Discussion for a Kingdom of ashes OOC II

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Xath said:
Here's my interpretation of the overall battle plan. (for what Xath is doing)

---------Laurel-----Xath--------
Justice-Kaereth-----Arfin-Archon

We start out in this formation allowing the two Ranged attackers a clear line of sight. Xath can start making attacks once they are 800 feet away. (the elves, naturally would be closer, as she would be attacking behind them) If the creatures are moving at 60 feet a round, Xath can let off approximately 16-17 fireballs (with the rod of quickening) before they get within melee range)
At best with each fireball, she can knock off 60 attackers.

Once the attackers get within melee range, L'Aurel and Xath fall back to behind Kaereth and Arfin respectively.

Justice-Kaereth-----Arfin-Archon
---------Laurel-----Xath--------

Once the group is surrounded, we take upon the circle formation to prevent against being flanked. At this time, the group is Hasted.

--------Kaereth-----Arfin-------
--Justice----------------Archon
---------Laurel-----Xath--------

And here, Xath can do 1 of several things.

1) She continues using the wand of Fireball for up to another 30 rounds, stopping to heal as necessary. Using all 47 charges of the fireball wand gives us a chance of knocking out 2820 bad guys, although there's a good chance the concentration checks won't last that long.

2) She sings a song of Inspire Courage which gives a +2 to damage, and uses melee weapons to attack. Stopping to heal someone stops the song, although it's effects would last 5 rounds after the fact.

Probably, it will end up being a combination of the two. Singing, stopping to heal someone, then wailing 4 fireballs before continuing.
This doesn't really take into account the potential strengths and resistances of the varying draconids, as well as the potential that you could be confronted by an unliving force, early on. If they're fire resistant, fireball won't work, and if it's undead, you'll want to maximize Justice's ability to turn. If you are, you may want to change the order of certain things, or use alternative resources.

You'll more than likely see all sorts of opponents, but don't lock in too hard. To a degree, once you decided where to engage the enemy, and the general formation, you can play the rest of this part by ear.

What you now need to decide is what you're going to do AFTER you jam out of the circle, and how you hope to do so.
 

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AIM-54 said:
Our best bet is to let them come to us. We have no real way to challenge them on their terms and sending our two aerial PC's after them would only end badly.

That said, once our little diversionary maneuver in front of the walls is complete, we may want to be on dragon/wyvern duty on/inside the walls, as we'll be the best prepared to take them down.

That's how I see it, at any rate.
This is a good idea for the post-circle direction I asked about, above. Walls are great against infantry, but not so useful against things with wings. If, as a group, you can limit the effectiveness of any of their flying beasties, you'll have helped to even the score a great deal between the two armies.

Maybe we need to get creative and think of ways to do some anti-aircraft operations...? *puts on thinking cap*
 

The_Universe said:
This is a good idea for the post-circle direction I asked about, above. Walls are great against infantry, but not so useful against things with wings. If, as a group, you can limit the effectiveness of any of their flying beasties, you'll have helped to even the score a great deal between the two armies.

Maybe we need to get creative and think of ways to do some anti-aircraft operations...? *puts on thinking cap*


What's the range on the wand of fireballs? Knowing that white dragons are mostly cold oriented, that might be an excellent weapon against that particular threat. I figure much of our magical resources might need to be tasked to take on the aerial threat, depending on how much of their aerial forces they send. The PC's are certainly ideal for taking on some of this, as we can take down a wyvern pretty easily, not sure about a dragon, but better us than some of our regulars. We may also want to task up to a section of archers to focus on wyverns (I'm not certain regular archers will do much against even a white dragon). The cannon(s) should remain focused on the ground threat as bouncing cannonballs will do much more damage there than on the off-chance that they should hit a much more maneuverable aerial target.

That's what I've got for now...
 

Tempest

maybe we can summon a feirce storm to knock them out of the air, or at least make flying difficult. plus...it'd be cool cinematically.
mik
 

AIM-54 said:
What's the range on the wand of fireballs? Knowing that white dragons are mostly cold oriented, that might be an excellent weapon against that particular threat. I figure much of our magical resources might need to be tasked to take on the aerial threat, depending on how much of their aerial forces they send. The PC's are certainly ideal for taking on some of this, as we can take down a wyvern pretty easily, not sure about a dragon, but better us than some of our regulars. We may also want to task up to a section of archers to focus on wyverns (I'm not certain regular archers will do much against even a white dragon). The cannon(s) should remain focused on the ground threat as bouncing cannonballs will do much more damage there than on the off-chance that they should hit a much more maneuverable aerial target.

That's what I've got for now...

The range is normally 800 ft, but if Justice'll let me snag one of her rods, I could get 3 of them off at up to 1600 feet.
 

You know what? Nevermind. Our plans seem to work the best when we don't plan them. (except for that one time when we were stealing the ship) Let's just wing it.
 

planning is for the weak!!

:) sounds good to me.
and "yay!" for "The Complete Works of William Shakespere" it was awesome Gertie.
mik aka "McPlain n' Tall"
 

Wow.. chattanooga.. what a city....

Um one questions- how are we getting into position? Running? Flying?

And one suggestion- could we just rule the white dragons? Or is there save too easy? What about ruling the wyverns?
 

oh, no giant elephants for me to swing from....

Got the whole battle line up-- Xath and I should be out front first. Justice can turn around/through us with no problems; however, my arrows probably don't go around her so well.
Yes, playing this part by ear is a good idea as too much can change or alter during battle- plus as mentioned, we still need a way out and in.... hmmmmm......
 

No, we can't rule the dragons. There smart enough to be entitled to a will save, and they're wise enough to make it.
 

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