D&D Wargaming *ARMIES OF GOOD*

I'll chime in here, too.

My fortress is a mobile one (stats coming when I make the post that has my army's stats in it), which I find to be both a huge strategic and tactical value. I can place my army anywhere in the world in a matter of days, while other armies have to cross difficult terrain, make camps, and rest. Plus I have a large force of teleporting Lantern Archons to scout and communicate. I think that kind of communication and logistical support is going to be huge once casualties start coming up.

As far as battles go, I'm relying a lot on my heavy hitters to get the job done. My character is a Leonal, which gives me fireball, wall of force, and hold monster (among other things) at will; Even if Axorius stays on his ship over the battlefield, he can rain down fiery death and screw up command lines (by paralyzing the commanders).

His 3 lieutenants are Bralani eladrins, who have some nice defensive abilities. They can throw up Wind Walls at will and fly 100 ft. (perfect), which will work wonders to neutralize enemy archers. They also get some weak area effect wind blasts and 2/day lightning bolts, but neither of those are too deadly. With the Bralani at the head of the infantry troops, it keeps the infantry alive for long enough to engage in melee.

Lantern Archons flying around the battlefield, also. They don't do a lot by themselves, but in just a minute or so, the 48 lantern archons can cast Aid on the entire army, which basically doubles the effectiveness of CR 1 troops. They fire ranged touch attacks, and with enough of them concentrated, things go down fast (though it's not as worth it to use the 1d6 attacks on regular grunts, they have low AC's anyways where the touch attack factor isn't as useful, and the archons can't be melee'd anyways). The aura of despair isn't super-powerful, but it's a slight edge, and the archons are pretty tough to kill with their DR and the extra hp Aid will provide, and will probably be passed over for softer targets.

The infantry are still important to the battle scenario, but are selectively placed and carefully defended so they can actually fight instead of being turned into pincushions by rampant magical warfare. A squad of the buffed up level 1 fighters can easily kill a squad of surprised level 3 or 4 spellcasters or archers in that situation. And the enemy grunts are left helpless to fight against the ranged firepower of the archers and spellcasters.

I'm considering putting siege weapons on the ship, but I think that magic will be more effective for the cost. Once a month, I can throw down a storm of vengeance, which is devestating in an army scenario, with the added bonus of possibly killing enemy spellcasters with the targeted 10d6 lightning bolts.

The biggest strength of my army is the surprise attack factor. We can hit hard and fast, before the enemy chains of command are put into effect, causing severe casualties, and then fade away before they can mount a counterattack. Attrition will eat away at them.

In terms of teaming up, the Heavenly Host is probably best as a flanking force. The effects used to defend it simply don't have large enough areas of effect to easily cover other armies, but the quick Lantern Archons will be able to do wonders for coordination of cooperating units.

Also, Axorius is kind of pompous, being both a lion and a high-up in the celestial heirarchy, so while he's extremely dedicated to good, he has little patience.
 

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Oh, and here is my list of what to look out for among baseline units. Higher CR ones are a threat, but there can't be nearly as many of them as of the baseline units.

things to watch out for: Allip, Choker with at will magic, Ghoul, Hag (Sea Hag), Shadow, Wight, Wraith, Yeth Hound.

Allips, Shadows, and Wraiths: All incorporeal, all have draining attacks that can create spawn. Allips have an automatic aura attack that fascinates people, and most grunts will have a lower wisdom than physical stats. Wraiths automatically panic any horses within 30 feet, which will mess up calvary, and have a pretty dangerous attack, but have daylight powerlessness, which can be a tactical advantage. Shadows are mediocre offensively, but are also don't have significant weaknesses like the wraiths. I say allips are the worst of these, and they have the lowest CR to boot.

Ghouls: Not that bad, but they're cheap. Ghoul Fever should be easy to deal with because it takes a while to develop.

Choker with magic: Give chokers something with at will magic effects (like those amulets of magic missile), and they can fire it twice per round, which nobody else can do.

Sea Hag: Very dangerous. Anyone who looks at it has a tough DC save or they take 2d6 strength damage. Undead are immune to that, as are other hags. Also a 3/day gaze attacks that can kill. Plus they're cheap.

Wights: Also really dangerous. Their energy drain will automatically kill any level 1 grunt in 1 hit, and they get a spawn out of it in 1d4 rounds. Corporeality makes them not as bad as some of the other undead, but they make spawn faster, too.

Yeth Hound: Look pretty bad to me. High AC, good damage in their attack, fly good and fast, and DR 10/silver. Their baying is a 300 foot radius effect that has an easy DC, but if you fail, you're panicked and automatically break ranks and run away. Since they're cheap, you could easily make enough saves that you'll eventually fail.

I'd say the Yeth Hounds, the Sea Hags, the Allips, and the Wights are our worst opposition. Also a mix of skeletons and zombies could give us problems in beating DR, and undead have a lot of immunities that make standard tricks not work.
 


I think Fieari said that we could. I didn't want to, because I thought it would be abusing the CR system to pick traits that were always useful and leave out traits that weren't so much. It kind of goes against the spirit of the game, IMO. Plus, it would be easy to design something with devastating spell-like abilities at will that was still overall a low-CR.
 

The army I am thinking about is kind of unusual.

It consists of 1 18th level cleric (with no equipment Bringing the CR down to 14.4) 32 6th level Wizards (also with no equipment, bringing their CR down to 4.8), 1 5th level rogue and 225 CR 1/3 creatures (Whom I am envisioning as intelligent birds who act as spies, I will play with the creation rules.)

I am intending to buy a scroll of Genesis and have my own Demiplane, and use a Mirror of Mental Prowess to scry.

The idea is to open a Gate at a goodly distance away from the target army, Drop 30 fireballs over a maximal spread, ahnilating the lesser CR portion of the army, send a bunch of summoned monsters at the enemy and leave back through the Gate before they have a chance to respond.

Chances are I will not be able to destroy an army with one swift clean stroke (unless they invest heavily in low CR creatures) but will wear them down day after day.
 
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Custom monsters are allowed, however, wanton min/maxing is not, so show it to me first and THEN I'll approve it. Custom creatures with lots of flavor are more likely to be acceptable than otherwise.

I'm still considering the "divert waterfall" thing. That sort of effort would be very difficult I think, unless magically aided.

Hm.

Make me an offer (pricewise) for a wonderous item that can be turned on/off that creates a teleportation portal that opens for a longer-than-instantaneous amount of time.
 

Well I could just cast a widened wall of force and rederect it that way...

The problem with my army is that I went with 687 CR 1's. I am probably the weakest here. I have 2 good blaster mages and may be able to take out the enemy's commanders with them, including LOTS of troops, but thats about it. I'm afraid that my army is going to be obliterated. With my shield wall the infantry has an AC of 26, but are easy pickings with spells. My sorcerers have reactive counterspell but I dont know if that will save me. I gave my self so many troops because I wanted to get right into the mass battles early, instead of waiting for more CR. Depending on how Fieari does exp, I might be able to survive a battle and have my troops level up. That might make me survivable untill the next fight, and if this process continues, I will become a force to be reckoned with. As for tactics, thats all in the second post on the first page.
 

Someone on the Evil side is enamoured with purple worms, I imagine that we are going to see tunnelling (in one form or another) from them. With the Mirror of mental Prowess I will be able to move quickly from place to place, in fact I will be able to move small groups of troops quickly from place to place.

If we are all starting as allies, I am willing to use some realitively impressive clerical magic for protection of various fortresses. Note Forbiddence and various wards, as long as the player in question is willing to pay for the material cost of doing so.

As soon as I work out my spies, I will be putting my army up.
 

Code:
Lupinal

Traits: Outsider		+/-0
Hit Dice: 8 HD Outsider		+5.6
Speed: 50ft			+0.05
Armor Class: +3 Natural		+0.3
+4 Fort Save vs Poison		+0.04
Full Attack (24)		+2.4
	Claw 2d4+12 (17)
	Bite 1d6+3  (7)
DR 5/evil			+0.033
Special:    Fear Aura		+0.5
	    Improved Grab	+0.2
	    Dodge Missiles	+????
	    Scent		+0.2
	    Wild Empathy	+????
	    Darkvision 60ft	+0.2
Immunities:
	    Electricity		+1.0
	    Petrification	+0.2
Resistances:
	    Cold 10		+0.2
	    Fire 10		+0.2

Spell Like Abilities (at will):
Caster Level 8th
	    Blink		+0.12
	    Blur		+0.08
	    Change Self		+0.01
	    Darkness 		+0.08
	    Etherial Jaunt	+????
	    Speak w/Animals	+
Spell Like Abilities (3/day):
	    Cone of Cold	+0.12
	    Cure Light Wounds	+0.024
	    Fly			+0.072
	    Magic Missile	+0.024

Statistics not added because I can't figure out whether they SHOULD be.
Skills not added because I didn't take the time to see whether they were skill BONUSES or just statistic related
	    
Total				11.363
Golden Rule			11.2815
Silver Rule			9.589275
Silver Rule Round Down		9
I think this is closer to accurate. And yeah, I did calculate the golden rule wrong last time.
 
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Warning: Game start is IMMINENT. Which two Battlelords wish to start? I think we may have three ready right now?

As soon as evil has finished their third army, good's third can come in, and so forth.
 

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