D&D Wargaming *ARMIES OF GOOD*

This is just an idea of how I intend to operate. My "army" so to speak, is more like air support. In, massive devastation, out before there is really a chance to respond:

The Unseen Citadel battle plans are somewhat fluid. General offense against an opponent in the open, on a clear day consists of:

Scouting out the area thoroughly, watching the enemies and their capabilities.

Set up the battle formation, which is 6 by 5 in front of the place where the gate is suppose to open.

Ashalla dispells her own dimensional lock.

Rnd 1: Ashalla opens a Gate 550 feet above the opposition, facing down. All the students, who have been holding actions for the gate to open, cast fireball in formation. Depending on the formation of the opposition, they will use wide dispersal (approximately 200 ft cube) or close dispersal (120ft cube with everything taking 2 hits from the overlapping fireballs) or clusters (Where 8 groups of 4 target individual groups). Ashalla stops concentrating on the gate, Gate closes.

Rnd 2: Ashalla recast dimensional lock over summoning area.

Rnd 2a: If targets demonstrate no ability to retaliate, Ashalla may keep the gate open for another round of fireballs, keeping some in reserve to counterspell, but usually she doesn’t expose her students to overt risks.
In any case immediately after they are done, Ashalla recasts dimensional lock.
 
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Dan and Zan have both gained a level.

I have Private Sanctum and I strongly suggest we pick one location to put these spells in. Lowgate is good, because it is easily defended and has the waterfall, our capitol is good because we need to protect it, and the Sky Lance is good because of it's mobility. If we use the Sky Lance we will have to make it bigger though, to accomedate all the armies.

Fieari: Can I switch out the troops I have now for other kinds of troops? Like switch out a couple infantry for a minitour, or something like that.
EDIT: If you let me, I might want to redo my army. It is much weaker then the others, and I want to contribute more to the good side then two sorcerers.
 
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You can use CR Points to give existing units additional levels. I don't think it makes much sense for you to lose current units though. What roleplaying event could justify that? I'm willing to be convinced otherwise though, should you come up with a reason.
 

I was thinking that since I haven't used a single of my units yet that it might not be an issue. I was looking at a kind of construct to replace them with, so maybe I can transfer their souls into the constructs body. Obviously they would have to be willing, but maybe I can use my victory stories (read: CR pts) to convince some of them to undergo the transfer. That way there is a reason for my troops being different and it fits my cities theme of clockwork technology.
 

Better than that. Take your construct... make 'em hollow, and you get mechanized armor. I think your men would appreciate that.
 

Well I wanted an army that didn't need food, water, or sleep and I was hoping to give them a couple of special abilities. I could do that with the armor idea, but I would want to do it with all of my troops. I was thinking of an army of these.

War Machine
Medium Construct
Hit Dice: 1d10 (30 hp)
Initiative: +0 (+0 Dex)
Speed: 30 feet, fly 60 ft
Armor Class: 10 (+0 Dex)
Base Attack/Grapple: +0/+4
Attack: Greatsword +4 (2d6+6, 19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: breath weapon 10d6 sonic, 30 ft cone, once every d4 rnds
Special Qualities: Construct traits, damage reduction 10/adamantine, fast healing 10, greater teleport 2/day
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 18, Dex 10, Con -, Int 10, Wis 10, Cha 10
Points: 4.4 max

Would armor be able to do this? Also, my computer cant access attached files for some reason, so if someone could let me know how many points the damage reduction, fast healing, and other stuff cost that would be great.
 

Right, barring two questions I'm pretty much good to go.

1) What's the answer to Wrahn's question about the Forbiddance cost cut?

Wrahn said:
]I understand you are attempting to lower the cost, but this is how the spell reads:

1,500 to cast plus 1,500 for every 60 ft cube. Being able to cast it twice actually doubles the cost (and area). Should we read this as 750gp + 750gp per 60 ft cube?

If this is the correct interpretation, then the only real change in my list is that the area covered by Forbiddance basically doubles.

2) Are the Brass Guardian's okay? I didn't particularly try to min/max them when creating them, my main idea was for a tunnelling construct to which I added more abilities like the fire breath when I saw them in U_K's CR document and thought 'cool ability' :) If they are fine, I think I'm done and ready.



RE base defences - I agree that certain of our forts should be more heavily defended but I think I'll keep the lead lining and forbiddance in my base anyway, since a) I don't really want the place being trashed while I'm away and b) there may come a time when I need to retreat back there anyway. OTOH, my Private Sanctum-generating item can be brought with me and set up wherever my army is, so others can also take advantage of it.
 

The sorcerers don't have permanancy, but I can add widen spell to mages private sanctum without raising the spell's level. So if I cast it and another mage makes it permanant then it will only cost half as much.
 

1,500 to cast plus 1,500 for every 60 ft cube. Being able to cast it twice actually doubles the cost (and area). Should we read this as 750gp + 750gp per 60 ft cube?
Yeah, basically. Each casting performs the same result, but at half the cost, whatever that cost may be. Half a 6th level cleric slot, half gold... go ahead and halve the permanency fee as well when applied to forbiddance only.
 

Fieari said:
Yeah, basically. Each casting performs the same result, but at half the cost, whatever that cost may be. Half a 6th level cleric slot, half gold... go ahead and halve the permanency fee as well when applied to forbiddance only.

Ah good. Forbiddance is permanent anyway so you don't need a permanency spell which is nice. Somehow I think we're not going to get another chance at scry/buff/teleport again now :)
 

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