Fantasy Arms Race, Round Two

The Goblin King

First Post
Tonguez said:

4 Ausel – Rogue, Monk, Sorcerer. Monsters (Zombi, Golem, Elementals)? and Dragons (maybe)

domains: Air, Earth, Fire, Water, Strength, Magic

Perhaps: Earth, Fire, Water, Law, Strength, War and Magic? There isn't a domain for Metal or Wood so I don't know about them.
 

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Right, let's say that werewolf incident merits an investigation by the Cometatus, the association of heroes, and wardens of the concord. The group doing the investigation, the Circle of the Gimlet Eye, discovers clues that hint at an Ausel attempt to create tensions in Greater Cressia by creating a werewolf out of one of their minion and then sleeping the fellow in the Empty Quarter until the games. Determined to discover how the Ausel snuck the fellow in the Circle mounts a stealth operation in Ausel using a Roc as transportation.

In Ausel they stumble on something greater as they see the destruction of the city of the summoners and the march of forces from the cube. They quickly return to alert the Confederation of this new threat to the stability of the region.

The Confederation decides that the situation calls for a radically new sort of aggressive action.

On the homefront they begin integrating the most capable members of Greater Cressia's institutions into a common defense network and begin mobilizing troops and shoring up defenses in preparation for a possible massive invasion by forces with a powerful if unknown level of capability.

To take the fight to the enemy they organize all of Greater Cressia's willing and known heroes into small forces organized according to who works best together and what functions these group are then determined to be best suited for. Backing up these groups are the well supplied wizards and well mounted paladins of the academy. Much of the long range navies of Greater Cressia are also involved in this effort.

BTW, I would assume that nearly all the Paladins of the academy are mounted on unusual and/or flying mounts given the fact that no culture in this thread has ever been into horses except as draft animals.

Their plan is to prepare the teams of adventurers for remote insertion into Ausel. The teams will be supplied with the best magical equipment available to the Confederation and backed up by wizards and paladins working off of ships stationed some distance from Ausel's shores.

The majority of the ships, however, will distract attention away from the circles by attacking and destroying as much Ausel shipping as possible, taking advantage of Ausel internal discord and making it more difficult for the invaders to make use of Ausel shipping. Every time they capture a ship they offer to allow the crew to defect as a means of gaining Ausel expertise on the new enemy.

Emissaries are sent to the Khannate to see what aid their Empire might be able to offer and to warn them of the new threat.

Anyone want to hazard a guess as to precisely how ape:):):):) the Ta'jinn will go over news of a massive invasion by outsiders?
 

GladiusNP

First Post
I also think the Stempa should really be involved – in the last conflict they were pretty much the pawns of the other powers. This could really shape them even further to be like the Greeks. According to what I have read, the Homeric epics formed the backbone of the Greek religion – and what better ground for an epic than the war with the Formians. I'd say that the Auselen agent kills one of their most beloved athletes, and they are definitely out to knock off the werewolf. When Cressia discovers the Formians, the Stempa are asked to help. They agree to - not wanting to be ruled by the Ausel, who are still mistrusted due to the sacking of Thelia, and the Accords of Helg.

This is great – we can have heroes similar to Achilles, Ajax, Odysseus, etc. Fits in quite well with the “Age of Heroes” theme for this round. Unlike the foe-slayer style heroes the Cressians develop, the heroes of the Stempa are leaders of great armies, and priests of the goddess Iradne.

Though this is getting way ahead, what if Mordenkainen’s Disjuction is the eventual way they banish the cube? Desperate researchers mange to come up with the spell and insert a small band of the most elite of the Cressians…. But that’s (hopefully) a long way off.

What do Cressia get up to? This is interesting, because they are truly on the offensive for the first time (at least in a discussion of tactics.) They’d have to (due to small size) keep out of the way of Formian and Auselen patrols, only attacking under cover of darkness, or when they have advantageous conditions. Each small group should probably be a hunt or so in size. I’m thinking a combined arms group of one leader Druid/ Elite Deltane Ranger, one pack of Deltane rangers, one pack of celestial dogs, three packs of javelin men (using atlatls), and three packs using a dangerous new weapon – the longspear. Usual deployment (against an enemy shieldwall) runs something like this. Packs with longspears in front, in a tight line, packs with javelins behind, and Deltanes in the middle.

The Cressians always try and use terrain to good advantage, and try to move into a good position, attack from where they are least expected, and move away.

If charged, Javelins throw at enemy, then retreat, the longspears holding back the enemy, with Deltanes shoring up line, and coming in to where the enemy gets within the reach of the spearmen, along with the celestial dogs. As the Spearmen move back, the Javelins continue to throw into the enemy forces, beyond the first rank. Cressians seldom hold in these sorts of battles for long, preferring to retreat in good order, then form up on another side of the enemy and attack again.

If the enemy hold back, the Javelins soften them up with four or five volleys, then advance with the longspears, using the Deltanes and the Hounds of Cressia to break the line via skirmish tactics or shock assaults in one point. Alternatively, they may withdraw, depending on how much damage was done, and what the opportunity is.

The Druids usually keep themselves in reserve, though they will commit their animals / celestial dogs/ themselves in shifted form to break up enemy lines with the Deltanes. Most of the ranger heroes are found either in the Javelins or with the Deltanes, or leading a small group into an ambush. Barbarian Deltanes / Berserkers always are in the longspears or with the Deltanes, and usually are used in more aggressive hunts.

Druids/ Paladins on eagles/griffons also provide reconnaissance and ground assault – though the Ausel can chew them up with spells if they aren’t very careful.

The Stempa usually fight in a loose grouping, each man heavily armoured and carrying a Khopesh. (They've come over on galleys). Behind them, ogres with longspears (given the design by Cressia) often are positioned, providing a vicious back-up to the main Stempan force. Due to the room needed to swing a Khopesh (and thei adaptation to fighting against area magic used by Clerics, and the Auselen fireballs) Stempa don’t pack themselves too tightly. They will advance in good order, and maintain a decent line. If faced with a missile barrage, they often form a shieldwall, and may do so against cavalry, with the ogres reaching out/ setting their spears to attack horsemen. The Stempa usually send clerics with each army, who cast all sorts of protective spells. Wizardry is also becoming more common – but as a counter-spelling tactic, rather than pure offense. The Stempa have also developed contacts with the goblin-kin. Hob-goblins often provide elite units to fight in the main ranks, and small sling-wielding goblins are the mainstay of Stempan missile weaponry. Bugbears are used like ogres, but are much rarer. Stempan heroes fight in the middle of the battle, killing dozens of the enemy with their elite fighting skills. Their clerics also call upon the gods, casting spells, shouting incantations, and healing the wounded.

Ausel are very reliant on magic and monks/rogues. Due to this, they rarely fight in good formation, attacking in a loose group. Though Monks are lawful their fighting style doesn’t lend itself well to fighting in groups. If the other forces develop serious protections vs. magic, the Ausel may have trouble.

The Formians attack in ordered ranks, with no commands, marching in silence, save for the click of chitin and the pounding of thousands of feet. They usually march into the
enemy and begin to destroy them, tearing into the oppostion with claws and mandibles.

The Formians and and Ausel may have trouble working together at first, but soon develop a good system. The Formians are immune to much of the magic the Ausel chuck around, and the Formians can easily control the summoned creatures of the Ausel.

With regard to a Stempan household god…. Ten is a nice round number, and we have ten gods plus the Three Sisters. Maybe we could make the Stempa believe in a small house-hold spirit / demi-god, who has a small shrine in each home, and to whom very small offering are made? Correct me if I’m wrong, but I believe the Romans had a set-up like this. If this doesn’t work, let me know.
 

Well, both Stempa and Cressia have to get involved at an early point as they are the two ready made naval powers.

Cressia and the Khanate contribute aerial backup and marines.

So how would Stempa and Cressia construct their navies?

Cressia probably has a variety of ship designs at this point, but

Stempa probably has something approaching the mediterranean equivalent of longships due to the amount of time they have to spend on rivers, limited supplies of wood, and the potential strength and size of their rowers.

We had some discussion on naval issues earlier, but never got to use them.

Would the Formians have much of an understanding of naval warfare outside of what the Ausel tell them? Would they even bother transversing the sea or could they just teleport over?
 

s/LaSH

First Post
The Stempa are guaranteed to be involved this time. They're the more clerical community, and probably have outer-planar contact abilities sufficient to determine the source of the threat.

(And while we're on Stempan divinity, I suspect they'll have their major deities, but also revere a host of minor spirits and things - household divinities, nature spirits like nymphs and dryads, and the like.)

As for the formian ability to make war over sea, I suspect they have probably conquered worlds enough to be familiar with aquatic tactics. While they themselves can't maneuver underwater, their fortress is watertight (as if that'll matter), and they can Dominate aquatic creatures to do their bidding in the subdual of a world. They also have a number of Apparati of Kwalish - perhaps a hundred, suitable for a sizable aquatic domination excursion and also surprisingly effective on the battlefield. Their Myrmachs can teleport without error, but cannot take anyone with them. Overall, while the Apparati can convey 200 troops maximum, they don't have the endurance to make it to the mainland - unless they sail on the surface with an Auselen fleet.

The Auselen developed large vessels to transport their creations to overseas markets. The formians will probably make use of these, and their workers can take a hastily manufactured wooden hull and Make It Whole very quickly, greatly hastening the hull-making process until they rival the Cresians in hull-laying speed.

Meanwhile, the Cresians and Stempans both have sizable navies, especially now that they've got greater trade over the area (one good thing about making peace with the army that came over the unknown horizon).

However, recall that Ausel is something like 8 days sail from the mainland, through fairly rough seas. An Auselen naval blockade has weather control magic.

As a result, the first raider force from Cresia meets Auselen patrol hulls five days out. The seas are rough, but the Auselen miraculously seem to always be sailing in calm water while all the waves break on the Cresian ships. This is no surprise; everyone knows the sorcerers guard their isle. But what the Auselen weren't expecting was a sustained lightning bombardment from their own stormclouds.

Call Lightning has a tremendous advantage at sea. What happens when a ship gets struck by lightning? A mast splits, structural integrity is compromised, and if the deck's wet the crew get unpleasantly strong tingly sensations. Although Auselen magi can retaliate with fireballs and lightning bolts and ice storms and walls of ice and cones of cold and even chain lightning, one good Dispel Magic can fairly reliably counter these offensive spells at Medium range (when they come in range, as readied actions), while Call Lightning is employed at Long range and results in repeated strokes of lightning - the Auselen can't use reliable counterspells, and even if they do use Dispel Magic, I believe it would only affect the individual bolts. It's like artillery, people! And who knows what happens when a ship breaks under the bombardment and the next bolt hits the water instead?

That, of course, is when defense stage two gets invoked. Cresian escort dolphin skiffs are easily co-opted by taskmasters when they come in range (Medium), and because they're just animals the formians don't have any qualms about smashing them into Cresian vessels at full speed.

And did I mention the dire sharks? Ausel has never relied solely on their geographical isolation for defence from the 'unworthy'. The dire sharks are a courtesy detail, so to speak, much in the way that Magrathea being 'lost' was only the first line of defence. Once the fleets close (not the full fleets, I should emphasise, simply a dozen or so ships from each), the dire sharks have been arranged into strike formations by their taskmasters - they can tear the keel from a Cresian vessel with one coordinated bite attack along its length.

Anything else with ideas and tactics for a naval battle? Who would win?
 

Sarellion

Explorer
Will Lightning have a big effect on oceanic water?
If it has, just hammer a lightning near the dire sharks after you realize the tactics.

Are the dolphin skiffs still Cressias only naval ship?
 

The Goblin King

First Post
I think anyone fighting Formorians for the first time is going to be very unnerved. They are silent, organized, and never break. The workers at least would be ordered to fight to the last bug unless the queen had other plans for them.

Apparati of Kwalish: Cool idea! What if merchant vessels were modified so that the bottom could open and close? The ships would stop two miles from shore. During the night the doors open and the apparati scuttle out onto the beach while the ships sail on. Talk about a stealthy landing!

As for Dire Sharks: I think the Cressians could trump that with Awakened Sperm Whale Druids. ;)
 

Omega Lord

First Post
One spell that might see limited use here is simacrulum (sp?). Think about the tactical implications of this spell in war. Instead of training an apprentice, you can instead spend 1000 xp and have a completely loyal follower at half of your power. I can see a few Auslen heavy hitters using this spell infrequently to bolster the ranks without risking thier own hides. What if the dragon lords knew this spell :eek:, heck what if someone got ahold of one of the dragons scales? Dear lord, even a dragon at half power is a scary thing to behold. The downsides to this tactic is that it costs 1000 xp so you wont be seeing really heavy use of this spell and the fact that while the duplicates created by this spell are an alternative to training someone from scratch they have no naturall healing. However the shelf life of a sorceror duplicate would probably be much longer than a fighter duplicate (the whole being distanced from combat thing). Just some thoughts.
 

s/LaSH

First Post
Hey yeah, Simulacrum is level 7! That spell is monstrously powerful, especially in the hands of dragons. Although I suspect only one of them would know of it, if the war were to heat up, it would become profligate.

The idea of hitting Dire Sharks with lightning is appealing. Does anyone know what sort of dissipative properties seawater has on lightning?

And Awakened Sperm Whale Druids... that's actually fairly likely. The last round didn't have much of a naval focus, so the immense Cresian aquatic territories were glossed over, but Cresia does have immense underwater territory. The Cachalot Druids (it's faster to type and sounds cooler) would probably be willing to haul mighty vessels too; dolphin skiffs were never the only vessels Cresia could field, and whales make more sense for coastal shipping. As a sort of halfway point, orca (which are technically dolphins, but as big as small whales) have probably been used to haul small vessels and those that go up the Heaven River, although by this stage the central bore is big enough to accommodate whale-drawn freighters.

However, Cresia cares about natural balance. Ausel doesn't. What power Cresia might gain by gaining the allegiance of the seas, Ausel can counter with mass-produced monsters. At least in theory.

As for the terror of remorseless formian battle formations... the only formians yet seen by Cresian/Stempan marines are taskmasters floating in the wreckage of Auselen blockade ships. (If formians even float with all that insecty stuff...) We haven't had a proper land-based engagement yet, but when we do... boy, are the humans screwed.

Are there any additional comments for the initial naval expedition, or can we assume that the Auselen were weakened but managed to repel the Confederation Fleet with medium losses on both sides? One thing I haven't considered is Cresian aerial support... but then, the Auselen have certain major advantages in the air beyond their weather control...
 

I don't know that we can assume that Auselen manages to win the naval war. Recall that the Confederation's goal is not invasion but destruction of shipping.

The call lightning tactic is but one advantage a druidic society has at sea.

Others include:

A far greater ability to fight in fog, what with being able to summon it and having lots of friends with echolocation abilities if the druids aren't capable of changing themselves.
-I would assume this would negate much of the domination ability, doesn't the user of such an ability have to be able to see the target?

Really excellent frog troopers. Alongside various awakened and companioned sharks and dolphins and what not, many druids are undoubtably not bad swimmers. Combine this with the relatively low level warp wood spell and you have a reusable torpedo.

Dire Sharks are bad, but druids get dominate animal spells as well, and the Cressians are likely to have a great many more undersea allies, and more motivated ones. Recall that the Confederation has been prepared for some sort of action against Cressia for some time.

Superior ships. Being able to shape wood and pick out and grow the very best trees certainly results in better material and probably better ships.

Aerial Support. While its true that Aerial supremacy is a contested issue the abundance of flying animal scouts that might be working for the Cressian, particularly bats, gives them a huge edge in intelligence.

Better logistics. What Druid worth his training can't purify enough water to quench the thirst of a crew and aid in fishing.

Bards. Orpheus saved the Argonauts many times.

From Stempa come incredible ship designs and very disciplined crews of tremendous strength. Not too mention clerics of sufficiently high level in their domains to have almost certainly encountered control weather.

From the Khanate come low level animated items that are immune to dommination and can man the riggings of enclosed ramming ships.

Also from the Khanate come sorcerors, not one's as grand as those of Ausel, but more than good enough to counter or dispel a great many of Ausel's offensive might spells.

Plus Ausel has large troop ships to defend where the Confederation force is nearly all wolf packs of offensive ships based out of tenders that stay well away from the fighting save as platforms for aerial assault, including the patented Ta'jinn bombing run.

Even one Pearl Harbor style attack on Ausel would be worth very heavy losses.

And all the while that Ausel's naval power is engaged in pyrrhic victory after pyrrhic victory the remote teams are entering or already on the island.
 

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