D&D Wargaming: Good OOC


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Bibliophile in the Rogue's Gallery said:
We should also take this as a warning, and start preparing to fight undead, now. After all, if someone bothers to take one of the undead creation spells, probably a great majority of their army is undead.

I've taken undead into consideration. Armies of undead mooks will get wiped out by Holy Word without a roll at all. My clerics all have the Sun domain, which destroys undead instead of turning them. I gave one of my artillery wizards an item that Sunbursts 1/day (killing light-sensitive undead and doing massive damage [15d6 if I recall] + blindness to all other undead in a 80 ft. radius). Command undead is a level 2 spell that works wonders on undead also.

The only thing that worries me are incorporeal undead, and undead that create spawns. Neither is a cheap baseline unit, though some fall below baseline. The best strategy I can see to use against them is keeping an offensive push, and making sure to very carefully track their troop movements. If they ambush us, it's all over, but if we ambush them and keep them at range while we nickel and dime them, their extra-expensive units with the same defensive power as ours will go down quickly.
 


WizWrm, perhaps you should take that several-hour trip into the evil lands and bring back some better intelligence than what we have now. I get this awful feeling that we're not being aggressive enough. The first strike was good, yes, but we can't allow them to gain the initiative (especially that we have so much more to lose than they do, i.e. flourishing cities vs ravaged ones, etc).

If we can keep our attacking momentum up enough, then we should be able to completely wipe them out. If we can't... then we risk giving them the game.
 


If we stop their teleportation magic, then the Skylance brings the fight to them in a way that they can't prevent. If there are any living members of the army, they can only march for 8-12 hours a day, which will be 24-36 miles, depending on the fatigue and subdual damage they're willing to suffer. The Skylance goes 96 miles per day with no effort from the troops, and it's got the defensive advantage of a fortress even on offensive campaigns. Compared to teleportation, it's slow as molasses, but compared to marching, carrying supplies, and camping at nights, it's lightning-quick.
 

I might have enough money to get teleport for it, but if I change my troops and they can teleport like yours, it wouldn't be nessesarry for you or me. The other generals might be willing to spend money on it though.
 

Most of my troops can't teleport, I have about 200 mooks that have been sitting at home twiddling their thumbs.

And the cost to improve a 7 space fortress to teleport is really disgusting. 50,000 gp per space will cost 350,000 gp. There is a piece of wondroud architecture that can let anybody who steps on it greater teleport to wherever they want, but they don't have a means to get back.
 

:\ 350,000? Thats crazy... Dan and Zan have to wait for two more levels untill teleportation circle. If my construct idea goes through, each one of them will be able to take 4 people with them. So if I come up with 50 of them, then they will be able to teleport all 200 of your guys there and back.
 
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Wrahn: perhaps in light of what's occurring, a Miracle would be in order to bring that dragon to the surface where nameless and Tyreus could get at it? :-)
 

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