| Post/Author/DateTime | Post |
|---|---|
| HomebrewedMonster03-11-05, 07:40 PM | What kind of armies do you have in your world? Meaning which kingdoms/nations are militaristic and have a large standing armies. Do they have specialty units in their army? Frienzied berserkers, centaur chargers, wyvern riders, ect.? Do they have a unqiue item that they use in their tactics? Reaping crossbows, Phalanx Fighting feat, all troops have rings of sustence, mobile ballistas mounted on the backs of grey renders, ect.? Just so everyone knows, this thread is to discuss thee above. Not to argue about modern economical policies and apply them to a world of magic. So keep it on topic. Thank you. |
| Titan W03-11-05, 07:59 PM | I have created, so far out of my world, 4 countries (Or more like political regons) on one continent (Not a far stretch). The first is the human dominant region, they have an average number of troops, mostly fighter types, who are all outfited as shock troops, with archer and clerical support batteries, there are devensive ballistas, and some have powerful military casters. (All have Power attack and Cleave/ PBS, FS/ Silent Spell basedon type) The second is the Wood Elves, their military also encompassas the groups that do forraging hand hunting when required. THey are all armed with +1 composite longbows, and all have a high climb and jup skill (They do after all live in a forest) and they also use gurilla tactics. Elite fighters have "Wrist Blades" along with their bows, and are usualy magical, mostly wizards, in addition to thier ranger levels. (All have Point-Blank and Far shot) The third is the destert riders, this military has a milita feel to it, almost everyone in town is trained in how to fight, as there are only three main cities in a huge region, and it's a harsh environment. They use longspears at short range, and at long range throw short spears, as they are easy to manufacture using limited metal resources. The elite use glaives and shortspears, they are also all mounted fighters, as they have to cross large regions in order to hunt down food, or escort caravans, and in hide armor (Not much in the way of leather in the desert, it's difficult. (All have endurance feat) To the north is the Dragon inhabited mountains, which are un-colonised, as they are too dangerous for most to survive in, tactics are as dragons fight... |
| JadeFox03-11-05, 08:13 PM | Two groups in my game world, with one more planned. The Confederation, a group of humans and high-elves, fights with modified Roman tactics. The core of any invasion-scale army is a Leigon suppored by Auxileries. Auxileries are normal attack forces (Cavalry, archers, infantry, etc). A Leigon is a 10,000 man strong heavily armed and armored block. All soliders in a leagon are of at least 4th level, with CON and STR scores no lower then 14. All soliders in a leaigon must be at least 2 years of active service vetran. (in case you havn't guessed, there arn't a lot of leigons). The Ashen, a race of magical creatures, tend to run in with fast attack units. Strike with magic and arrows, then flee. The Drow fight only amongst themselves, and so have small mllita forces of highly skilled dextrous fighters, clerics, and mages. |
| viski03-11-05, 08:21 PM | Well, I posted in the other thread, but I'm curious... First of all, how specific an answer are you interested in? Class and Level, or actual NPC or unit write-ups? If they're packing unusual equipment, should it be listed? If it's my own setting, should I note the difference between standard D&D and this setting's units or equipment? In my game, most troops have moved beyond peasent leveys. They arn't effective in most cases and large scale war has mostly become a thing of the past. Most soldiers are Level 1 Warriors as opposed to level 1 Commoners, and operate out of either mercenary companies sponsored by a lord or are part of the Empires standing army. (In times of peace, the army is called upon to build roads, construct bridges, and help build villages ect.) Soldiers in mercenary companies are equipped by the companies standard. The Imperial army equipment depends on the unit. There are no Light Foot companies, preferring Light Cavalry to harass units. Heavy Foot wear Breast Plate, carry Large Wooden Sheilds, and weild Short Spears. Archers wear Leather and used to shoot Longbows, but have changed to Repeating Crossbows. Mobile artillery use Repeating Heavy Crossbows and Siege Crossbows (A short of lighter ballista that can be deconstructed and carried). The Empire utilizes unusual or specialized troops that it aquires by sponsoring certain organizations. Mages and a certain kinds of artificers are aquired in this way. Mechanists with heavy weapons are used to provide support, and tend to weild dangerous weapons like Lightning Rods, Alchemists Fire-Sprayers, and firearms of various types. These tend to be Level 1 - 4 Experts or Expert/Fighters and wreck havok on enemy moral. Since war doesn't break out very often, though, they haven't had to put their skills to the task in a massive scale in over 50 years. EDIT:: Posted on the wrong name - Viski forgot to sign out. |
| HomebrewedMonster03-11-05, 08:36 PM | They are general questions, if you want to anwser with general responses or in depth detail, that's up to you. |
| The Wasp03-11-05, 08:52 PM | Ooh armies are fun! Well, in my world. Most army regulars are 1st-4th level warriors. These usually are comprised of local militias, town guards, etc. that can be mobilized in times of war. Each country generally has some sort of elite standing army, consisting of core class NPCs. Heavy cavalry are a nice staple - they give you a knighthood, and I usually stat these guys as ftr 3 or 4. Ftr 3 or 4 also serve as senior officers. anything of level 5 and up approaches general rank. so that's the staple. then you start adding in other classes. barbarian's make good infantry - excellent to launch against formations of warrior infantry. rangers generally make good scouts and trackers, infiltrators, etc. rogues are monks are not so likely to be found on a battlefield. clerics might be in a battle depending on their religion - a cleric of a war god is almost certain to be fighting with your heavy assault troops. at any rate they make good support. wizards and sorcerers are of course the heavy artillery, and in my world they must be bought as mercenaries. tactics - most nations will have tactics suited to their weaponry and fighting styles. In my world, the great northern empire has an elite force dedicated to fighting giants and dragons. they are well known for their ambush tactics, and specialize in an exotic thrown spear (so they don't have to close to melee range). Next door, the hobgoblins go for tight heavily armored, formations, preferably attacking at night. They use their magic defensively, to protect and enhance the formation. (with bugbear with class levels as shock troops -very tough!) A southern kingdom is known for their elephant mounted troops, another nation for its tactical mobility, and yet another for the shear fearlessnes and power of its individual soldiers (think Sparta) I think your best bet is to take historical tactics and then enhance them with magic and monsters. Halflings mounted on velociraptors, gnomish halberdiers and pike, who use illusion magic to prevent themselves from being flanked. the possibilities are endless! |
| Tusz03-11-05, 09:10 PM | Armies in my campaign setting differ from place to place. -Most areas have armies of War1 (professionals), War2-4 (veterans), and com1 (conscripts). -The old empire is (was) very organized and aggressive, with a lot of well trained troops (War2 and Ftr1), and a few arcanists. -Another area is very spartan, with almost any citizen having weapons training. Usually, this group likes to fight with the odds on their side. Weather, terrain, whathaveyou. Mages are required to serve for at least one year to be citizens. -Kobolds are suprisingly organized in one area in the setting, and have a fledgeling empire. Their tactics are usually hit, run slow enough for the enemy to follow, and lead them into an incredibly intricate ambush/trap. Usually backed up by sorcerers as artillery. -There are small citidels that contain small amounts of incredibly well trained troops (Ftr2-3, battle clerics, heavy magical backup from wizards). Suprisingly, there are very few actual wars. There were large armies marching around one area for a while, but they took too long trying to get the tactical advantage over one another that internal strife forced one army to march home and fight off a civil war. So, military conflicts in my game are usually settled by smaller groups in skirmishes. |
| WunderGoat03-11-05, 10:46 PM | I've got a pretty detailed world, with perhaps a dozen armies. Levels are for basic grunts. #1 A horse people, primarily using light horsemen and cavalry archers (ftr 2) with masses of light infantry (war 1) and conscripts (com 2). Special light cavalry weapons. #2 An offshoot of the horse people, with strong ties to dwarves and strong militaristic tendancies. Heavy infantry use phalanx fighting (ftr 2). Heavy cavalry is common (ftr 2-4) and super-heavy cavalry is mounted on dire horses (ftr 6ish). Mage support is good and focuses on blaster-magic. Uses a cavalier modifictaion, as well as a weapon master modifictation. #3 A viking-inspired people, without the sea. Lightly armored and well equipped gurrilla-commando troops (fighter-ranger hybrids, rouges, rangers, level 2ish) are used extensively, but not on the battlefield. Troops tend to be quality light infantry (war1-2). #4 A agricultural society, with a strong militia program. Hoplite style troops (ftr 2), trained pikemen(war 2), and commoner militia (com 4) make up the bulk of the army. Good cavalry exists, and a very strong tradition of battle mages exists, with a focus on couterspelling/dispelling (to protect the conscripts). Uses Incantatrix and the 3.0 knight protector. #5 Is a split nation, with a well trained and well rounded army. Some exotic weapons exist in the northern half (gunpowder). #6 Is a tribal nation of ogres, half-ogres, and humans. War hulks exist, but most troops are 2handers. #7 Is a Native American style society, but is rapidly changing. Greatbows are popular weapons, and the 3.0 deepwood sniper is used extensively. Prefer gurrilla combat on the open plains. Chariots are the only ground-based cavalry, and then are only used as archer platforms. Air cavalry is common. #8 Are orcs. Use frenzied berserkers as an orc-only class. #9 Are bugbears and humans. Bugbears ride direwolves and make up a form a sword-cavalry (no lances) and heavy infantry. Humans support with light lancers and peltasts. *edit* Almost forgot my kobolds and drow! Kobolds and drow are the only nations that fight a lot, and they war for the control of the underdark. Drow practice shadow magic and have elite vampire swordsmen, but rarely use actual drow in combat. Instead, they use chitines, quaggoths, and phaerlin giants as their basic troops. Kobolds counter with a use of semi-modern tactics. Individual squads of crossbowmen make up the bulk of the army (war1-2). Special melee units train to hold thier ground, but not to be efficient killers(ftr 2-4). Integrated mage forces focus on blaster magic, and are mostly sorcs (Sor 4). Special weapons teams and ninja-types round out the army. Special weapons include portable light ballistas that fire yellow mold bolts and grenades. The rest are not too interesting, so I'll not include them. Hope this helps. |
| HomebrewedMonster03-12-05, 01:52 AM | I always like the idea of centaur chargers, dressed in fullplate, wielding lances. They should could break a line. |
| MageLordMetztli03-12-05, 07:37 AM | In my custom-made campagin world there are 3 main world powers. 1) The 6 orc tribes of the Wasteland to the east. These tribes are the Broken Sun, Bad Moon, Stormcallers, Black Teeth, White Hands, and Wolfkin. They are generally at war with everybody(including each other) but have recently united in an attempt to destroy the "civilised" races once and for all. Each tribe works well alone, but because they specialize in different forms of combat, they work well when united. Broken Sun- Heavy Infantry/Healers(its a gestalt campaign, so most are fighter/clerics) Bad Moon- Hunters/Trackers/Snipers/General Ranged Support and Assassination Stormcallers- Magic Users(druids/nature clerics) using almost exclusively damaging spells Black Teeth- Shock Troops(ogre sized, most wield reach weapons or two-handed weapons) White Hands- Monk/Martial Arts Wolfkin- Cavalry of all types 2) The civilised races of the west. These include the (destroyed but now re-built) elven city of Erech(which oddly enough contains no elves), the dwarven city of Hemeri, and the 3 kingdoms of the west(yet unnamed...) These cities/kingdoms tend to band together whenever possible, though each has its own army, etc. They tend to have the "normal" type of army. I.E. A section of archers, a section of infantry(of each type), cavalry, etc. 3)The mysterious, deadly, and insatiably ravenous Ven, from the isle of Tezrekah. The Ven are basically a hive of insectile/reptilian creatures whose only goal is to kill/eat every living creature in their path(their motives beyond that are yet unknown). They are currently wrecking havoc on both the orcs and civilised races. The Ven's only strategy is to overwhelm the enemy with their force of numbers and unrelenting desire to feed. |
| SilverFoxKnows03-12-05, 12:48 PM | In the northeast- Human kingdom LG, rolling grasslands. Large, highly organized cavalry units. Mainly Fighters, they hit hard and fast. Skilled at mounted combat. Human kingdom CG, dense woodlands. Small groups of Rangers utilizing wolf pack tactics. They add up to an army but rarely will you see them take the field en mass. Sylvan Eves CG, dense woodlands, small groups of Rangers. See above. Timber Dwarves NG, dense woodlands. Similar tactics to their Human and Elven neighbors. In the north- Old Human kingdom LN, "the Stonelands". Disciplined Fighters (pikemen and archers), their main job is to engage the enemy long enough for the numerous Wizards to rain down destruction. In the northwest- Human kingdom NE, mixed terrain. Wizards protected by a disciplined Hobgoblin army. Similar tactics to the Old Human kingdom in the north. In the southwest- Old Human kingdom LE, mixed terrain. Church backed armies (with infighting the last 100 years). Fighters in formation, archers, cavalry, Clerics & Blackguards. In the southeast- Human kingdom NE, rocky desert. Slaver Clerics and their conscript army. Swarm tactics. Desert Elves CE. Hordes of Barbarians. Savage swarms. central east coast- Mixed kingdom NG, desert. Humans, Dwarves & Orcs (allied because the Desert Elves were killing them in droves) and small populations of homebrew races #1 & #2. Dwarves, Orcs & race #2 on the frontlines, Human archers (and skirmishers on the flanks), race #1 arcane spellcasters and airships. central mountains- Dwarves LG. Highly disciplines Fighters in formation backed by Clerics and golems. There are smaller kingdoms (some rising, some struggling) with militias but those are the standing armies of note. |