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Military tactics vs. high-level spellcasters
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<blockquote data-quote="Tzarevitch" data-source="post: 3386337" data-attributes="member: 1792"><p>Here are some possibilities for the assault. </p><p></p><p>1. Weather control: Low clouds are what you need. Ground fog is even better. You need to reduce visibility so that airborne mages aren't a problem. </p><p></p><p>Wind works too as long as debris can be kicked up to obscure visibility. Rain is bad. It cuts the wizard's visibility but it cuts the army's mobility too and invites disease. Range is not your friend as much as it is his. You don't need to see that well to find the castle walls. </p><p></p><p>Battlefield smoke is the low-tech version. Burn everything you can find. You wand thick oil or coal fires if you can get them. Burn the town surrounding the casle. Start your fires upwind of the castle if possible but make sure your army is under it as much as possible.</p><p></p><p>Also, nighttime is your friend. Unless they have low-light vision, they won't be able to see nearly as well in the dark. It's not much but every bit helps. </p><p></p><p></p><p>2. Sappers: The tunneling idea that people have suggested is even better than weather control but more expensive. If you come in underground the enemy has no easy way of preventing you from approaching. You need some relatively rapid way of tunneling though (umber hulks, purple worms etc.). You can either undermine the walls or tunnel straight up into the castle. </p><p></p><p></p><p>3 Assassination: If you don't have assassins of decent level, don't try this. You want rogue-types who can be stealthy (not simply invisible). Mages can deal with the invisible just fine. Simple spot checks are difficult. Unless they are all sleeping in fortified communal barracks you should be able to get at least a couple of wizards. The trick will likely not work more than once or twice but it will force them to sleep lightly and take better precautions. </p><p></p><p></p><p>4. If it is good for the goose, it is good for the gander: The army may not have as many high level casters as the castle does but it must have some. Faerie Fire is worth its weight in gold. If a mage uncloakes to shoot, it may the last thing he does. It is also a 1st level spell with long range. Use your magic to rain destruction into the castle. You may not have as much, but you are also aiming at a static position and he has fewer defenders. </p><p></p><p>If you have a budget for a high-level scroll or 2, I recommend Earthquake. The spell will wreak havoc on the walls. </p><p></p><p></p><p>5. Combat Air Patrol: Have patrols fly CAP over your force. Make the air dangerous for his wizards. Air elementals are great for this. Invisible stakers are even better as they are naturally invisible AND can naturally fly. </p><p></p><p>Non magical airborne cavalry is also good (griffon-riders, wyvern-riders etc.) for CAP. Due to wingspan, they won't ever be close enough together for more than 1 or 2 to be hit by a fireball. They should also use heavily poisoned arrows (use a sleep or incapacitating poison). Manticores are wonderful cap due to the volley of spikes they can fire. Creatures with range attacks generally are better (assuming they are intelligent enough to follow orders). </p><p></p><p></p><p>6. Special Forces: Fliers, Umber Hulks, invisible stalkers and manticores have already been mentioned. </p><p></p><p>Golems are wonderful as well. Wizards have to come to ray spell range to engage them because of their magic immunity. Stone golems have a difficult spell vulnerability for the enemy to employ. Iron and flesh golems can be incapacitated by simple elemental attacks so beware of using them.</p><p></p><p>Earth elementals can simply earth glide into the castle unless it is very well sealed, and they are very tough. </p><p></p><p></p><p>7. Disease: This one is historical. Lob or fly diseased animals and corpses into the castle. Force the wizards to expend resources to do something about it. Note, they WILL do something about it and note that disease works both ways. You however can move. He can't. If you can find the water source or food storage, take it out. </p><p></p><p>Hope those give you ideas.</p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 3386337, member: 1792"] Here are some possibilities for the assault. 1. Weather control: Low clouds are what you need. Ground fog is even better. You need to reduce visibility so that airborne mages aren't a problem. Wind works too as long as debris can be kicked up to obscure visibility. Rain is bad. It cuts the wizard's visibility but it cuts the army's mobility too and invites disease. Range is not your friend as much as it is his. You don't need to see that well to find the castle walls. Battlefield smoke is the low-tech version. Burn everything you can find. You wand thick oil or coal fires if you can get them. Burn the town surrounding the casle. Start your fires upwind of the castle if possible but make sure your army is under it as much as possible. Also, nighttime is your friend. Unless they have low-light vision, they won't be able to see nearly as well in the dark. It's not much but every bit helps. 2. Sappers: The tunneling idea that people have suggested is even better than weather control but more expensive. If you come in underground the enemy has no easy way of preventing you from approaching. You need some relatively rapid way of tunneling though (umber hulks, purple worms etc.). You can either undermine the walls or tunnel straight up into the castle. 3 Assassination: If you don't have assassins of decent level, don't try this. You want rogue-types who can be stealthy (not simply invisible). Mages can deal with the invisible just fine. Simple spot checks are difficult. Unless they are all sleeping in fortified communal barracks you should be able to get at least a couple of wizards. The trick will likely not work more than once or twice but it will force them to sleep lightly and take better precautions. 4. If it is good for the goose, it is good for the gander: The army may not have as many high level casters as the castle does but it must have some. Faerie Fire is worth its weight in gold. If a mage uncloakes to shoot, it may the last thing he does. It is also a 1st level spell with long range. Use your magic to rain destruction into the castle. You may not have as much, but you are also aiming at a static position and he has fewer defenders. If you have a budget for a high-level scroll or 2, I recommend Earthquake. The spell will wreak havoc on the walls. 5. Combat Air Patrol: Have patrols fly CAP over your force. Make the air dangerous for his wizards. Air elementals are great for this. Invisible stakers are even better as they are naturally invisible AND can naturally fly. Non magical airborne cavalry is also good (griffon-riders, wyvern-riders etc.) for CAP. Due to wingspan, they won't ever be close enough together for more than 1 or 2 to be hit by a fireball. They should also use heavily poisoned arrows (use a sleep or incapacitating poison). Manticores are wonderful cap due to the volley of spikes they can fire. Creatures with range attacks generally are better (assuming they are intelligent enough to follow orders). 6. Special Forces: Fliers, Umber Hulks, invisible stalkers and manticores have already been mentioned. Golems are wonderful as well. Wizards have to come to ray spell range to engage them because of their magic immunity. Stone golems have a difficult spell vulnerability for the enemy to employ. Iron and flesh golems can be incapacitated by simple elemental attacks so beware of using them. Earth elementals can simply earth glide into the castle unless it is very well sealed, and they are very tough. 7. Disease: This one is historical. Lob or fly diseased animals and corpses into the castle. Force the wizards to expend resources to do something about it. Note, they WILL do something about it and note that disease works both ways. You however can move. He can't. If you can find the water source or food storage, take it out. Hope those give you ideas. Tzarevitch [/QUOTE]
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