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Post by Arc on Jan 29, 2005 17:40:04 GMT -5
Tactics, element rosters, unit types, and field tactics for settings involving a moderate ammount of magic and fantasy classes. This includes most normal D&D settings, but will also work for High Magic settings (see DMG about world building).
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Post by Arc on Feb 8, 2005 1:01:58 GMT -5
Another simple tactic is to align a group of mages atop a battlement and have them send fireball Spells over the tops of the troops. These spells detonate ABOVE the heads of the enemies, forcing them either flat prone or into clumps. Prone enemies are easier targets for melee fighters, and sometimes archers (if the terrain slopes toward the defender) and the clumping phenomenon is easily counteracted by a swift cavalry charge.
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Post by Arc on Feb 8, 2005 1:04:18 GMT -5
With sufficient time and sufficiently powerful magical support, a set of invisible walls of force can funnel troops into very tight spaces, making the succeptable to Airburst tactics. This can also be done with move earth and other wall spells, but invisible barriers are the most usefull.
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Post by Arc on Feb 10, 2005 1:31:08 GMT -5
As for Samurai, there is a very strict power structure to construction of an army.
Armies come in three flavors. The Imperial Bodyguards, lead by a Lord Samurai (or the Shogun himself) The Moblie Army, Lead by a Lord Samurai The Frontier Troops, Lead by many Samurai.
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Post by Arc on Feb 21, 2005 16:36:32 GMT -5
Excellent War Spells
Good spells that can be used in full scale battles are spells that can effect many units at once. Good Examples of this at low level are Sleep, Hypmotism, Burning Hands,Obscuring Mist, Flamish Sphere, Darkness and Daylight, Pyrotechnics, and so on. These Spells can be used by 4th level wizards and sorcerers, Making them ideal for large group tactics. Higher level spells such as Fireball, Lightning Bolt, Dimensional Anchor, Wall of Fire, Rainbow Pattern, Seeming, Cone of Cold, Acid Fog, Circle of Death, and Control Weather are also very handy, effecting many people at once. There are a few spells of higher level that can turn the tide of entire battles. Cloudkill, Transmute Rock To Mud, Antimagic Field, Mindfog, Chain Lightning, Mass Haste, Mass Suggestion, Symbol, Incindieary Cloud, Meteor Swarm and the ledgendary Time Stop.
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