also consider a Ring of Invisibility.

Now that you've halved the required support, you can drop the hawks and move up to more useful support units. Say, Small Fire Elementals (CR 2), Fire and or Magma Mephits (CR 3), and Kobold slaves (CR 2/3) to fill out your numbers.
 

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