D&D Wargaming *ARMIES OF GOOD*

Fieari

Explorer
This thread will be for posting GOOD armies in D&D Wargaming. If you are playing EVIL, or haven't decided yet, please do not read this thread. This is on the honor system, but of course, D&D tends to rely on the honor system a lot anyway. Cheating will only spoil the game for you, so please don't.

Works in progress are fine.

Please post in the following format:

Unit Breakdown

Above Baseline Unit x NumberOfUnits -- CR -- Point Value
* Support Unit x NumberOfUnits -- CR -- Point Value

repeat as needed.

Total NumberOfUnits
Total CR
Total Point Value

Stat Blocks

1st Unit Type Described Above
STAT BLOCK

2nd Unit Type Described Above
STAT BLOCK

etc.

Also, please include unit SPEED in your stat blocks. This will be very important to me, as:
1) An army can only move as fast as its slowest unit
2) You have large distances to cover
3) I need to keep track of where you are based on time, so I can compare it to where your ENEMIES are, based on time.
 
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Mage x2 CR15 pts: 450
Army x687 CR1 pts: 549.6

CR15: (their both the same)
Dan and Zan,
sorcerer 6/war wizard 5/arcane devotee 1/guild wizard 4
HD: 16d4+32 (hp: 73)
Speed: 30 ft
Initiative: +3
AC: 15 (10+5)
Abilities: Str: 8 Dex: 8 Con: 14 Int: 11 Wis: 10 Cha: 34
Saves: Fort: 5 Reflex: 4 Will: 13
Attacks: +8/+3 1d8 x3
Skills and Feats:spellcraft 16, ks(religeon) 8, ks(arcana) 8;weapon focus longbow, scribe scroll, spell focus evocation, empower spell, maximize spell, enlarge spell, widen spell, improved counter spell, improved inititive, reactive counterspell, extend spell
Items: Read +5 tome of cha, +6 headband of cha, rod of greater quicken spell, longbow
Contingent: Stoneskin if someone physically attacks me.
Permenant: Widened Arcane Sight, Widened See Invisability, Widened Darkvision, Tongues

Spells known:
0- 9
1- 5
2- 5
3- 4
4- 4
5- 4
6- 3
7- 2
8- 1

0- Read Magic, Dancing Lights, Ghost Sound, Mage Hand, Prestidigitation, Open/Close, Detect Poison, Light, Arcane Mark

1- Alarm, Floating Disc, Feather Fall, Magic Missle, Unseen Servant

2- Web, Invisablity, Baleful Transportation, Knock, Alter Self

3- Wind Wall, Fly, Fireball, Snakes Swiftness (Legions)

4- Black Tentacles, Cone of Cold, Greater Invisability, Stoneskin

5- Cloudkill, Wall of Force, Fire Shield (Legions), Mages Private Sanctum, Sending*

6- Chain Lightning, Disintigrate, Repulsion*, Contingency*, Greater Dispelling*, Permanent Image*

7- Greater Teleport, Greater Scrying, Force Cage*, Limited Wish*, Finger of Death*, Mage’s Magnificent Mansion*, Anti-magic Ray*

8- Mindblank, Discern Location*, Dimensional Lock*

Mindblank cast every 24 hours.

spells per day:
0- 6
1- 9
2- 9
3- 9
4- 8
5- 8
6- 8
7- 7
8- 4

Spell DC: 10+lvl+12cha(+1 evocation)

Zan cost: 225
Dan cost: 225
War machine cost: 1000
Total cost: 1450
Total spent: 1450

War machines: 250

War Machine
Medium Augmented Humaniod
Hit Dice: 2d10 (31 hp)
Initiative: +0 (+0 Dex)
Speed: 30 feet, fly 120 ft good
Armor Class: 20 (+0 Dex, +6 natural, +4 armor)
Base Attack/Grapple: +1/+5
Space/Reach: 5 ft./5 ft.
Attacks: +6 heavy flail, 2d6+6
Special Attacks: none
Special Qualities: construct traits, damage reduction 5/adamantine, fast healing 1, greater teleport 2/day
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 18, Dex 10, Con 10, Int 12, Wis 10, Cha 8
Feats: Weapon focus: flail, flyby attack
Skills: Craft(weapons) +6, Craft(armor) +6, Knowledge(tactics) +6, Knowledge(geography) +6
CR 2 (4 pts)

army expenditures:
rod of rulership 60,000
war machines 125,000
armor: 6,250
weapons: 3,750

army gold left: 116,981

spoils of war:
Ring of Major Elemental Resistance(Cold) 28,000gp
Ring of Protection+5 50,000gp
Amulet of Natural Armor+5 50,000gp
 
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The Light Brigade

I'm just going to toss this in as a placeholder for the Light Brigade for right now :)

Lt. Col. Carmina Tavarr, Commanding: Ftr4/Exp6, 100 kgp, CR 8.45, pts 71.403
Command Sergeant Major Donnis Zim: Pal8, 51200 gp, CR 8, pts 64

Meshach, Rorshach, Horshack, Falcons [stats as eagle]: CR 1, pts 3


And a cast of thousands... of grunts.


Figured I'd post some statblocks so my teammates can see where I'm heading with all of this.

NOTE (mainly for Fieari): Items marked with a star are paid for out of army gear.

Infantry Grunt, human War1: CR 2/3; HD 1d8+1; hp 5; Spd 20 ft.; Init +0; AC 16 (+4 scale mail, +2 heavy shield); Melee battleaxe +2 (1d8+1/crit x3); AL LG; SV Fort +3, Ref +0, Will +0; Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8.
Skills and Feats: Spot +1, Listen +1; Power Attack, Cleave.
Equipment: battleaxe (10), scale mail (50), heavy wooden shield (7)

CR: 0.71673; pts 0.51370


Infantry Squad Leader, human Ftr1: CR 1; HD 1d10+2; hp 12; Spd 20 ft.; Init +1; AC 17 (+1 Dex, +4 chainmail, +2 heavy shield); Melee MW battleaxe +5 (1d8+2/crit x3); AL LG; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8.
Skills and Feats: Spot +3, Listen +3; Power Attack, Cleave, Weapon Focus (battleaxe).
Equipment: MW battleaxe (310)*, scale mail (50), heavy wooden shield (7).

CR: 0.96583; pts 0.93282



Archer Grunt, human War1: CR 2/3; HD 1d8+1; hp 5; Spd 30 ft.; Init +1; AC 14 (+1 Dex, +3 studded leather); Ranged longbow +2 (1d8/crit x3); AL LG; SV Fort +3, Ref +1, Will +0; Str 11, Dex 13, Con 12, Int 9, Wis 10, Cha 8.
Skills and Feats: Spot +2; Point Blank Shot, Precise Shot.
Equipment: longbow (75), studded leather (25)

CR: 0.74174; pts 0.55018


Archery Squad Leader, human Rgr1: CR 1; HD 1d8+2; hp 10; Spd 30 ft.; Init +2; AC 16 (+2 Dex, +3 studded leather, +1 buckler); Ranged MW composite [+1 Str] longbow +4 (1d8+1/crit x3); SA favored enemy (goblinoids) +2; SQ wild empathy; AL LG; SV Fort +4, Ref +4, Will +1; Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8.
Skills and Feats: Spot +5, Listen +5, Survival +5 ; Point Blank Shot, Precise Shot, [Track].
Equipment: MW composite [+1 Str] longbow (450)*, studded leather (25), buckler (15)

CR: 0.94736; pts 0.89749


Cavalry Grunt, human War1: CR 2/3; HD 1d8+1; hp 5; Spd 20 ft.; Init +0; AC 16 (+4 scale mail, +2 heavy shield); Melee lance +2 (1d8+1/crit x3); SA smite evil 1/day; SQ aura of good, detect evil; AL LG; SV Fort +3, Ref +0, Will +0; Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8.
Skills and Feats: Ride +4; Mounted Combat, Ride-By Attack.
Equipment: lance (10), scale mail (50), heavy wooden shield (7)

CR: 0.71673; pts 0.51370

Horses: 210 each, from army money
Lt Combat Horses, 150 gp, military saddle, 20 gp, leather barding, 40 gp.


Cavalry Squad Leader, human Pal1: CR 1; HD 1d10+2; hp 12; Spd 20 ft.; Init +0; AC 16 (+4 scale mail, +2 heavy shield); Melee lance +4 (1d8+2/crit x3); AL LG; SV Fort +4, Ref +0, Will +1; Str 14, Dex 10, Con 14, Int 8, Wis 13, Cha 14.
Skills and Feats: Ride +4; Mounted Combat, Ride-By Attack.
Equipment: MW lance (310)*, scale mail (50), heavy wooden shield (7).



Platoon Leader, human Pal4: CR 4; HD 4d10+8; hp 31; Spd. 20 ft.; Init +0; AC 20 (+8 full plate, +2 heavy shield); Melee +1 lance +7 (1d8+3/crit x3); SA smite evil, turn undead, spells; SQ aura of good, lay on hands, divine grace, divine health, aura of courage; AL LG; SV Fort +8, Ref +3, Will +5; Str 14, Dex 10, Con 14, Int 8, Wis 14, Cha 14.
Skills and Feats: Ride +7; Mounted Combat, Ride-By Attack, Spirited Charge.
Spells Prepared (DC 12+spell level): 1-protection from evil.
Equipment: heavy combat horse (400), military saddle (20), chainmail barding (600), +1 full plate (2500), +1 lance (2310), wand of cure moderate wounds (3000)*.

Platoon Adjutant, human Rgr2: CR 2; HD 2d8+4; hp 16; Spd. 30 ft.; Init +2; AC 17 (+2 Dex, +4 chain shirt, +1 buckler); Ranged MW composite [+1 Str] longbow +5 or +3/+3 (1d8+1/crit x3); SA favored enemy (goblinoids) +2; SQ wild empathy; AL LG; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 8.
Skills and Feats: Spot +6, Listen +6, Survival +6; Point Blank Shot, Precise Shot, [Rapid Shot], [Track].
Equipment: MW composite [+1 Str] longbow (450), chain shirt (100), buckler (15).


Healer, human Clr1: CR 1; HD 1d8+2; hp 10; Spd. 20 ft.; Init +0; AC 17 (+5 chainmail, +2 heavy shield); Melee longsword +2 (1d8+1/crit 19-20); SA spells, turn undead; AL LG; SV Fort +4, Ref +0, Will +4; Str 12, Dex 10, Con 14, Int 8, Wis 15, Cha 13.
Skills and Feats: Concentration +6, Heal +5; Skill Focus (Concentration), Spell Penetration, [Weapon Proficiency and Focus (longsword)].
Spells Prepared (DC 12+spell level): 0-guidance x2, resistance x2; 1-bless, sanctuary
Domain Spells Prepared (Heironeous/Good and War): 1-protection from evil.
Equipment: longsword (20), chainmail (150), heavy wooden shield (7), wooden holy symbol (1), spell component pouch (5), wand of cure light wounds (750)*.


Artillery Mage, human Sor1: CR 1; HD 1d4+1; hp 5; Spd 30 ft.; Init +2; AC 12 (+2 Dex); Melee dagger -1 (1d4-1/crit 19-20); Ranged light crossbow +2 (1d8/crit 19-20); SA spells; AL LG; SV Fort +1, Ref +2, Will +2; Str 8, Dex 14, Con 12, Int 13, Wis 10, Cha 15.
Skills and Feats: Concentration +8, Spellcraft +5, Knowledge (arcana) +5; Eschew Materials, Skill Focus (Concentration).
Spells Known (Cast 5/4, DC 12+spell level): 0-detect magic, read magic, disrupt undead, daze; 1-mage armor, magic missile.
Equipment: dagger (2), light crossbow (35), wand of magic missile (750)*, wand of sleep (750)*.
 
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I'm going to play the Heavenly Host.

48 (give or take) Lantern Archons, CR 2.5
175 or so Aasimar troops (War1 to Clr3 and Pal5 or so), CRs vary
3 Bralani (Eladrin), CR 8 each
and 1 Leonal (Guardinal) Me, the commander, CR 15

EDIT: I'll use a human and elf mix, since Aasimar are going to be too costly. Coming in the next post...
 
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The Heavenly Host:

Leonal (Guardinal) "Axorius": CR 15 ==> 225 (above baseline)
3x Bralani (Eladrin): CR 8 = 64 x 3 ==> 192 (cascading support: 0 CR, 3 units)

48x Lantern Archons (Archons) CR 2.5 = 6.25 x 48 ==> 300 (direct support, 300 CR, 48 units [51 total])

64x Human Ftr1 Infantry (level 1 PC gear) CR 1 = 1 ==> 80 (direct support, 64 CR, 64 units [115 total])

24x Human Clr1 Medic (level 1 PC gear, 4 mounted) CR 1 = 1 ==> 24 (direct support, 24 CR, 24 units [139 total]) plus 1,600 gp from total fund

48x Elven Ftr1 Archers (level 1 PC gear) CR 1 = 1 ==> 48 (direct support, 482 CR, 482 units [187 total])

32x Dwarven Ftr1 Calvary (level 1 PC gear plus heavy horse) CR 1 = 1 ==> 32 (direct support, 32 CR, 32 units [219 total]) plus 12,800 gp from total fund

3x Human Pal3 (level PC 5 gear plus 1 mount) CR 3.4 = 11.56 x 3 ==> 34.68 (direct support, 10.2 CR, 3 units [222 total]) 400 from total fund

3x Human Wiz3 (level 5 gear plus one mount) CR 3.4 = 11.56 x 3 ==> 34.68 (direct support, 10.2 CR, 3 units [225 total]) plus 400 gp from total fund

Human Tactician Wiz5 (level 5 gear) CR 5 ==> 25 (direct support, 5 CR, 1 unit [226 total])

Human Sage Bard3 (level 7 gear) CR 3.8 ==>14.44 (direct support, 3.8 CR, ` unit [227 total])

Total points spent: 999.8
Command structure:

Axorius (me) is the commander of this force. His three lieutenants are the three Bralani, and he has a tactician and a sage to advise him directly. One Bralani commands a division of archers and clerics, another commands the infantry forces and their clerics, and the third Bralani commands the calvary and their clerics as follows:

Division 1 (Infantry):
1 Captain Bralani
24 Lantern Archons
64 Infantry Ftr1
16 Clerics Clr1
1 Sergeant (Pal3)
1 Chaplain (Wiz3)

Division 2 (Archery):
1 Captain Bralani
8 Lantern Archons
48 Archers Ftr1
4 Clerics Clr1
1 Sergeant (Pal3)
1 Chaplain (Wiz3)

Division 3 (Calvary):
1 Captain Bralani
16 Lantern Archons
32 Calvary (Ftr1 Mounted)
4 Clerics (Clr1 Mounted)
1 Sergeant (Pal3 Mounted)
1 Chaplain (Wiz3 Mounted)

Each division is split into squads of 9 (13 for archers) humans with 2-3 lantern archons following overhead.

[rest of army structure and stat blocks coming later]
 

(Any input on my army or suggestions for what to do with my remaining cash would be appreciated. Don't want to drag the forces of good down. ;) )
 
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I think it would be a little weird if the Heavenly Host had a regular old kingdom of supporters to keep it going, so I thought the fortification would be better served in a different format.

Assuming it's kosher (I looked through my copy of the Stronghold Builder's Guidebook), I'd like my fortress to be a flying galley made of living wood (each wall has 5 hardness and 60 hp, and heals 1 hp a round). A galley from the DMG is normally 30,000 gp, and to let it fly at 4 mph costs an extra 225,000 gp, and I'd have it cloaked in a fog cloud for another 21,000 gp, bringing the total to about 260,000 gp after the discount in labor (-5% because the fortress is mobile and it's easier to bring the necessary materials there).

I'd be willing to pitch in some extra money from my war chest to pay for it, but it's not much more than a average-sized keep would cost. The smallest and cheapest keeps still cost 100,000 gp and up, with the decent ones being closer to 200,000 gp.

I would also be buying an Orb of Storms from the DMG as gear for my general character, and using the Control Weather properties to keep perpetually cloudy weather around the airship, making it look like just another cloud until it descends from the sky.
 

First off: Tyreus, there's a problem with your Sorcs.. 1st, sorc's don't memorize spells. Second, sorcs don't have access to lvl 8 spells till lvl 16.

ARMY IDEA #1: The Mage Academy

Above Baseline Units:
Terrustal, Human Sorc15 w/gear) -- CR15 -- 225 points

Support Units:
10 Sorc6(no gear) -- CR5 -- 250 points
5 Cleric6(no gear) -- CR5 -- 125 points
500 Sorc1(no gear) -- CR0.8 -- 320 points
125 Cleric1(no gear) -- CR0.8 -- 80 points

Total NumberOfUnits: 641
Total CR: 590
Total Point Value: 1000

Stat Blocks

Terrustal - LVL 15 Sorc (Stats coming)

Mages, human Src6: CR 5; HD 6d4+6; hp ; Spd 30 ft.; Init +1; AC 11 (+ 1 Dex, ); AL NG; SV Fort +3, Ref +3, Will +5; Str 8, Dex 12, Con 12, Int 10, Wis 10, Cha 18(17+1 lvl)
Skills : Spellcraft 9 ranks(+9), Knowledge:Arcana 9 ranks(+9), Concentration 9 ranks(+9)
Feats: Spell Focus(Evocation), Greater Spell Focus(Evocation), Enlarge Spell, Eschew Materials
Equipment: Provided by Army fund(pending)

*There are 5 mages with the Group A spell list, 5 with the Group B spell list*

Group A
Spells: lvl(#/day) - Spells known
0(6) - Dancing Lights, Ghost sound, Light, Detect Magic, Flare, Acid Splash, Daze
1(7) - Shield, Magic Missile, Burning Hands, Obscuring Mist
2(7) - Protection from arrows, Gust of Wind
3(5) - Fireball

Group B
Spells: lvl(#/day) - Spells known
0(6) - Dancing Lights, Ghost sound, Light, Detect Magic, Flare, Ray of Frost, Flare
1(7) - Shield, Magic Missile, Colour Spray, Grease
2(7) - Protection from arrows, Summon swarm
3(5) - Lightning Bolt


Priests, Human Cleric6 of Pelor: CR 5; HD 6d8+6; hp ; Spd 30 ft.; Init +0; AC 10 (+ 0 Dex, ); AL NG; SV Fort +6, Ref +2, Will +8; Str 10, Dex 10, Con 12, Int 10, Wis 16, Cha 14(13+1 lvl)
Skills : Concentration 9 ranks(+10), Spellcraft 9 ranks(+9), Knowledge:Religion 9 ranks(+9)
Feats : Enlarge Spell, Improved Turning,
Domains: Healing, Sun
Spells: lvl - Spells memorized
0 - Create WaterX2, Mending X2, Light
1 - (Cure Light Wounds), Deathwatch, Bless, Obscuring MistX2
2 - (Heat Metal), Sound BurstX2, Silence, Calm Emotions
3 - (Searing Light), Invisibility Purge, Summon MonsterIII(X2)
Equipment: Provided by Army fund(pending)

Aprentice Mages, human Src1: CR 0.8; HD 1d4+2; hp 6; Spd 30 ft.; Init +1; AC 11 (+ 1 Dex, ); AL NG; SV Fort +2, Ref +1, Will +2; Str 8, Dex 12, Con 15, Int 10, Wis 10, Cha 16
Skills : Spellcraft 4 ranks(+4), Knowledge:Arcana 4 ranks(+4), Concentration 4 ranks(+6)
Feats: Spell Focus(Ench), Greater Spell Focus(Ench)
Equipment: Provided by Army fund(pending)
Spells: lvl(#/day) - Spells known
0(5) - Flare, Ray of Frost, Daze, Mending
1(4) - Magic Missile, Sleep

Apprentice Priests, Human Cleric1 of Pelor: CR 0.8; HD 1d8+1; hp9; Spd 30 ft.; Init +0; AC 10 (+ 0 Dex, ); AL NG; SV Fort +3, Ref +0, Will +5; Str 13, Dex 10, Con 12, Int 10, Wis 16, Cha 10
Skills : Concentration 4 ranks(+5), Spellcraft 4 ranks(+4), Knowledge:Religion 4 ranks(+4)
Feats : Improved Turning, Power Attack
Domains: Healing, Sun
Spells: lvl - Spells memorized
0 - Create WaterX2, Light
1 - (Cure Light Wounds), BlessX2
Equipment: Provided by Army fund(pending)
 
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Here's the second Army idea. Once we've decided which one is more useful to our cause, i'll stat it up better, including command units actual stats, and equipment for lower lvl characters, from the equipment fund.

ARMY IDEA #2: The Great Tribe

Above Baseline Units:
Robert, Human Druid 13 w/gear -- CR13 -- 169 points
Kull, Human Barbarian 11 w/gear -- CR11 -- 121 points

Support Units:
1000 Human Barbarian 1(W/O gear) -- CR0.8 -- 640 pointS
100 Human Bard 1 (W/Ogear) -- CR 0.8 -- 64 points

Total NumberOfUnits: 1102
Total CR: 1004
Total Point Value: 994

Stat Blocks
Commanders
Robert - LVL 13 Druid (Stats coming)
Kull - LVL 11 Barbarian (Stats coming)

Grunts: Human Barbarian 1: CR 0.8; HD 1d12; hp 12; Spd 40 ft.; Init +1; AC 11 (+1 dex); AL CG; SV Fort +2, Ref +1, Will +0; Str 18, Dex 13, Con 10, Int 8, Wis 10, Cha 8
Skills : Listen(4 Ranks/+4), Survival(4 Ranks/+4), Climb(4 Ranks/+8), Tumble(2 Ranks/+3)
Feats: Power Attack, Cleave
Equipment: Provided by Army fund(pending)
 
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I was under the impression that we needed both a number of points spent on baseline units at least equal to the unsupported ones, AND at the number of baseline units has to meet or exceed the points spend on unsupported ones (i.e. it requires 225 points AND 225 individual units of any cost to support a CR 15). If I misunderstood, then I can redraft my army almost from scratch. =]
 

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