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Need help figuring out the crunch behind this zombie siege
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<blockquote data-quote="Delandel" data-source="post: 6550809" data-attributes="member: 81364"><p>My mini missions so far are as follows:</p><p></p><p>1) Anyone proficient in Religion can help power up the protective wards on the walls. If successful, no zombies climb over.</p><p></p><p>2) Anyone can attempt to boost morale. If successful, the NPCs fight harder.</p><p></p><p>3) New recruits (commoners) don't know how to use their weapons. If someone shows them how, they fight without disadvantage.</p><p></p><p>4) Anyone can go scout the zombie horde. This gives them a better indication of numbers and direction they're coming from.</p><p></p><p>5) Deserters and whatnot can be straightened out.</p><p></p><p></p><p></p><p>Thanks! I plan on having a main attack at the gate and a secondary attack on the wall itself. It's likely one of these defenses will fall unless the PC is there to help. Afterwards they'll definitely have to take on the necromancer.</p><p></p><p></p><p></p><p>As soon as the refugees say there's a zombie horde coming, a council meeting is called where the PCs are invited. I'll have each council member have his/her own solution. Ultimately can advocate a plan, but they'll have to convince everyone to get on board with them.</p><p></p><p></p><p></p><p>Oooh, the children and elderly is a fun dilemna. You get 100 capable commoners, but you can get much more if you put a weapon in anyone's hands. What do the PCs do?</p><p></p><p></p><p></p><p>Just having trouble in general. I'm not sure if I have this right.</p><p></p><p>Would this be accurate?</p><p></p><p>Village Fortifications:</p><p>- moat circling the village, 10 feet wide, shallow water, difficult terrain</p><p>- 20ft tall wall, units can walk on top, auto-hit, 300hp?</p><p>- 20ft wide gate, auto-hit, 200hp?</p><p>- any make-shift barricades, auto-hit, 50-100hp</p><p></p><p>Village Side:</p><p>- PCs = each a solo, can be commanders</p><p>- 30 guards = 3 stands of guards, work as regiments</p><p>- 2 thugs = 2 solos, can be commanders</p><p>- 3 scouts = 3 solos? Or do I let the PCs find 7 more scouts and they become a stand? Work as skirmishers</p><p>- 100 commoners = 10 stands of commoners</p><p>- 1 priest + 10 clergy = 1 solo and 1 stand</p><p></p><p></p><p>Zombie Horde side:</p><p>- ~600 zombies = 60 stands</p><p>- 20 skeleton archers = 2 stands</p><p>- 3 ogre zombies = 3 solos, can't be commanders</p><p>- 1 cult fanatic = 1 solo, can be commander</p><p>- undead are fearless in battle, auto-succeed morale checks</p><p></p><p>Am I doing it right?</p></blockquote><p></p>
[QUOTE="Delandel, post: 6550809, member: 81364"] My mini missions so far are as follows: 1) Anyone proficient in Religion can help power up the protective wards on the walls. If successful, no zombies climb over. 2) Anyone can attempt to boost morale. If successful, the NPCs fight harder. 3) New recruits (commoners) don't know how to use their weapons. If someone shows them how, they fight without disadvantage. 4) Anyone can go scout the zombie horde. This gives them a better indication of numbers and direction they're coming from. 5) Deserters and whatnot can be straightened out. Thanks! I plan on having a main attack at the gate and a secondary attack on the wall itself. It's likely one of these defenses will fall unless the PC is there to help. Afterwards they'll definitely have to take on the necromancer. As soon as the refugees say there's a zombie horde coming, a council meeting is called where the PCs are invited. I'll have each council member have his/her own solution. Ultimately can advocate a plan, but they'll have to convince everyone to get on board with them. Oooh, the children and elderly is a fun dilemna. You get 100 capable commoners, but you can get much more if you put a weapon in anyone's hands. What do the PCs do? Just having trouble in general. I'm not sure if I have this right. Would this be accurate? Village Fortifications: - moat circling the village, 10 feet wide, shallow water, difficult terrain - 20ft tall wall, units can walk on top, auto-hit, 300hp? - 20ft wide gate, auto-hit, 200hp? - any make-shift barricades, auto-hit, 50-100hp Village Side: - PCs = each a solo, can be commanders - 30 guards = 3 stands of guards, work as regiments - 2 thugs = 2 solos, can be commanders - 3 scouts = 3 solos? Or do I let the PCs find 7 more scouts and they become a stand? Work as skirmishers - 100 commoners = 10 stands of commoners - 1 priest + 10 clergy = 1 solo and 1 stand Zombie Horde side: - ~600 zombies = 60 stands - 20 skeleton archers = 2 stands - 3 ogre zombies = 3 solos, can't be commanders - 1 cult fanatic = 1 solo, can be commander - undead are fearless in battle, auto-succeed morale checks Am I doing it right? [/QUOTE]
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