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How would you defend your subterranean kingdom?
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<blockquote data-quote="Irda Ranger" data-source="post: 267448" data-attributes="member: 1003"><p><strong>Don't invest in defences ... not worth it.</strong></p><p></p><p>If I were the Goblin King, I would have just enough defences to hold off village mobs and small parties of adventurers, and not a bit more. If the Human Legions or the Dwarven Commandos came knocking, I wouldn't hestitate to sound the retreat. Goblins aren't meant to withstand that kind of assault (that's what Hobgoblins are for). Since Goblins are sneaky (Hide and Move Silently bonuses), not strong, my strengths are evasion and sabotage. </p><p></p><p>Unfortunately, my troops are not disciplined enough to act independantly. If I (or a Captain) are not there to enforce our orders, most common Goblins would run and abandon us. Of course, I would send them into a useless reargaurd action so I could escape, given the chance. </p><p></p><p>Lots of escape tunnels, with several decoy excape tunnels so that the enemy who may give chase has to split their forces. </p><p></p><p>If I had the spellcasting resources I would want to do something to protect from Divinations and Earth spells. <em>Earthquake</em> and <em>Rock to Mud</em> are pretty rough on underground kingdoms. <em>Teleport</em> magics aren't a major concern because of the very high likleyhood of the teleporter fusing his head with a tunnel ceiling.</p><p></p><p>All entrance tunnels would have "flanking" tunnels. Tunnels on either side that have room for archers and spear weilders, or the application of explosives/oils/poisonous vermin. Protective U-tunnels are a great idea. Never would have though of that myself.</p><p></p><p>Depending on how "commited" I am to an area I may have several bases connected by tunnels within a general vacinity. Whenever the local surface dwellers start raiding one too often, I just abandon it and move to the next base. In this way I just cycle through them every couple years. In the mean time sending in "night raids" to poison wells and food supplies is a good way and making sure the humans never breed enough warriors to build up a Legion's worth of soldiers.</p><p></p><p>-------------------------------------------------------------------------------</p><p></p><p>What I am trying to get at is that Goblins are punks. They would never be able to resist a concerted attack from Humans or Dwarves. Anywhere there is a strong presence of one of these two races, Goblins would be few and far between. They exist where humanity is scattered and disorganized. Hobgoblins are another story (and thread) entirely. I think they (with Ogre or Ogrillon shock troops) would be able to resist Legions and whatnot, but not the Goblin King. He's just not in that league.</p><p></p><p>Irda Ranger</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 267448, member: 1003"] [b]Don't invest in defences ... not worth it.[/b] If I were the Goblin King, I would have just enough defences to hold off village mobs and small parties of adventurers, and not a bit more. If the Human Legions or the Dwarven Commandos came knocking, I wouldn't hestitate to sound the retreat. Goblins aren't meant to withstand that kind of assault (that's what Hobgoblins are for). Since Goblins are sneaky (Hide and Move Silently bonuses), not strong, my strengths are evasion and sabotage. Unfortunately, my troops are not disciplined enough to act independantly. If I (or a Captain) are not there to enforce our orders, most common Goblins would run and abandon us. Of course, I would send them into a useless reargaurd action so I could escape, given the chance. Lots of escape tunnels, with several decoy excape tunnels so that the enemy who may give chase has to split their forces. If I had the spellcasting resources I would want to do something to protect from Divinations and Earth spells. [I]Earthquake[/I] and [I]Rock to Mud[/I] are pretty rough on underground kingdoms. [I]Teleport[/I] magics aren't a major concern because of the very high likleyhood of the teleporter fusing his head with a tunnel ceiling. All entrance tunnels would have "flanking" tunnels. Tunnels on either side that have room for archers and spear weilders, or the application of explosives/oils/poisonous vermin. Protective U-tunnels are a great idea. Never would have though of that myself. Depending on how "commited" I am to an area I may have several bases connected by tunnels within a general vacinity. Whenever the local surface dwellers start raiding one too often, I just abandon it and move to the next base. In this way I just cycle through them every couple years. In the mean time sending in "night raids" to poison wells and food supplies is a good way and making sure the humans never breed enough warriors to build up a Legion's worth of soldiers. ------------------------------------------------------------------------------- What I am trying to get at is that Goblins are punks. They would never be able to resist a concerted attack from Humans or Dwarves. Anywhere there is a strong presence of one of these two races, Goblins would be few and far between. They exist where humanity is scattered and disorganized. Hobgoblins are another story (and thread) entirely. I think they (with Ogre or Ogrillon shock troops) would be able to resist Legions and whatnot, but not the Goblin King. He's just not in that league. Irda Ranger [/QUOTE]
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