D&D Wargaming *ARMIES OF GOOD*

Here's a preliminary write-up. Still working on stats, and I still haven't spent all of my gold.

First Company

Unattached
-Marut (stats)
-Human Clr9
-Human Drd5
-2 Heavy Combat Horses (mounts)

Skirmishers/Scouts
-15 Human Rng1
-15 Dire Wolves (fighting mounts)

First Cavalry
-2 Gorgons (stats)
-80 Human Ftr1
-80 Heavy Combat Horses (mounts)

First Infantry
-40 Human PsyWar1
-10 Human Clr1

Second Infantry
-40 Human PsyWar1
-10 Human Clr1

Third Infantry
-40 Human PsyWar1
-10 Human Clr1

Fourth Infantry
-40 Human PsyWar1
-10 Human Clr1

Flyers
-10 Human Sor1
-10 Giant Eagles (fighting mounts) (stats)

Animal Scouts (stats)
-50 Hawks
-10 Rats

Treasury: 216050gp

Purchased: 82 heavy combat horses (32800gp), material components (500gp), half-plate armor (600gp), heavy steel shield (20gp), heavy crossbow (50gp)

Army Size: 475
Total Points: 999.94
Support Needed (points): 391.84
Support Needed (number): 392
Support Provided (points): 803.94
Support Provided (number): 394

Stat Blocks

Althail, male human Clr9: CR 9; ECL 9; Medium-size Humanoid (human); HD 9d8+9; hp 49; Init +0; Spd 30 ft; AC 19; heavy crossbow +6/+1 (1d10, 19-20/x2); SA spells, turn undead; AL LG; SV Fort +7, Ref +3, Will +9; Str 9, Dex 10, Con 12, Int 10, Wis 16, Cha 14.
Skills and Feats: Concentration +13, Heal +7, Spellcraft +8; Widen Spell, Extra Turning, Blind-Fight, Combat Casting, Rapid Reload (heavy crossbow).
SA–Turn Undead (Su): 9/day, Althail can attempt to turn undead creatures. He can turn undead with no more than (1d20+19)/3 HD. Each attempt, he turns 2d6+11 total HD. Undead with 4 or fewer HD are destroyed instead.

Cleric Spells Prepared (6/5/5/4/2/1): detect magic x2, detect poison x2, light, read magic; bless, entropic shield, hide from undead, obscuring mist, sanctuary; silence x2, calm emotions x2, enthrall; daylight, dispel magic, prayer, wind wall; control water, divination; flame strike

Domain Spells: (Fire, Trickery) burning hands; invisibility; nondetection; wall of fire; widened burning hands.

Equipment: 500gp worth of various expensive material components, half-plate armor, heavy steel shield, heavy crossbow
 
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Jemal said:
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.

Sorry, I was at a friends house and was changing him from wizard to sorcerer when we went out to eat. I think I am finished now though. Thanks.
 

nameless said:
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. =]

Your correct.
 

Tyreus said:
Your correct.

I thought it was just the points thing..

SO let me get this straight.. the ONLY way to have a CR 15 is if I have at least 225 other units? but that would mean that if I have a single CR 15 I have to make the rest of my army CR1.8 or lower...

so the only way to have an army of CR3 is if your leader is below lvl 10... Hmmm.. And if i want an army of CR 5's, I can't have a leader above CR 5.

I'm gonna have to do a complete rethink then.
 
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nameless said:
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.

Since you have the Stronghold Builder's Guidebook, and I don't, I'm going to take your word on it. The numbers look reasonable anyway. (man I wish I had money... I really need to look into getting that book)

I'm going to discount you the price of a standard keep which everyone is getting anyway... so since it'd be 260,000gp for it normally, and a standard keep costs between 100,000 and 200,000, I think I'll subtract 150,000 making it cost 110,000. Does that sound reasonable?

Man I want that book.
 

More than fair. I'll probably end up spending a good deal of my funds on the ship, to make it more tactically effective. Carting an army all over the place is nice, but it's no use if they can't get off to fight!
 

Allright, I've made the two armies and now we need to figure out which of them is more efficient for our group..
After that I'll stat up the Commander(s), and dole out the GP.

So which'll it be, folks? I'ld like a vote on what you think'll be the best fit with the rest of the army, cuz quite frankly I can't decide between them....

A: The Academy
Command:
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

OR B: The Horde.
Command:
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
 
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I think the academy would be good in sync with another army, but the horde would do better on its own. (they may suffer quite a few casualties though)

EDIT: I've made some changes to my army, adding more troops by taking away equipment.

An airship? Why didn't I think of that :( ;) . To late now though...
 
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I like the Barbarian Horde more than the Academy, Jemal. But I'd recommend you restat whichever one you end up using to give some equipment to the grunts. You might get more raw power by increasing the numbers, but attrition will add up over a pretty short time. Plus equipment is just do juicy. *grin*

Your call, though. I'm statting up my little guys right now, hopefully it won't be too painful.

And dibs on the Spire's peak (if that wasn't clear already)!
 


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