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Theocracy vs. Magocracy: who would win?
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<blockquote data-quote="Al" data-source="post: 127603" data-attributes="member: 2486"><p>This thread has really exploded since a couple of days ago...there was I thinking that it was dead. Still, most people here are theocrats, so I better reiterate the case for the magi.</p><p></p><p>Re: Skirmishers:</p><p>1. Skirmishing works mainly for long-range troops with plenty of cover. It does not work with melee units.</p><p>2. Most troops will be melee units. Compare the prices of melee weapons with a longbow. And of course clerics and paladins will prefer the 'honour' of melee weapons.</p><p>3. Skirmishing only works against a more powerful foe: you cannot (and should not) use skirmish tactics against an equal army (tens of thousands hiding in the trees doesn't figure).</p><p>4. Skirmishing doesn't work if the enemies want to capture your cities.</p><p></p><p>Re: Teleport Trap:</p><p>1. Wizards have no effective defence? Dimensional Lock (T&B) + Permanency.</p><p>2. With regard to Forbiddance, why not get mage A to teleport just outside, disjoin the Forbiddance and teleport out again (Contingency, Hasted, can perform before clerics can even react). Mage B teleports in to main base, time stop and boom.</p><p>3. Clerics can be tracked with Scrying or Discern Location (better), so finding them isn't too much of a problem.</p><p></p><p>Re: Holy Weapons.</p><p>1. How much does a holy weapon cost to create? Minimum 9000gp? Now how many mercenaries can you hire for that. One lieutenant with a nice weapon isn't going to take on a whole company, evil or no. </p><p>2. This tactic can't be replicated much, the cost is prohibitive.</p><p></p><p>Re: True Res.</p><p>1. It's expensive. 5000gp is not to be thrown away: that's a whole mercenary company for a campaign.</p><p>2. Summon Monster VII (I think): Summon Barghest. Barghests eats soul. True Res now only has 50/50 chance of working. And if that's not bad enough, think what the bardic propaganda will be ('THEOCRACY SENDS TOP MEN IN WITH 50/50 SURVIVAL RATE').</p><p></p><p>Re: Sound Burst.</p><p>1. Range=Close. Are the clerics really going to waddle up to within charge range of a horde of troops?</p><p>2. Damage=d8. Compare and contrast with fireball.</p></blockquote><p></p>
[QUOTE="Al, post: 127603, member: 2486"] This thread has really exploded since a couple of days ago...there was I thinking that it was dead. Still, most people here are theocrats, so I better reiterate the case for the magi. Re: Skirmishers: 1. Skirmishing works mainly for long-range troops with plenty of cover. It does not work with melee units. 2. Most troops will be melee units. Compare the prices of melee weapons with a longbow. And of course clerics and paladins will prefer the 'honour' of melee weapons. 3. Skirmishing only works against a more powerful foe: you cannot (and should not) use skirmish tactics against an equal army (tens of thousands hiding in the trees doesn't figure). 4. Skirmishing doesn't work if the enemies want to capture your cities. Re: Teleport Trap: 1. Wizards have no effective defence? Dimensional Lock (T&B) + Permanency. 2. With regard to Forbiddance, why not get mage A to teleport just outside, disjoin the Forbiddance and teleport out again (Contingency, Hasted, can perform before clerics can even react). Mage B teleports in to main base, time stop and boom. 3. Clerics can be tracked with Scrying or Discern Location (better), so finding them isn't too much of a problem. Re: Holy Weapons. 1. How much does a holy weapon cost to create? Minimum 9000gp? Now how many mercenaries can you hire for that. One lieutenant with a nice weapon isn't going to take on a whole company, evil or no. 2. This tactic can't be replicated much, the cost is prohibitive. Re: True Res. 1. It's expensive. 5000gp is not to be thrown away: that's a whole mercenary company for a campaign. 2. Summon Monster VII (I think): Summon Barghest. Barghests eats soul. True Res now only has 50/50 chance of working. And if that's not bad enough, think what the bardic propaganda will be ('THEOCRACY SENDS TOP MEN IN WITH 50/50 SURVIVAL RATE'). Re: Sound Burst. 1. Range=Close. Are the clerics really going to waddle up to within charge range of a horde of troops? 2. Damage=d8. Compare and contrast with fireball. [/QUOTE]
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