I have posted a few threads on my evil horde the past few weeks and got a lot of great information. (Thanks to Loonook for the shadows idea and nymrohd for marrash on the air defenses... and thanks to a bunch of people on ideas of what the horde would do when they're encamped.)
Here is the air support thread:
http://www.enworld.org/forum/genera...upport-would-evil-horde-have.html#post4777559
And, the thread about defenses while encamped:
http://www.enworld.org/forum/genera...hat-protections-would-my-evil-horde-have.html
The game is a long-running 3.5E game. It is a big group of 7 players at level 14.
This is an army of thousands of humanoids - mostly gnolls - being led by a half-fiend blackguard, a large demon and a spellweaver. It is an army bred for one purpose: to destroy the world of men. They will be there by nightfall.
My initial intention was for the PCs to have a showdown with the leadership of the horde (and a few bodyguards...), after the small human army from the city being marched upon attacks the front lines of the evil horde and hopefully splits their forces. (The city forces are led by a powerful paladin, so chances are his forces will attract some attention)
The evil horde also have assorted lower level casters: shamen/adepts/sorcerers/clerics.
The army has air support, mainly in dire vultures and marrash (fiendish flying gnolls)
The players, however, think they can do a hit & run assault on the army via teleport in and teleport out, and take out one of the bigwigs in 2-3 rounds. They have also bandied about a few of them just fireballing the evil army from 800 feet in the air.
Now, as DM, I would think an evil horde would have some protections against hit & run attacks from mages and sorcerers on the good side, but what? The army will obviously have skirmishers and scouts to prevent conventional attacks, but what about magical ones? What would be some good protections while they are on the move?
Personally, I think it's suicide for them to take on an entire army like that when it can focus its defenses on stopping sneak attacks, but that is just me.
Thanks!
Here is the air support thread:
http://www.enworld.org/forum/genera...upport-would-evil-horde-have.html#post4777559
And, the thread about defenses while encamped:
http://www.enworld.org/forum/genera...hat-protections-would-my-evil-horde-have.html
The game is a long-running 3.5E game. It is a big group of 7 players at level 14.
This is an army of thousands of humanoids - mostly gnolls - being led by a half-fiend blackguard, a large demon and a spellweaver. It is an army bred for one purpose: to destroy the world of men. They will be there by nightfall.
My initial intention was for the PCs to have a showdown with the leadership of the horde (and a few bodyguards...), after the small human army from the city being marched upon attacks the front lines of the evil horde and hopefully splits their forces. (The city forces are led by a powerful paladin, so chances are his forces will attract some attention)
The evil horde also have assorted lower level casters: shamen/adepts/sorcerers/clerics.
The army has air support, mainly in dire vultures and marrash (fiendish flying gnolls)
The players, however, think they can do a hit & run assault on the army via teleport in and teleport out, and take out one of the bigwigs in 2-3 rounds. They have also bandied about a few of them just fireballing the evil army from 800 feet in the air.
Now, as DM, I would think an evil horde would have some protections against hit & run attacks from mages and sorcerers on the good side, but what? The army will obviously have skirmishers and scouts to prevent conventional attacks, but what about magical ones? What would be some good protections while they are on the move?
Personally, I think it's suicide for them to take on an entire army like that when it can focus its defenses on stopping sneak attacks, but that is just me.
Thanks!