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Help me defend (or attack) this kingdom (long)
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<blockquote data-quote="Tal Rasha" data-source="post: 3660677" data-attributes="member: 46213"><p><strong>Random ideas for the good guys...</strong></p><p></p><p>As Wolfwood2 mentions, playing on the goblins' loyalties could be a good thing. Another thing you could do is "recruit" some of your own goblins, and have them attack one of the enemy human camps on the night before their expected initial assault. The (sure to be killed) goblin leader will have signs on him (clothing, armor, a scroll perhaps) that identifies him and his party as being sent by the (obviously traitorous) goblin camp.</p><p></p><p>You could have the PCs sneak into/infiltrate the enemy camp (maybe at higher levels, not now) and assassinate one of the evil leaders. Big morale boost for your army, big morale dip for theirs.</p><p></p><p>Poisoning the enemy food supply is always a good idea. If the good empire has sufficient reserves of resources, this goes hand in hand with scorched earth tactics. Once it looks like the enemy will cross the river / capture the fortresses, you retreat further, poison your wells, burn your crops, herd off / kill your livestock, all the good stuff. A barren landscape filled with livestock carcasses will also harm enemy morale.</p><p></p><p>Hold choke points for as long as possible. Abandon them when you must, but be sure to inflict as much harm as possible. Preferably you would focus on killing clerics and mages. It's bad if you incapacitate 400 warriors just to have them healed by their clerics the next day.</p><p></p><p>The geography of the home terrain is especially important, particularly the part between the river and Guardian's Valor citadel. Hopefully it's not all plain countryside. Forests hide your armies and let them perform quick and bloody raids. Mountains let you stage avalanches. Valleys may have dams that can be destroyed in an attempt to drown the invading army. Et cetera.</p><p></p><p>Compunded with this is the weather. If you have access to some druids (correct me if I'm wrong) you could do some serious harm to the enemy. Just imagine, the evil army is marching through heavy, drenching rain, it's cold, it's ugly, nobody's even talking, you can't see more than 20 meters in front of you, everybody's already in a bad mood, and BAM: your PCs just dropped a 60-foot boulder from the adjacent mountain on the baddies. Fun for them, no?</p><p></p><p>At higher levels, the PCs could infiltrate the enemy army and act as spies. Troop movements, attack plans, strategies, the whole shebang. Very useful in any confrontation.</p><p></p><p>That's it for now. Hope it helps.</p></blockquote><p></p>
[QUOTE="Tal Rasha, post: 3660677, member: 46213"] [b]Random ideas for the good guys...[/b] As Wolfwood2 mentions, playing on the goblins' loyalties could be a good thing. Another thing you could do is "recruit" some of your own goblins, and have them attack one of the enemy human camps on the night before their expected initial assault. The (sure to be killed) goblin leader will have signs on him (clothing, armor, a scroll perhaps) that identifies him and his party as being sent by the (obviously traitorous) goblin camp. You could have the PCs sneak into/infiltrate the enemy camp (maybe at higher levels, not now) and assassinate one of the evil leaders. Big morale boost for your army, big morale dip for theirs. Poisoning the enemy food supply is always a good idea. If the good empire has sufficient reserves of resources, this goes hand in hand with scorched earth tactics. Once it looks like the enemy will cross the river / capture the fortresses, you retreat further, poison your wells, burn your crops, herd off / kill your livestock, all the good stuff. A barren landscape filled with livestock carcasses will also harm enemy morale. Hold choke points for as long as possible. Abandon them when you must, but be sure to inflict as much harm as possible. Preferably you would focus on killing clerics and mages. It's bad if you incapacitate 400 warriors just to have them healed by their clerics the next day. The geography of the home terrain is especially important, particularly the part between the river and Guardian's Valor citadel. Hopefully it's not all plain countryside. Forests hide your armies and let them perform quick and bloody raids. Mountains let you stage avalanches. Valleys may have dams that can be destroyed in an attempt to drown the invading army. Et cetera. Compunded with this is the weather. If you have access to some druids (correct me if I'm wrong) you could do some serious harm to the enemy. Just imagine, the evil army is marching through heavy, drenching rain, it's cold, it's ugly, nobody's even talking, you can't see more than 20 meters in front of you, everybody's already in a bad mood, and BAM: your PCs just dropped a 60-foot boulder from the adjacent mountain on the baddies. Fun for them, no? At higher levels, the PCs could infiltrate the enemy army and act as spies. Troop movements, attack plans, strategies, the whole shebang. Very useful in any confrontation. That's it for now. Hope it helps. [/QUOTE]
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