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*TTRPGs General
Military tactics vs. high-level spellcasters
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<blockquote data-quote="Baron Opal" data-source="post: 3378904" data-attributes="member: 10433"><p>IMC there is a standard protocol when two armed forces engage in conflict. Both sides summon many air elementals and air elemental creatures. Air elementals are naturally invisible and yet are able to interact. Having a swarm of small air elementals with a couple of large elemental "enforcers" allows them to detect and eliminate any flying invisible magician with a wand of fireballs. Since neither side wants to have that tactic used against them both sides have air elementals.</p><p></p><p>It isn't precisely RAW, but it is in the spirit of it, I think.</p><p></p><p>I also have an extrapolation from the book <u>Occult Lore</u> from Atlas Games. Therein are mentioned geomancers who can shape ley lines and other magical currents. The <em>teleport</em> spell in Arcana Evolved uses a ley-line style of special effect. With the two, there are also geomancers in the army that struggle with bending the magical currents to prevent / allow <em>teleportation</em>, depending on their side.</p><p></p><p>This is, of course, far from the RAW.</p><p></p><p>If I was the general of an invading army, I would have magicians in my army to summon creatures with unusual senses and movement capabilities. This would be regardless of the target, having magical support is vital. Given that the target is a collection of magicians, I would first send small animals, ravens and rats, that have been controlled by my druid and wizard allies. These would discover for me the layout of the building, water supplies, location of the chapel and the location of the magician's sleeping quarters and spellbooks. The location of any other campaign related special item stockpiles would be an important secondary target. (q.v. dragonshards)</p><p></p><p>The army would be split into two divisions. The first would be bands of skirmishers as mentioned above. The second would be the heavy infantry, seige equipment and other massive and slow materials. The skirmishers would scout and screen the heavy troops and apply pressure to the fortress so that the magicians inside would not be able to concentrate on the slow moving force. Air elementals screens are a must for <em>invisibilty</em> defense.</p><p></p><p>The skirmishers would do their best to penetrate the fortress to destroy the spellbooks, desecrate the chapel's altar and befoul the well. The only thing that makes the wizards a renewable resource is their spellbooks. Simply capturing spellbooks and familiars could be useful to force turncoats or have the wizards simply leave the conflict. Given the OP, teleport may be limited to a single magician or what is in their scroll library. I would ensure a clear battle plan and clear lines of succession as officers will be heavily targeted. Still, it may be a limited option for the target, saved for a decisive blow or last-ditch opportunity.</p><p></p><p>Methods of disrupting concentration, perhaps by a discordant bardic song or a wretched incense, must be researched. Artifacts that impede spellcasting must be researched and acquired. It is key that the magician's magical reach not extend beyond that of a spellcaster on the walls. They must be reduced to a versatile and powerful archer. They want to throw <em>fireballs</em>? Fine. We've go 10,000 guys. But they can only do it from their castle. Research and funds must go to this. Wands of <em>dispel magic</em> may become necesary. </p><p></p><p>That's what I can think of off the top of my head. Give me some concrete info and access to the DM for questions, and I will eliminate your magical infestation. If the general has no access to magicians, however, it will be very difficult depending on the resources the target magicians have.</p></blockquote><p></p>
[QUOTE="Baron Opal, post: 3378904, member: 10433"] IMC there is a standard protocol when two armed forces engage in conflict. Both sides summon many air elementals and air elemental creatures. Air elementals are naturally invisible and yet are able to interact. Having a swarm of small air elementals with a couple of large elemental "enforcers" allows them to detect and eliminate any flying invisible magician with a wand of fireballs. Since neither side wants to have that tactic used against them both sides have air elementals. It isn't precisely RAW, but it is in the spirit of it, I think. I also have an extrapolation from the book [u]Occult Lore[/u] from Atlas Games. Therein are mentioned geomancers who can shape ley lines and other magical currents. The [i]teleport[/i] spell in Arcana Evolved uses a ley-line style of special effect. With the two, there are also geomancers in the army that struggle with bending the magical currents to prevent / allow [i]teleportation[/i], depending on their side. This is, of course, far from the RAW. If I was the general of an invading army, I would have magicians in my army to summon creatures with unusual senses and movement capabilities. This would be regardless of the target, having magical support is vital. Given that the target is a collection of magicians, I would first send small animals, ravens and rats, that have been controlled by my druid and wizard allies. These would discover for me the layout of the building, water supplies, location of the chapel and the location of the magician's sleeping quarters and spellbooks. The location of any other campaign related special item stockpiles would be an important secondary target. (q.v. dragonshards) The army would be split into two divisions. The first would be bands of skirmishers as mentioned above. The second would be the heavy infantry, seige equipment and other massive and slow materials. The skirmishers would scout and screen the heavy troops and apply pressure to the fortress so that the magicians inside would not be able to concentrate on the slow moving force. Air elementals screens are a must for [I]invisibilty[/I] defense. The skirmishers would do their best to penetrate the fortress to destroy the spellbooks, desecrate the chapel's altar and befoul the well. The only thing that makes the wizards a renewable resource is their spellbooks. Simply capturing spellbooks and familiars could be useful to force turncoats or have the wizards simply leave the conflict. Given the OP, teleport may be limited to a single magician or what is in their scroll library. I would ensure a clear battle plan and clear lines of succession as officers will be heavily targeted. Still, it may be a limited option for the target, saved for a decisive blow or last-ditch opportunity. Methods of disrupting concentration, perhaps by a discordant bardic song or a wretched incense, must be researched. Artifacts that impede spellcasting must be researched and acquired. It is key that the magician's magical reach not extend beyond that of a spellcaster on the walls. They must be reduced to a versatile and powerful archer. They want to throw [i]fireballs[/i]? Fine. We've go 10,000 guys. But they can only do it from their castle. Research and funds must go to this. Wands of [i]dispel magic[/i] may become necesary. That's what I can think of off the top of my head. Give me some concrete info and access to the DM for questions, and I will eliminate your magical infestation. If the general has no access to magicians, however, it will be very difficult depending on the resources the target magicians have. [/QUOTE]
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