Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
D&D Wargaming *ARMIES OF GOOD*
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="nameless" data-source="post: 1432910" data-attributes="member: 1543"><p>I'll chime in here, too.</p><p></p><p>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.</p><p></p><p>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). </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="nameless, post: 1432910, member: 1543"] 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
D&D Wargaming *ARMIES OF GOOD*
Top