D&D Wargaming-- Good vs Evil [Waiting List Recruitment]

Well, I haven't looked at either of the army posting threads, but I have a few other questions.

1) If you include creatures with intelligence scores below normal (i.e.- 1,2,3,etc) Are they automatically assumed to take orders? Or do you need to include handlers for them?

2) Also, which teams (good or evil) have spots open? Which is the most needy of members?

EDIT: Well, I've decided to join the Good side :-)
 
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As long as you allocate CR, any creatures you control, you CONTROL. An earlier example included an army which consisted of something along the lines of eleven thousand ravens. Yes, you'd still be able to direct your ravens, organize them into groups, send them on missions, etc.
 

How do we determine equipment for creatures without levels?

Ex: The Ghale is listed as having "No coins, double goods, standard items" How would you determine what quantity of items (in gp) that said ghale could be equipped with?
 

Bibliophile said:
How do we determine equipment for creatures without levels?

Ex: The Ghale is listed as having "No coins, double goods, standard items" How would you determine what quantity of items (in gp) that said ghale could be equipped with?

I could be wrong (if so I have more work to do) but I assumed that non-leveled monsters are assumed to have no equpment other than the armour and weapons they are wearing (in the stat block) ie a Ghaele gets the +4 Great Sword but no treasure

Any other equipment they get is from the Army fund
 
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I am thinking about throwing my hat into the ring, as it were. Several questions:

You had talked about banning Gate, but I saw nothing further on this. Gate (at least the summoning portion of it) now takes XP, has this made you reconsider?

Is there an imbalance to the sides? What is the division of Good and Evil?
 

With an XP cost... I think that sounds more agreeable to me. Of course, trying to summon big things still means you have to make a deal, and the other side is under no obligation to agree to said deal.

I'm not actually sure how many good/evil players we have right now. It's hard to count... since a number of people have recently said they'd LIKE in. That doesn't mean they all have armies yet though... heck, some haven't even decided what their general army CONCEPT will be.

I -think- we're roughly even at this point though.

Again, I'm going to start up the game as soon as Evil get's itself a 2nd army ready. Good already has two ready armies (and 2 less ready armies), evil has 1 ready army at the moment (and 1 nearly ready). Further armies will be added one by one, when both sides have one ready.
 

I am so in this.

I'll play good or evil, whichever side has less players. I'm going to design an army that will work for either side.

Would it be okay if I have an army of 40 cl5 characters, or do you want really big armies.

I still have to check out the uk pdf and design an army so I won't be ready to go for a couple of days.
 


Wrahn said:
With the sides being even, I think my army concept works better in the light. So sign me up for the good guys.

Sheesh! All you nancyboys want to be good guys - why not come over to the darkside!! MWAHAHAHAHA

Oh and I'm getting my Army done as we speak:D
 

Regarding 40 CR5 units, that's fine. It might not be the best choice for an army though... just as a warning. In fact, from what I've seen so far, I think that such an army might be decimated unless you use it very well. Diversity is going to be the key... depending on which side you decide to join, you'll see what I mean by example. There are some VERY good army concepts here that I've seen.

As a guideline, think about the skills, spells and abilities you think would be most useful for an army to know. Now determine the level you need to be in order to HAVE that skill, spell, or ability. Next, determine HOW MANY of your army needs to have those abilities... do ALL your grunts need to have cure light wounds? Or just a few that know Cure Mass? Do you REALLY need lvl 5 sorcerers? Or would an army of lvl1 sorcerers do better, since that's all you need for magic missile?

These are the things you should be thinking about. Maximize your army whenever possible.

With the rules I've set up, I've found I don't NEED to enforce large army rules... they evolve natuarally from the optimal army that you'll want.


With regards to the simple ASCII map above... I'm now determining scale. As a specific point to look at, I'd like the Green Desert to take -at least- four days to cross by horse, assuming sufficient water is brought along. Horses vary in distance they can travel in a day, but average at 40 miles. That means the desert must be at least 160 miles deep. To even it up, I think it'll be convenient to make it 200 miles deep, making each square 50 miles.

This means that the Shadowed moor is 450 miles from the Lowly Peaks to the Silgrey Range... not shabby. I think that'll work.
 

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