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General Tabletop Discussion
*TTRPGs General
Some thoughts on D&D warfare
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<blockquote data-quote="Stalker0" data-source="post: 2317359" data-attributes="member: 5889"><p>I actually think a pretty good model to the dreadnought analysis is Starcraft.</p><p></p><p>In starcraft, you have certain units that are exceedingly powerful against other units. 2 archons, for example, can cleave through hordes of zerglings. The ultralisk can decimate zerglings, marines, and zealots very powerfully. Now there are counters to both these units, so having them by themselves is not power in itself. But when you drop 2 archons in the back of a zergling base, where all its bigger, slower units are far away...you are going to rip open that base.</p><p></p><p>You have to combine them with initiative. If I have an iron golem around for example, your forces have to have those antimantine arrows and weapons to stop it. But if you have several armies around, you have to make sure they all get them. </p><p></p><p>If I scout and find out just one of those armies doesn't have the necessary counter, I can send that golem in and wipe out your camp without even really hurting my golem. The same goes for any counter.</p><p></p><p>Your base has 2 mages dedicated to countering other casters. I send in my elite strike force (the pcs of course) to assasinate them, and the pcs then teleport away. Then I send a couple of battle sorcs and decimate the camp, teleporting them away before other forces can come help.</p><p></p><p>On the other hand, a handful of zerglings (which are dirt cheap to maintain) can decimate an undefended area.</p><p></p><p>I can take a handful of 1st level wars and kill off the population of a farming village that may be supplying food to the main force. And if they die, I've lost virtually nothing. But your opponent has to constantly on the alert for big and small dangers.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 2317359, member: 5889"] I actually think a pretty good model to the dreadnought analysis is Starcraft. In starcraft, you have certain units that are exceedingly powerful against other units. 2 archons, for example, can cleave through hordes of zerglings. The ultralisk can decimate zerglings, marines, and zealots very powerfully. Now there are counters to both these units, so having them by themselves is not power in itself. But when you drop 2 archons in the back of a zergling base, where all its bigger, slower units are far away...you are going to rip open that base. You have to combine them with initiative. If I have an iron golem around for example, your forces have to have those antimantine arrows and weapons to stop it. But if you have several armies around, you have to make sure they all get them. If I scout and find out just one of those armies doesn't have the necessary counter, I can send that golem in and wipe out your camp without even really hurting my golem. The same goes for any counter. Your base has 2 mages dedicated to countering other casters. I send in my elite strike force (the pcs of course) to assasinate them, and the pcs then teleport away. Then I send a couple of battle sorcs and decimate the camp, teleporting them away before other forces can come help. On the other hand, a handful of zerglings (which are dirt cheap to maintain) can decimate an undefended area. I can take a handful of 1st level wars and kill off the population of a farming village that may be supplying food to the main force. And if they die, I've lost virtually nothing. But your opponent has to constantly on the alert for big and small dangers. [/QUOTE]
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