Modern Warfare

Gaiden

Explorer
So how would you create an army to act in the fashion of modern warfare complete with communications, heavy artillery, tactical nukes, amphibious assaults, the air force, etc.
 

log in or register to remove this ad

are you talking about with D20 modern, and just how to handle the warfare of it?

or 3.x dnd.

I'll take the latter, saying you could use wands and/or wonderous items with sending or message at will to communicate. Air force is people riding on flying creatures or people with the fly spell cast on them. Battles Mages (other spellcasters too) make the best heavy artillery. You just basically subsitute creatures and spells in where needed.

How to handle truly modern warfare with 3.x rules, but in the modern world. There are probably books and/or online things that've created it.
 

For Clarification

Corlon said:
are you talking about with D20 modern, and just how to handle the warfare of it?

or 3.x dnd.

I'll take the latter, saying you could use wands and/or wonderous items with sending or message at will to communicate. Air force is people riding on flying creatures or people with the fly spell cast on them. Battles Mages (other spellcasters too) make the best heavy artillery. You just basically subsitute creatures and spells in where needed.

How to handle truly modern warfare with 3.x rules, but in the modern world. There are probably books and/or online things that've created it.

Sorry, I guess I was a bit vague. Given the supplies at a nation's disoposal in 3.X D&D, they could engineer specific modern-esk tactics. Spells exist to substitute in for communication, information gathering, and artillery, and creatures exist for many specialized funcitons of the modern military.

I first came up with a modern-like military in a D&D world with the telepath. They have everything necessary to act as communication links between units. Think mindlink for radio communication within a unit, correspondence for radio communication with the command center, etc.
 

Gaiden said:
So how would you create an army to act in the fashion of modern warfare complete with communications, heavy artillery, tactical nukes, amphibious assaults, the air force, etc.
Most of this is pretty obvious, if you spend a while looking through the spell list and the Monster Manual.

For artillery, use some mages with wands of fireball. Or just use actual artillery weapons, like catapults, to fling rocks and alchemist's fire and other painful stuff.

Amphibious assault uses amphibious monsters. Lizardfolk or Sahuagin infantry can cross water easily. To soften up a heavily-fortified area, release Lacedons (aquatic ghouls). For the equivalent of an amphibious tank, send in a pack of Chuul or a waterbreathing dragon (black, green, or bronze).

The air force could be made up of soldiers on flying mounts, like hippogriffs and pegasi. Alternately, just hire some intelligent flying creatures, and you don't even need to train riders.
 

well, not too modern. I don't think there's anything that really simulates the strategic elements of modern air power.

Striking from thousands of miles away is still a little bit difficult in the DnD verse.

You could get pretty close to WWII, however, and very close to contemporary special forces.
 

Earthquake or Storm of Vegeance
Range: Long (400 ft. + 40 ft./level)

Druid 18 can cast from a range of 1120 ft (0.2 miles)

Ring Gates allow spells to be cast through at a distance of +100 miles(?) (as long as one ring is within range of the target a Druid could thus cast from 100.2 miles distant)
 

Dr. Strangemonkey said:
well, not too modern. I don't think there's anything that really simulates the strategic elements of modern air power.

Striking from thousands of miles away is still a little bit difficult in the DnD verse.

Scry-buff-teleport is the D&D equivalent of the cruise missile down the chimney.
 

S'mon said:
Scry-buff-teleport is the D&D equivalent of the cruise missile down the chimney.

I'd say more like a really effective insertion mission, thus the comment on modern special forces.

Also, scrying, hmm, I have my doubts as to its overall effectiveness. Which isn't to say that it's not amazingly useful, but I just have a problem with that whole familiarity mechanic.
 


Some thoughts by BOS:

Intelligence: Rogue & ranger scouts, invisible wizards assisting. Alarm spells for early warning. Diviners casting divinations to search out enemy battle plans. Wizards scrying areas to look for troop concentrations. Teleporting scouts appear & disappear behind enemy lines. Counter-intelligence/reconnaissance with spells like undetectable location, forbiddance, alarm, etc. Druids in animal form make stealthy, long-duration surveillance units.

Battle Command: Spell-casters of all types using sending, or wands of sending, or animal messengers to relay messages. Telepathic magic to link members of a unit so they can communicate by thought. Scrying plus illusions allow battle tracking in real-time inside command posts across a broad battlefield (coordinated by sendings & other communication). Most magical communication can't be intercepted, too!

Air Defense: Attack spells plus long-range archers and other missile fire do a number on flying creatures. Walls of force help to protect from aerial attack.

Fire Support: Spellcasters & boom spells. Spellcasters on flying mounts ... or with dragons, spellcasting flying creatures. Plenty of ways to put firepower anywhere you want on the battlefield.

Mobility/Countermobility/Survivability: Increase mobility with travel magic (teleport, etc) to bypass obstacles, spells to re-shape obstacles (passwall, etc). Emplace quick obstacles magically, whether by wall of iron/force/etc, cloudkill. Fire spells, entangles, webs, etc help canalize enemies. Digging creatures help shape the battlefield. Various magics help to both protect and attack by causing natural elements to change.

Maneuver: Travel magics, elementals, and flying creatures open up the third dimension and enable the vertical envelopment. It creates a fluid, mobile fight with no front or rear. Heavily armored creatures like bulettes, augmented by spells, lead breakthroughs of prepared defenses. Stealthy strike teams, or teleported assassins, augmented by magic take out high value targets. Buff/scry/teleport tactics mean no commander is safe without deception measures and spell-based defenses. Summoned creatures open new fronts and allow attackers to hit their enemies from multiple directions simultaneously.

Logistics: With create food & water, an army no longer marches on its stomach. Bags of holding and portable holes make moving large quantities of supplies child's play. Spells can make tireless mounts, or reduce loads for the approach march with things like floating disk, or reduce. Planar travel (esp astral) moves massive armies long distances without the need for supplies.
 

Remove ads

Top