Protecting Troops from Fireball

Really I see 3 options.


1) Suck it up and be damned with the casualties. This is fairly well described in the first Mazatlan Book of the Fallen (the author escapes me) where a half dozen battle wizards duke it out with the army standing in between, the protagonists bulloxed it up and I think the end casualties were something like 20,000 dead. Admittedly the wizards in this book are D&D wizards on steroids and PCP but the concept is sound. This is a particularly viable option for armies where the value of an individual troopers life is relatively low and they can be easily replaced. Mages would defiantly be a minority in a military structure like this or they would simply overpower any resources that you were able to throw at them, the bulk of the fighting and dieing would be done by grunts. I'd say 95% of the army would consist of non spellcasting classes with only the odd mage or cleric to support them.

2) If you like formations but want to minimize casualties then the most important training a soldier should receive would be various formations and marching drills. This would lead to battles closely resembling a Napoleonic (or even Roman) battlefield where troops would get into line formation if they were up against artillery and square to repel cavalry charges. This is an intensely ordered military style however and would likely be inappropriate for chaotic cultures. Mages would likely be more prevalent in such a military culture as their presence on the battlefield would have led to the tactical doctrine in the first place. These troopers would likely be significantly more professional then their example 1 counterparts and is better suited to armies with a professional officer corp and standing armies. Due to the expense of maintaining professional armies the battles would likely be much smaller but the troops would likely be higher level and generally more capable of surviving a given attack. A given regiment would likely have a mage or two in support to aid in counterspelling along with a number of clerics present throughout the ranks and bards serving as regimental pipers/general support.

3) The furthest departure from D&D cannon is one that has been discussed before, small units capturing specific objectives is probably the most effective way of mitigating magic’s effect. These units would require more training than their example 2 counterparts but not necessarily more discipline thereby allowing chaotic cultures to also take advantage of them. Small units would be heavily supported by battlecasters and their ilk but mages and the like would likely be used more for battlefield control and troop support than direct attack. This would more closely resemble 20th century battlefields than anything else and some people might have a problem with that. Still though there is something to be said for a group of infantry casting message and calling in a draconic airstrike on enemy positions or opening a summoning circle deep behind enemy lines and allowing a pit fiend to rampage through an enemy encampment. This is best suited to small armies with an inordinate number of powerful spellcasters, like elves. Many other armies might keep a single elite unit trained and equipped in such a manner, which gets committed to particularly tough battles. This is a key spot that PC’s can fill in an army and can often be filled by professional (and expensive) mercenary companies as well.

Keep in mind that these are broad military traditions and generalized tactical doctrines. In my own campaign the actual structure of an army varies from race to race and culture to culture. The dwarves for example specialize in a method similar to the British tactical doctrine late in the first world war called “bite and hold” where small units capture objectives and example 2 infantry move to re-enforce them and hold the position. Elves rely almost entirely on small units backed up by impressive magical support, and Orcs have huge hoards of ill trained Orc and Gobin barbarians with elite unites of “black-blades” operating behind enemy lines to eliminate enemy spellcasters and disrupt command and control.
 
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one other thing I would concider is looking at the Sword of Truth novels... I belive it's Zed who says (once again heavally paraphrasing) "Most battles with wizards involved are just like normal battles except every now and then someone gets a spell off and all of a sudden you feel like the world is about to end." I see the primary purpose of most battlefield spellcasters being counterspelling while looking for oppertunities to actually get a spell of their own off, when the mage screws up a lot of people die but for the bulk of the battle relatively evenly matched spellcasters should just be keeping each other occupied and letting the armies do the fighting.
 

I watched the 2nd episode of Band of Brothers and they seemed to think it was a good idea to advance under a heavy field of fire.

How would that work in D&D?

Here's an idea. Each 20 guys should have at least one 4th-level Sorcerer with Magic Missile, See Invisibility, and Acid Arrow. They can fire up to 7 Magic Missiles and 4 Acid Arrows. You'll probably want to get Mage Armour and Shield up (to avoid the arrows and the Magic Missles coming at you). See Invisibility might be needed as well. (That's 5 MM and 3 AA.)

Wizard could work, but then you can't swap between MM and AA on the fly, based on what's needed, and you don't have as much ammo.

Magic Missile is better than Acid Arrow here, but a simple Shield spell that will last the entire combat will ruin it. So what you want to do is make a feint so that the Wizard blows his Shield and you can wait until it runs out. Hopefully. And you can use your Acid Arrows if needed.
 

LostSoul said:
I watched the 2nd episode of Band of Brothers and they seemed to think it was a good idea to advance under a heavy field of fire.

I can't remember, was it the one where they go to take out the 88's pounding the beach?

In that instance, they had good intelligence and surprise on their side. The protective German units were few and far between in the rear, where the attack came from. Plus they could rely on the German's own trenches to advance.

So, it's a good idea if the tactical situation is as good as it gets. :)

Andargor
 

LostSoul said:
I watched the 2nd episode of Band of Brothers and they seemed to think it was a good idea to advance under a heavy field of fire.
And do you know why it is a good idea to advance under a heavy field of fire? It is because your alternative is to NOT advance - which means that instead of assaulting the enemy and also taking casualites you are ONLY taking casualties. :) That makes advancing the SMART thing to do despite casualties and failing to advance a collective suicide. It's not a question of whether or not to advance, just how to advance most effectively.
 


andargor said:
I can't remember, was it the one where they go to take out the 88's pounding the beach?

In that instance, they had good intelligence and surprise on their side. The protective German units were few and far between in the rear, where the attack came from. Plus they could rely on the German's own trenches to advance.

So, it's a good idea if the tactical situation is as good as it gets. :)

Andargor

and they were an elite unit up against what were likely draftee Wermarch(sp?) grunts. Remeber the most of the forces on the Atlantic wall were second rate troops or front line troops that had been decimated by the Eastern from and needed some time to recuperate. Anyone that could actually fight worth a darn was over fighting the Russians.

Oh back to my earlier post. There is a 4th method though it is likely one of the worst and that is the traditonal fudal army Ca. the hundred years war. There are a few big problems with such an army but it continues to make appearances in fantasy literature dispite those, the difficulties simply being hand waved away. First of all there is very little organization or coheasion among various groups in an army. A lord will be required to raise a cirten number of troops when called but these numbers can vary widely depending on the lord in question. This makes it almost impossible to organize the army into any kind of "units" since really they are simply under the command of their lord which may range in size from a few dozen to several hundred warriors. The lack of training between the units and the egos of the commanders would turn any battlefield into anarchy worse than a simple charge and allow for even less magical support than my first example.
 

100 soliders vs one fireballing wizard? Piece of cake.

All soliders take up formation at least 21 feet from every other solider. The formation charges enmasse to the wizard. Several dead soliders later, wizard is swarmed and all it cost you were a couple of conscripts.

Of course, that's probably not the solution you were looking for.
 

Grundle said:
100 soliders vs one fireballing wizard? Piece of cake.

All soliders take up formation at least 21 feet from every other solider. The formation charges enmasse to the wizard. Several dead soliders later, wizard is swarmed and all it cost you were a couple of conscripts.

Of course, that's probably not the solution you were looking for.

50 enemy cavalry appear, and charge what's left of your flank. If you bunch up to stop the charge, they veer away and the wizard fries your troops, in addition to archers which pick off targets out of formation.

Of course, in D&D, it might not be effective, but in the real world... :)

Oh, and your troops have about 1,000 ft. to run to get to the wizard (past the line of pikemen), small detail. ;)

Andargor
 


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