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Fantasy Arms Race, Round Two
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<blockquote data-quote="Dr. Strangemonkey" data-source="post: 786326" data-attributes="member: 6533"><p>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.</p><p></p><p>The call lightning tactic is but one advantage a druidic society has at sea. </p><p></p><p>Others include:</p><p></p><p>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.</p><p>-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?</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Better logistics. What Druid worth his training can't purify enough water to quench the thirst of a crew and aid in fishing.</p><p></p><p>Bards. Orpheus saved the Argonauts many times.</p><p></p><p>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. </p><p></p><p>From the Khanate come low level animated items that are immune to dommination and can man the riggings of enclosed ramming ships.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Even one Pearl Harbor style attack on Ausel would be worth very heavy losses.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Dr. Strangemonkey, post: 786326, member: 6533"] 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. [/QUOTE]
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