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Worlds of Design: Death from Above
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<blockquote data-quote="Ixal" data-source="post: 8227401" data-attributes="member: 7030132"><p>Field battles are of course flashy, but the more important effect on warfare would be sieges. The article has a very modern definition of warfare (maneuver, etc.) but in medieval/renaissance times sieges were much more common and important.</p><p></p><p>If the defender has (multiple) airships then besieging a fortress becomes much harder to siege as reinforcements and supplies can be brought in unopposed. The fortress can still fall, but it will require much more costly assaults as you can't simply wait.</p><p>On the other hand, if the attacker has airships sieges become a lot more easy as airships negate many advantages of walls. Now the attacker has a elevated position which allows him to outrange the defender and often negate some cover the defender has.</p><p>The attacker can also profit from small scale flight through spells and potions to send in commando teams to take important key points before an assault.</p><p></p><p>But the real change to a campaign world would be transportation. Large scale transport was a huge issue and only achievable on water. But when you have airships you can transport goods (including supplies for an army) everywhere which completely alters the patterns land is settled and used and how trade flows.</p><p></p><p>Thus I don't tend to have flying airships in my games as the effects on the setting are just too big in my opinion, making the setting unrecognisable and it being a huge headache to figure out all the ripple effects.</p></blockquote><p></p>
[QUOTE="Ixal, post: 8227401, member: 7030132"] Field battles are of course flashy, but the more important effect on warfare would be sieges. The article has a very modern definition of warfare (maneuver, etc.) but in medieval/renaissance times sieges were much more common and important. If the defender has (multiple) airships then besieging a fortress becomes much harder to siege as reinforcements and supplies can be brought in unopposed. The fortress can still fall, but it will require much more costly assaults as you can't simply wait. On the other hand, if the attacker has airships sieges become a lot more easy as airships negate many advantages of walls. Now the attacker has a elevated position which allows him to outrange the defender and often negate some cover the defender has. The attacker can also profit from small scale flight through spells and potions to send in commando teams to take important key points before an assault. But the real change to a campaign world would be transportation. Large scale transport was a huge issue and only achievable on water. But when you have airships you can transport goods (including supplies for an army) everywhere which completely alters the patterns land is settled and used and how trade flows. Thus I don't tend to have flying airships in my games as the effects on the setting are just too big in my opinion, making the setting unrecognisable and it being a huge headache to figure out all the ripple effects. [/QUOTE]
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