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Fantasy Arms Race, Round Two
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<blockquote data-quote="s/LaSH" data-source="post: 738462" data-attributes="member: 6929"><p>OK, so the Ta'jinn have reinforced their supply trains, and are probably routing them through their Stempan allies. But they aren't making inroads on Cresia. Meanwhile, the Cresians (while their central authority may advise a more peacable approach) are getting worked up over these abominations on their soil, and are definitely going to want to wipe them out. If their priests say otherwise, they'll have an uprising on their hands.</p><p></p><p>The Ta'jinn are relatively secure in their supply trains. The Cresians are relatively secure on their home ground. How can this change?</p><p></p><p>First, the Cresians enjoyed limited success in their initial raids on supply convoys. The basic tactic - a few shock troops in the form of Deltanes, then a missile bombardment - worked moderately well, but darkvision and superior mobility on the centaurs' part defeated that tactic. The shock assault needs work. Use of mist stops either side using arrows... unless the archers on one side are above the mist.</p><p></p><p>A common Cresian defensive tactic is adopted. Their cities are surrounded by isolated trees or posts as rangefinders; the deltanes can navigate through a mist perimeter, and send out cries whenever they encounter enemy troops. A concentrated archery barrage that cannot harm the deltane lands on that area. The archers themselves are in towers, trees and ramparts above the mist. Those packs of archers that are more effective (that is, can judge distance and direction by sound alone) are sent to the front lines, ten packs of archers to a pack of deltanes and another pack of druids; this small division of 120 warriors is fairly mobile, fairly stealthy, and fairly effective in combat. The basic tactic: shock the enemy with pseudo-invulnerable deltanes; mist the battlefield; move your archers around, bombarding the areas where deltanes set up their cries. Some divisions also have bards, who can throw out Silence and Blindness/Deafness at level 3 to disrupt enemy use of sound in the mist, and generally boost combat effectiveness.</p><p></p><p>Meanwhile, the Ta'jinn have caught a few of their human soldiers turning into werewolves. Through sheer brute force they've managed to take one or two prisoner (six centaurs hanging off you is enough to stop even a werewolf running away), and after failing to cure them by conventional means they've discovered that you can, in fact, kill them, albeit with great difficulty. Fire and magical energy both kill lycanthropes just as easily as they kill normal soldiers. In fact, a lycanthrope held to the ground can be hit with a coup-de-grace attack that has a good chance of killing it. This technique is disseminated to all troops. (Note that actually getting hold of a lycanthrope is harder than you'd think, and human troops run the risk of infection in the process. This, of course, means that centaurs get to do it - and become hailed as holy champions for it. Logically, some decades down the path, we'll start seeing centaur paladins.)</p><p></p><p>But this doesn't really help them assault Cresian fortresses. The only tactic that might work is death from above - a spell bombardment from a griffin wing. Loath to use their precious steeds in this way, one assault is finally approved... what is the result?</p><p></p><p>PS: Yo, Tuerny, if you feel you've got something to contribute, go right ahead. It'll only require a couple hours of reading our previous battle records, taking notes, etc etc.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> and fresh perspectives are always appreciated. Right folks?</p></blockquote><p></p>
[QUOTE="s/LaSH, post: 738462, member: 6929"] OK, so the Ta'jinn have reinforced their supply trains, and are probably routing them through their Stempan allies. But they aren't making inroads on Cresia. Meanwhile, the Cresians (while their central authority may advise a more peacable approach) are getting worked up over these abominations on their soil, and are definitely going to want to wipe them out. If their priests say otherwise, they'll have an uprising on their hands. The Ta'jinn are relatively secure in their supply trains. The Cresians are relatively secure on their home ground. How can this change? First, the Cresians enjoyed limited success in their initial raids on supply convoys. The basic tactic - a few shock troops in the form of Deltanes, then a missile bombardment - worked moderately well, but darkvision and superior mobility on the centaurs' part defeated that tactic. The shock assault needs work. Use of mist stops either side using arrows... unless the archers on one side are above the mist. A common Cresian defensive tactic is adopted. Their cities are surrounded by isolated trees or posts as rangefinders; the deltanes can navigate through a mist perimeter, and send out cries whenever they encounter enemy troops. A concentrated archery barrage that cannot harm the deltane lands on that area. The archers themselves are in towers, trees and ramparts above the mist. Those packs of archers that are more effective (that is, can judge distance and direction by sound alone) are sent to the front lines, ten packs of archers to a pack of deltanes and another pack of druids; this small division of 120 warriors is fairly mobile, fairly stealthy, and fairly effective in combat. The basic tactic: shock the enemy with pseudo-invulnerable deltanes; mist the battlefield; move your archers around, bombarding the areas where deltanes set up their cries. Some divisions also have bards, who can throw out Silence and Blindness/Deafness at level 3 to disrupt enemy use of sound in the mist, and generally boost combat effectiveness. Meanwhile, the Ta'jinn have caught a few of their human soldiers turning into werewolves. Through sheer brute force they've managed to take one or two prisoner (six centaurs hanging off you is enough to stop even a werewolf running away), and after failing to cure them by conventional means they've discovered that you can, in fact, kill them, albeit with great difficulty. Fire and magical energy both kill lycanthropes just as easily as they kill normal soldiers. In fact, a lycanthrope held to the ground can be hit with a coup-de-grace attack that has a good chance of killing it. This technique is disseminated to all troops. (Note that actually getting hold of a lycanthrope is harder than you'd think, and human troops run the risk of infection in the process. This, of course, means that centaurs get to do it - and become hailed as holy champions for it. Logically, some decades down the path, we'll start seeing centaur paladins.) But this doesn't really help them assault Cresian fortresses. The only tactic that might work is death from above - a spell bombardment from a griffin wing. Loath to use their precious steeds in this way, one assault is finally approved... what is the result? PS: Yo, Tuerny, if you feel you've got something to contribute, go right ahead. It'll only require a couple hours of reading our previous battle records, taking notes, etc etc.;) and fresh perspectives are always appreciated. Right folks? [/QUOTE]
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