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<blockquote data-quote="Andor" data-source="post: 2322314" data-attributes="member: 1879"><p>It would depend on what I wanted the army <em>for.</em> Granted you don't get to do a custom rebuild every month but an army designed to reist an orc invasion is not the same one I'd want to invade a necromancers kingdom. </p><p></p><p>For the Orc killer army you'd be expect a mix of pitched battles and guerilla actions. So a few thousand War 1s to form your battle line with a levening of force multipliers (Clerics, Marshals, Bards) My highest level hero would be a bard kitted out with stuff to increase the area of his music (Wasn't there an instrument that gave los?) inspire courage is a battle shifting event. Light cav horse archers and heavy cav serve as giant killers. And you want at least one each high level druid and wizard on counterspell duty, switching to offense if the orcs don't have much in the way of spellcasters.</p><p></p><p>The other half of your cash buys leveled rangers, barbs and druids to fight the guerilla actions and serve as skirmishes and scouts for the mass battles. </p><p></p><p>For the necromancers kingdom you're anticipating magic users and undead primarilly. And you're probably not trying to hold territory, at least untill <em>after</em> the necromancer is dead. You actively don't want those thousands of war 1s. At least not unless your plans include giving the necromancer thousands of shadows. You want a much smaller and higher level band of fighters, paladins, clerics and mages. It's a good idea to hire some drow mercs to serve as skirmishes and suck off spell fire. But basically the power level and funky abilities of the undead means that this campaign reads like a dungeon crawl writ large, with extra paranoia.</p></blockquote><p></p>
[QUOTE="Andor, post: 2322314, member: 1879"] It would depend on what I wanted the army [i]for.[/i] Granted you don't get to do a custom rebuild every month but an army designed to reist an orc invasion is not the same one I'd want to invade a necromancers kingdom. For the Orc killer army you'd be expect a mix of pitched battles and guerilla actions. So a few thousand War 1s to form your battle line with a levening of force multipliers (Clerics, Marshals, Bards) My highest level hero would be a bard kitted out with stuff to increase the area of his music (Wasn't there an instrument that gave los?) inspire courage is a battle shifting event. Light cav horse archers and heavy cav serve as giant killers. And you want at least one each high level druid and wizard on counterspell duty, switching to offense if the orcs don't have much in the way of spellcasters. The other half of your cash buys leveled rangers, barbs and druids to fight the guerilla actions and serve as skirmishes and scouts for the mass battles. For the necromancers kingdom you're anticipating magic users and undead primarilly. And you're probably not trying to hold territory, at least untill [i]after[/i] the necromancer is dead. You actively don't want those thousands of war 1s. At least not unless your plans include giving the necromancer thousands of shadows. You want a much smaller and higher level band of fighters, paladins, clerics and mages. It's a good idea to hire some drow mercs to serve as skirmishes and suck off spell fire. But basically the power level and funky abilities of the undead means that this campaign reads like a dungeon crawl writ large, with extra paranoia. [/QUOTE]
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