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How Would You Defend A Mountain Fortress?
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<blockquote data-quote="Velenne" data-source="post: 266883" data-attributes="member: 1856"><p>Big scale combats...I live for this stuff...</p><p></p><p>Never underestimate the power of teleports. I should hope that I've utilized the SHB's Guide, or at least a few permenant dimensional locks to ward against the enemy simply scrying our fortress, opening a teleport circle inside, and sending in a few thousand soldiers that could give a rat's eye about our night attacks and defenses. Leave one heavily defended room un<em>Lock</em>ed for the purposes of the our own teleports and summonings.</p><p></p><p>What's good for the goose is good for the gander, but luckily for me, I strongly doubt my foes have the resources to drop dimensional anchors all over their armies every day. I would take advantage of that and my giants', vampires', and werewolves' darkvision to absolutely run amok in the enemy camps at night. Bring along one of those 20th level cloud giant wizards to teleport circle us back and voila, the enemy will never sleep well again. Don't forget those handy druids and clerics with their mass army-slaying spells.</p><p></p><p>That done, I would then have a series of Move Earths cast around the fortress to create a terrain that divides the enemy's ranks and leaves them open to aerial assaults in the form of either hails of arrows from the battlements, and/or spells from <em>Fly</em>ing casters. I'm thinking deep, rolling ravines that lead out from the fortress that are about 50-100' wide.</p><p></p><p>Yet it's all for naught if a single caster manages to get close enough to cast Earthquake, Storm of Vengence, or Control Weather. So invest in some of the Eye Golems from the BoEM2 and place them liberally in a grid around the fortress. *Slay all Wildlife* in the area. Our manticores and chimeras should always be on the wing in rotating shifts to take down any birds that happen to fly over. Or use permenant Control Winds in the skies to keep flying creatures out entirely.</p><p></p><p>That still leaves the glaring weakness of underground assaults. I'd have the high level clerics use a few Planar Ally spells to Call up an army of earth elementals or perferably Elder Xorns. They can live in the ground beneath and surrounding the fortress, but are instructed to kill *anything* that is burrowing, and inform the clerics of the enemy's presence. But I wouldn't envy the cost those clerics would pay for such a service. </p><p></p><p>Use Sendings, Whispering Winds, and Messages when appropriate to keep up communication. The upper lords and elite guards should be Mindlinked or Rary's Telepathic Bonded during sieges (assuming the enemy gets that far).</p><p></p><p>An army as huge as my enemy's can teleport circle right inside the city and no number of defenses can keep them out. I pity cities in D&D for that very reason. However, if I were to have agents who could speed word back the fortress should happen, my regular standing army could teleport circle into their midst and the battle would be joined in the streets without ranks or order. No commander wants that, but such a situation favors the defender and I am confident that my forces could outmatch theirs in such a confrontation. Not to mention Koben-Charrak ought to have its own city guard who could fend the intruders off for a few minutes.</p><p></p><p>A few Wishes might be able to foil enemy Commune and Augery spells if my cause is favored by my cleric's dark gods.</p><p></p><p>I'm sure there are innumerable things I have yet to think of, but these are the things that immidiately come to mind. If I think of more, I'll post them for ya. War in D&D is so overly complicated. It's convoluted enough IRL, but bring magic into it and it still comes down to the same thing as high-level combat: Who strikes first (specifically, who wins init). It may be an entirely poor idea to be on the defensive at all. The plethora of options available to an army of these sizes is ridiculous and no defender can think of everything, much less adequately defend against it. That said, good luck to you sir!</p></blockquote><p></p>
[QUOTE="Velenne, post: 266883, member: 1856"] Big scale combats...I live for this stuff... Never underestimate the power of teleports. I should hope that I've utilized the SHB's Guide, or at least a few permenant dimensional locks to ward against the enemy simply scrying our fortress, opening a teleport circle inside, and sending in a few thousand soldiers that could give a rat's eye about our night attacks and defenses. Leave one heavily defended room un[I]Lock[/I]ed for the purposes of the our own teleports and summonings. What's good for the goose is good for the gander, but luckily for me, I strongly doubt my foes have the resources to drop dimensional anchors all over their armies every day. I would take advantage of that and my giants', vampires', and werewolves' darkvision to absolutely run amok in the enemy camps at night. Bring along one of those 20th level cloud giant wizards to teleport circle us back and voila, the enemy will never sleep well again. Don't forget those handy druids and clerics with their mass army-slaying spells. That done, I would then have a series of Move Earths cast around the fortress to create a terrain that divides the enemy's ranks and leaves them open to aerial assaults in the form of either hails of arrows from the battlements, and/or spells from [I]Fly[/I]ing casters. I'm thinking deep, rolling ravines that lead out from the fortress that are about 50-100' wide. Yet it's all for naught if a single caster manages to get close enough to cast Earthquake, Storm of Vengence, or Control Weather. So invest in some of the Eye Golems from the BoEM2 and place them liberally in a grid around the fortress. *Slay all Wildlife* in the area. Our manticores and chimeras should always be on the wing in rotating shifts to take down any birds that happen to fly over. Or use permenant Control Winds in the skies to keep flying creatures out entirely. That still leaves the glaring weakness of underground assaults. I'd have the high level clerics use a few Planar Ally spells to Call up an army of earth elementals or perferably Elder Xorns. They can live in the ground beneath and surrounding the fortress, but are instructed to kill *anything* that is burrowing, and inform the clerics of the enemy's presence. But I wouldn't envy the cost those clerics would pay for such a service. Use Sendings, Whispering Winds, and Messages when appropriate to keep up communication. The upper lords and elite guards should be Mindlinked or Rary's Telepathic Bonded during sieges (assuming the enemy gets that far). An army as huge as my enemy's can teleport circle right inside the city and no number of defenses can keep them out. I pity cities in D&D for that very reason. However, if I were to have agents who could speed word back the fortress should happen, my regular standing army could teleport circle into their midst and the battle would be joined in the streets without ranks or order. No commander wants that, but such a situation favors the defender and I am confident that my forces could outmatch theirs in such a confrontation. Not to mention Koben-Charrak ought to have its own city guard who could fend the intruders off for a few minutes. A few Wishes might be able to foil enemy Commune and Augery spells if my cause is favored by my cleric's dark gods. I'm sure there are innumerable things I have yet to think of, but these are the things that immidiately come to mind. If I think of more, I'll post them for ya. War in D&D is so overly complicated. It's convoluted enough IRL, but bring magic into it and it still comes down to the same thing as high-level combat: Who strikes first (specifically, who wins init). It may be an entirely poor idea to be on the defensive at all. The plethora of options available to an army of these sizes is ridiculous and no defender can think of everything, much less adequately defend against it. That said, good luck to you sir! [/QUOTE]
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