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Fantasy Arms Race, Round Two
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<blockquote data-quote="Morgenstern" data-source="post: 726259" data-attributes="member: 5485"><p>I agree. Mongols make good inspiration for the Ta'Jinn (glad folks like the name), but this is that kind of culture at an earlier stage of development, and 'devolving' them a bit will help level the playing field, and better yet, force them to develope tactics rather than ariving on the field fully formed.</p><p></p><p></p><p></p><p>The Stempa's inernal conflicts suggest they should be given regular access to one technology the others have yet to employ on a scale large enough to make difference: spies.</p><p></p><p>The Ausel (like that name quite a bit <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />) are still being refined conceptually. </p><p></p><p>I would adjust the above list in the following ways: the Stempa should be the only folks on the field with heavy armor. It's reserved for elite units, while meium armor is reasonably common. Back everyone else down a notch from their (elites in medium, regulars in light). That adds a technology, and changes their military type from just infantry to skirmisher/marines, medium infantry, and heavy infantry.</p><p></p><p>I'd cut the Ta'Jinn back a bit by removing chariots (if you were the rulling class, would you want to have something like that hitched to your butt? Sure, it provides cover to the guy in it, but the critter up front is screwed...). Perhaps they'll develope it, but I think the Cressians have the strongest claim on this technology~ they have four-legged powerplants that are expendible, and have already discovered the joys of animal pulled vehicles from their naval excursions). I would drop the seige technolgy as not haveing been developed yet. Their internal squables didn't seem to involve a lot of fortress cracking, and they have no established external enemies to drive it's developement. Finally, I'd think undead would be anathema to them, the tools of the great enemy. The creation of minor constructs still seems rather clever though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />, so perhaps more of a substitution than a deduction. Finally, for their troops, I'd reduce the prominence of griffon riders. They're there, but Id suggest their numbers are small enoug and the utility high enough that they're employed as scouts, couriers, and extremely mobile magic platforms, not as massed units for direct physcial strikes. </p><p></p><p>Resated this way we have:</p><p></p><p>There's a lot happening in the set up of this round. What did I miss in the above summary?</p></blockquote><p></p>
[QUOTE="Morgenstern, post: 726259, member: 5485"] I agree. Mongols make good inspiration for the Ta'Jinn (glad folks like the name), but this is that kind of culture at an earlier stage of development, and 'devolving' them a bit will help level the playing field, and better yet, force them to develope tactics rather than ariving on the field fully formed. The Stempa's inernal conflicts suggest they should be given regular access to one technology the others have yet to employ on a scale large enough to make difference: spies. The Ausel (like that name quite a bit :)) are still being refined conceptually. I would adjust the above list in the following ways: the Stempa should be the only folks on the field with heavy armor. It's reserved for elite units, while meium armor is reasonably common. Back everyone else down a notch from their (elites in medium, regulars in light). That adds a technology, and changes their military type from just infantry to skirmisher/marines, medium infantry, and heavy infantry. I'd cut the Ta'Jinn back a bit by removing chariots (if you were the rulling class, would you want to have something like that hitched to your butt? Sure, it provides cover to the guy in it, but the critter up front is screwed...). Perhaps they'll develope it, but I think the Cressians have the strongest claim on this technology~ they have four-legged powerplants that are expendible, and have already discovered the joys of animal pulled vehicles from their naval excursions). I would drop the seige technolgy as not haveing been developed yet. Their internal squables didn't seem to involve a lot of fortress cracking, and they have no established external enemies to drive it's developement. Finally, I'd think undead would be anathema to them, the tools of the great enemy. The creation of minor constructs still seems rather clever though :), so perhaps more of a substitution than a deduction. Finally, for their troops, I'd reduce the prominence of griffon riders. They're there, but Id suggest their numbers are small enoug and the utility high enough that they're employed as scouts, couriers, and extremely mobile magic platforms, not as massed units for direct physcial strikes. Resated this way we have: There's a lot happening in the set up of this round. What did I miss in the above summary? [/QUOTE]
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