D&D Wargaming *ARMIES OF GOOD*

I would like an area next to mountains, with my keep being part of the mountain.

Fortress:
A 50 ft wide passage goes 100 ft in, which leads into the main hall. This is where the barracks, training areas, kitchens and armory is located. The entire cavern is well lit through a series of mirrors that reflect light from the outside. The mirror system is designed so one broken mirror will not darken the cavern, and all the troops have a torch and tindertwigs at all times. To the rear of the cavern is another hall, the same as in the front, that leads to a large city. The entire city and farm land is sealed off by a 15 ft thick, 30 ft tall reinforced stone wall. It has one gate that faces a neighboring trade city, with a road connecting them. There is enough room in the mountain complex to hold all the inhabitants of the city. The troops are accustomed to the strict military schedule, and have comfortable living areas. They are allowed to sign up for leave, to a maximuim of 2 days. There is never more then 1/3 of the army gone at any one period. Commoners were hired as servents, craftsman, smiths, cooks, pleasureable company, runners, and bookkeepers inside the fortress. The fortress has enough preserved food, wood, and metal to go for 2 months without a lack of resources.
 
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OK, I think I'm going to retool my whole army concept. Firstly, because I had sort of planned for formation/rank-and-file combat, and that looks like suicide in the weird sort of combat we'll be engaging in. Also, just a side note: if anyone's planning infantry/pikemen (Tyreus, looks like) and are using Ftr1s, it might be a good idea to switch to PsyWar1s. One or two less HP each, but in exchange you can pick up the Stand Still feat (from the psionic section of the SRD). Basically, it lets you forgo an attack of opportunity for a chance to halt a foe's movement. Pretty handy for a squad of troops that all have reach, and Psychic Warriors could pick up daze or something as well.

Anyway, the second reason I'm retooling my army is because I don't think I have time to write up another six character blocks; so while I still think I'll keep a marut as leader, I'm going to start leaning more toward prestatted monsters. Is there anything specific you guys think that I should look at?

One more thing: if you haven't spent all your gold, I think it would be a really good idea to pick up a rod of rulership, like Tyreus has done; even more so since we'll probably be up against stacks of mindless undead. Personally, I think that item is a bit overpowered in a wargame setting anyway.
 

SRD said:
When a foe’s movement would otherwise grant the character an attack of opportunity, the character may give up that attack and instead attack the foe prior to the foe’s actual movement.

I can't see this occuring often, because when a foe moves up to my shield wall no one will get an attack of opportunity.

WizWrm said:
OK, I think I'm going to retool my whole army concept. Firstly, because I had sort of planned for formation/rank-and-file combat, and that looks like suicide in the weird sort of combat we'll be engaging in.

Um, does this mean I'm toast? :uhoh:
 
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With Regards to the Rod of Rulership: I'm allowing it. Considering what you'll be facing, I think it's going to be balanced. Not pretty... not pretty on either side, but balanced.

My prediction for this game is that you're all going to rapidly learn what works and what doesn't work in magical warfare... I think BOTH sides are going to take TREMENDOUS casualties... and because of that, you'll all be given plenty of replacement CR, which you'll assign with a little bit of knowledge and understanding by that point.
 


Updated Army Statistics

PC- Couatl Sor1 (+5 Lvl equipment) - CR 14 - 196 pts

Lupinal x2 (+5 Lvl equipment) - CR 10 - 200 pts

Pixie Clr1 x25 - CR 2.75 - 189.0625 pts

Pixie x125 - CR 1.75 - 382.8125

Bat x3,200 - CR ?? (listed as no threat, estimated at 1/10) - 32

Pts Remaining - 2.125

Army Equipment (250,000gp):

125x Amulet of Magic Missile (caster lvl 1, at will) - 2,000gp/each - total: 250,000gp

Couatl Equipment (410,000gp):

Equipment to distribute-

13x Ring of Vision (See Invis. 3rd caster level, use activated; Message 1st caster level, at will) - 13,500gp/each - total: 175,500go

Equipment for PC use-
Amulet of Hellish Flames (Firestorm at command, 13th caster level) - 163,800gp
Circlet of Greater Augmentation (Greater Invis. 7th caster level, command activated) - 50,400gp

20,300 gp left

Lupinal Equipment (each) (201,500gp):

Equipment to distribute-
(2x) 6x Ring of Vision (See Invis. 3rd caster level, use activated; Message 1st caster level, at will) - 13,500gp/each - total: 81,000gp (162,000gp)

Equipment for NPC use-
(2x) Ring of Augmentation (Greater Invis. 7th caster level, command activated) - 50,400 (100,800gp)
(2x) Ring of Flight (Fly 5th caster level, command activated) - 27,000gp (54,000gp)
(2x) Amulet of Screams (Sonic Substituted Fireball 5th caster level, command activated) - 27,000gp (54,000gp)

(2x) 16,100gp left (32,200gp left)
 
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Bibliophile said:
Well, I was reading through the threads, and decided to join the Good side.

If you have read through the threads you can't join either side. This game uses the honor system, and one side can't look at the others thread. (unless Fieari decides to over look this because we are still early in the game) Sorry. :(

EDIT: Since you have looked on the evil thread, does it look like my army is going to be crushed? :heh:
 
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Perhaps I should have said that better.

By threads, I meant the rules thread. Then I decided I'd either play good or watch, so I headed over to the Armies of Good thread to get some ideas for armies and see how they all worked out.

So... I have no idea how your army would compare with the evil ones, sorry :p
 

:\ Sure. I was just kidding about seeing if my army stands up or not, I'll find that out after I take control of their army and pit them against mine for fun. :]
 

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