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*TTRPGs General
Military tactics vs. high-level spellcasters
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<blockquote data-quote="Pielorinho" data-source="post: 3379670" data-attributes="member: 259"><p>You can't cast antimagic on an object, can you?</p><p></p><p>Given the new circumstances, as the commander, I'd get my high-level mages to set up a teleportation circle about a half mile away from the castle. Clear the ground in a "runway" near the end of the circle, and have your troops run through it. Since the circle will be 10' across, and a character can run 240' in a normal round, you can get 96 soldiers through the circle every round; it'll take about ten minutes to move an army of ten thousand into position.</p><p></p><p>Get a druid to cast earthquake on the castle as soon as troops start coming through. [Edit: apparently earthquake doesn't damage reinforced masonry. It may still be useful to sow chaos and to destroy any wooden structures within the compound, but it may be unnecessary). Have your wizards stand by to counterspell. If the earthquake fails to open a breach in the castle walls, use disintegrate to open that breach (and have more disintegrates prepared to get rid of walls of force or stone put up to block the breach).</p><p></p><p>The druids should be ready to summon air elementals and then to cast faerie fire on any invisible wizards. The air elementals will whirlwind, picking up enemy wizards and depositing them next to teams of crack wizard-killer troops.</p><p></p><p>Your army of ten thousand should be kept in the dark about this procedure until the very last minute. They should train pouring through a small gap in a wall, with the understanding that this is how they will be entering the wizard's keep; they'll actually be using this procedure to get through the teleportation circle as quickly as possible. </p><p></p><p>The teleportation circle's entrance should probably be about 200 miles or so from the wizard's castle. That way, the wizards will be ready for an army to come to them, but they'll think they've got a week or two to prepare when the actual attack comes.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 3379670, member: 259"] You can't cast antimagic on an object, can you? Given the new circumstances, as the commander, I'd get my high-level mages to set up a teleportation circle about a half mile away from the castle. Clear the ground in a "runway" near the end of the circle, and have your troops run through it. Since the circle will be 10' across, and a character can run 240' in a normal round, you can get 96 soldiers through the circle every round; it'll take about ten minutes to move an army of ten thousand into position. Get a druid to cast earthquake on the castle as soon as troops start coming through. [Edit: apparently earthquake doesn't damage reinforced masonry. It may still be useful to sow chaos and to destroy any wooden structures within the compound, but it may be unnecessary). Have your wizards stand by to counterspell. If the earthquake fails to open a breach in the castle walls, use disintegrate to open that breach (and have more disintegrates prepared to get rid of walls of force or stone put up to block the breach). The druids should be ready to summon air elementals and then to cast faerie fire on any invisible wizards. The air elementals will whirlwind, picking up enemy wizards and depositing them next to teams of crack wizard-killer troops. Your army of ten thousand should be kept in the dark about this procedure until the very last minute. They should train pouring through a small gap in a wall, with the understanding that this is how they will be entering the wizard's keep; they'll actually be using this procedure to get through the teleportation circle as quickly as possible. The teleportation circle's entrance should probably be about 200 miles or so from the wizard's castle. That way, the wizards will be ready for an army to come to them, but they'll think they've got a week or two to prepare when the actual attack comes. Daniel [/QUOTE]
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