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Fantasy Arms Race, Round Two
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 746827" data-attributes="member: 6533"><p>I like the organization of the Auselen force, but it also needs to be adapted for ship born raiders. How many circles are on the standard military ship? What's the most common formation of ships? What are the common specializations of ships? Does the naval organization relate to the land based organization at all?</p><p></p><p>I think the small unit scales and house organization works really well as a basic idea.</p><p></p><p>And I think Khopesh's are great for the Stempans. Lots of iron for a culture that's proud of it. And a very nice heavy infantry weapon.</p><p></p><p>LARP was the acronym for long range American patrols in Vietnam. Very small units that would move deep into enemy lines and be gone for forever. Don't know a whole lot about what they actually did but training people for them lead to a revolution in the way America handled special forces. I didn't even think about the Role-playing acronym.</p><p></p><p>I had thought that the cave people culture went sort of wild and lived on the edges of Cressian territory. It makes sense for a lot of them to have become the Stempans. But I had also had this thought that a portion of the culture had become a bizarre sort of criminal subculture within the greater Cressian sphere. Sort of like gypsies in that they have their own language and many of them live on the fringes of larger cultures which tolerate them but don't do that much for them. </p><p></p><p>The smaller culture still has some ties to Stempa, but spends much of its time quietly supporting criminal activity in Cressia and gathering information which they are extremely cautious about using so they do not expose themselves to harm or render it useless by forcing the Cressians to adapt to the fact that it is widely known. </p><p></p><p>Ehh, it's just an idea.</p><p></p><p>In terms of the use of divination magic. The range on it is so limited, that I expect both sides are going to end up creating formations of information specialists. Organizations of more or less traditional intelligence agents, but also highly mobile elite military units centered around spellcasters specializing in divination, enchantment, stealth, and travel magics. Their units would specialize getting into and out of strange places safely and quickly, capturing people, cultivating treachery, and assessing battlefield situations accurately. Diviners will end up on scouting missions and in special overwatch points on battlefields.</p><p></p><p>Among the Ta'jinn this role comes naturally to the god-blooded and those persons belonging to the Khan's Table.</p><p></p><p>I also thought that the Ta'jinn might start making nets, lassoes, torches, and bolas a standard part of the equipment and start really researching alchemical equipment. Fire having obvious utility against the Cressians.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 746827, member: 6533"] I like the organization of the Auselen force, but it also needs to be adapted for ship born raiders. How many circles are on the standard military ship? What's the most common formation of ships? What are the common specializations of ships? Does the naval organization relate to the land based organization at all? I think the small unit scales and house organization works really well as a basic idea. And I think Khopesh's are great for the Stempans. Lots of iron for a culture that's proud of it. And a very nice heavy infantry weapon. LARP was the acronym for long range American patrols in Vietnam. Very small units that would move deep into enemy lines and be gone for forever. Don't know a whole lot about what they actually did but training people for them lead to a revolution in the way America handled special forces. I didn't even think about the Role-playing acronym. I had thought that the cave people culture went sort of wild and lived on the edges of Cressian territory. It makes sense for a lot of them to have become the Stempans. But I had also had this thought that a portion of the culture had become a bizarre sort of criminal subculture within the greater Cressian sphere. Sort of like gypsies in that they have their own language and many of them live on the fringes of larger cultures which tolerate them but don't do that much for them. The smaller culture still has some ties to Stempa, but spends much of its time quietly supporting criminal activity in Cressia and gathering information which they are extremely cautious about using so they do not expose themselves to harm or render it useless by forcing the Cressians to adapt to the fact that it is widely known. Ehh, it's just an idea. In terms of the use of divination magic. The range on it is so limited, that I expect both sides are going to end up creating formations of information specialists. Organizations of more or less traditional intelligence agents, but also highly mobile elite military units centered around spellcasters specializing in divination, enchantment, stealth, and travel magics. Their units would specialize getting into and out of strange places safely and quickly, capturing people, cultivating treachery, and assessing battlefield situations accurately. Diviners will end up on scouting missions and in special overwatch points on battlefields. Among the Ta'jinn this role comes naturally to the god-blooded and those persons belonging to the Khan's Table. I also thought that the Ta'jinn might start making nets, lassoes, torches, and bolas a standard part of the equipment and start really researching alchemical equipment. Fire having obvious utility against the Cressians. [/QUOTE]
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