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| #1vintarAug 07, 2006 20:44:36 | One of my biggest problems with D&D is that a mid to high level fighter can take on scores of low level footsloggers at the same time. No matter how good someone is, they can't realistically take on more than eight or ten reasonably skilled opponents at a time. In my own campaigns we use the wound/vitality point rules where occasionally somebody is going to get a lucky crit. But these rules are not for everyone; even with these rules one can still take on dozens of troops. With a mage it becomes especially easy. In fact, there seems little reason for nations to draft armies as opposed to hiring a dozen mid-high level adventurers. In response, I have come up with several combinations of feats and equipment for low level warriors that can make them quite deadly and hard to kill indeed. Unit One - The Anvil - 1800 gp This unit is based on the ancient phalanx unit of the Romans which was rather effective in real life as well, considering they conquered much of the world. First, take your standard level 1 human warrior and give him a tower shield, short sword, and scale mail. This will cost 90 gold which is do-able even in large numbers. His two feats should then be phalanx fighting (there seems to be no reason phalanx fighting wouldn't work with a tower shield as opposed to heavy) and toughness. Now give him 19 buddies with the same stats. Together they each have an AC of 22, 9HP and +1 to reflex saves. Admittedly, their offense is somewhat lacking. Have them move across the battlefield in a five wide by four deep formation. They use one move action, as well as readying an action to use their tower shields as total cover, those not in front using their shields above or on the sides. This should give them invulnerability to archery except from behind or from stealthed units. Their shields would take no damage from the arrows, as no sundering can occur from piercing attacks. As well, it would protect from area magical attacks. For an example of play, consider a level 10 fireball which is, hopefully, the most powerful spell they'll go up against. Once shields are in position, they will absorb all the damage. The average level 10 fireball does 35 damage. This is cut in half to objects as it is fire damage down to 18 (if one rounds up). The hardness takes this down to 13, so their tower shields still have 7 HP before they fall apart. If expecting to see a lot of this, one could easily equip them with heavy metal shields as well strapped to their backs - taking their total cost up to 110 gp each. A unit of 20 would then be a whopping 2200 gp. Unit Two - The Pincushion - 1200 gp In this unit, take your standard level 1 human warrior and give him scale mail, a longspear, and a spiked gauntlet. This warrior's two feats should be combat reflexes and hold the line. Again give him 19 buddies with the same stats in a five wide by four deep block. These troops have a much more moderate AC of 15 and 6 HP, which is rather weak in comparison to their anvil brethren. While they are a defensive unit, with them the best defense is a good offense. Assuming they ready an action, the troops in the front rank each get 3 attacks against a charging foe (assuming they don't have reach), one of which is for double damage. The second rank would get an additional two attacks at -4 to hit because of cover, one of which at double damage. Admittedly, they only have a total of +2 to hit normally and do merely 1d8+1 damage. If a single character was to charge into their ranks they would be subject to a total of nine attacks at +2 to hit and six attacks at -2 to hit, three of which in each category at double damage. Once their enemies closed, the front rank could then use their spiked gauntlets, the back rank continuing to use their longspears. The weakness of this formation is against ranged attacks. However, if positioned correctly behind a few Anvil units, this shouldn't be too much of a problem. Once the Anvil becomes entrenched, the Pincushion can move behind to help. Intermingling these units once engaged is very effective: the Anvil using the defense combat action, the Pincushion striking over their shoulders to deal the damage. One thing not to forget is that one's companions in arms can make great cover against those pesky area effect spells. Unit Three - The Marksmen - 2340 gp Again, take your standard level 1 human warrior and equip him with studded leather, a buckler, a longbow, a club, and 40 arrows. This time however you have two options, either point-blank shot and rapid-shot for long range destruction, or point-black shot and precise shot for close support. This gives them again a modest AC of 15 and HP 6. The long range destruction should focus on un-engaged targets, using volleys of arrows as well as concentrated volleys when possible (assuming you have Heroes of Battle). In fact, for a concentrated volley, it doesn't really matter if you hit the correct square if you're aiming at an opposing unit. The close-range support units should focus on where units are already engaged in combat - using their bows to good use on the enemy. This is particularly effective when backing up the Anvil and/or when the enemy is mounted as they wouldn't be given cover as they are higher than the unit they are fighting. The Marksmen should avoid engaging in melee, though when they do they can draw their clubs to some effect. They should be positioned behind both Anvils and Pincushions whenever possible. Unit Four - The Hammer - 4570 gp This is the heavy cavalry - the elite, therefore I use a *gasp* level 2 Warrior/1 Fighter human and an assumed Str of 14. Then one equips them with banded mail, a warhammer, a lance and heavy steel shield. Then they are given a heavy warhorse with scale mail barding, a bit and bridle, and a military saddle. His feats are mounted combat, ride-by attack, spirited charge, and trample. He has an AC of 19 and 19 HP. However, unlike the other units - he is put in a unit with only four others. Unlike the other units, the hammer is somewhat more independent. However they should not be put entirely on their own. They should be given one of two jobs as a general rule. The first is as a hit and run unit once the armies have gotten stuck in. They skirt the battlefield hitting the edges of units to great effect using ride-by-attack, using trample should they ever get stuck-in. The second is to hit any extra tough nuts to crack - such as adventurers. At +7 to hit on the charge chances are one will hit - and at 3d8+6 damage that is not to be sniffed at. This is not to mention their mounts. In conclusion, these should give you some ideas for ideas for low level units in armies, though I believe there to be many other effective combinations. Examples include skirmisher cavalry, greataxe wielding sunder specialists to counter The Anvil (one must also not forget siege weapons). One can easily upgrade the units further with superior weapons, armor, and potions. However, this can lead to a much greater cost as each upgraded equipment item would be bought many times for each unit. The upgrade I would recommend would be cure light wounds potions for The Hammer for an additional 250 gp. For any other unit this would be an additional 1000 gp, though possibly each unit could have a 'medic' with 3-4. I do not recommend that you roll off the battles involving multiple units--just ballpark it. However, these stats are rather useful for two reasons. First, it gives a valid reason for armies to be made up of legions of low level warriors as opposed to merely buying the services of a few dozen mid level adventurers. As well, a platoon of troops can deal with dangers such as tribes of ogres. Second, if the PCs do end up fighting low-level NPCs in battle, using these stats should make the encounter more challenging for them as opposed to the standard sword and shield warriors. So much so that I doubt they'll want to wade into the battle again as their talents are better suited elsewhere. |
| #2thorguyAug 08, 2006 23:21:56 | Have you read Verelor's article in this forum? It's essentially about the same thing, but provides a standardized template, which I think works better then ad-hocking stats for each military unit. Here is the link. And your idea still doesn't solve the problem that a unit of fighters (in the standard rules) cannot hope to hit your average adventurer. |
| #3josephbtAug 09, 2006 4:27:42 | Hold the Line has a BAB +2 requirement so you might wanna change their feat to something else like Improved Init or Tough. |
| #4zombiegleemaxAug 09, 2006 22:06:14 | Don't forget Mounted Archers as a unit. 1st level warrior, 2nd level fighter. Mounted Combat, Mounted Archery, Point Blank, Far Shot, and maybe Skill Focus Ride 6 ranks ride, 5 ranks handle animal, (for the synergy bonus to ride), military saddle for another +2. Assuming a 12 dex, that is +14 to ride This makes auto success on using the Cover maneuver, and they can boost their mounts AC to an average of 24 against one hit per round. Engaging at 160', separated by 40', a unit of 20 would about 80% encircle their enemy. They could approach in four columns, and then two columns start to circle their enemy in opposite directions. Each column would have a 40' separation from the other columns, staggered so the far columns get decent shots if the formation spacing is kept. By spreading out, they make fireballs a much less effective tactic. A unit with masterwork, mighty +1 composite longbows and warhorses is pretty expensive, but it could also be fairly effective. Back up a mounted archer unit with a unit of lancers with Spirited Charge. If a group of adventurers charges out after the mounted unit, they will get hit by charges from all sides. In more intense fights, the archers will attempt to disrupt enemy spellcasters while the lancers charge in close enough so that they aren't good targets for enemy spells. There is always springing Barbarian 2, Fighter 2, with Power Axe, Weapon Focus Great Sword or Great Axe, possibly with the Feat that gives +10 movement in light or better armor. Maybe some have Improved Sunder for breaking through enemy shield walls. Nice little veteran guard unit. 14 strength, with rage gets 18 strength? Eeek. Or maybe that regional Feat, Tireless, and Extra Rage. I figure militia = mostly level 1, including NPC classes. Members of a warrior society will be mostly 3rd level, possibly a mix of classes. Soldiers would generally be at least 2nd level, with at least one fighter level. Guard units would be at least 4th level, mostly if not all PC levels. |
| #5zombiegleemaxAug 10, 2006 12:02:08 | Great post! One problem with the pincushion, however, is that Hold the Line requires BAB +2. I rather like the Anvil though...I think I might use it. ![]() |
| #6yobgod_ababuaAug 10, 2006 19:35:37 | Pincushion Question:Assuming they ready an action, the troops in the front rank each get 3 attacks against a charging foe (assuming they don't have reach), one of which is for double damage. I'm not sure how they get three attacks. I understand two... * Target charges into range of readied weapon - ready action triggers, attack for double damage. * Target tries to leave threatened square to continue charge - AoO triggers * Surviving target is now next to the front rank and attacks. Also note that in this scenario adjacent allies may either attack themselves or use the Aid Another action to increase the main ally's chance to hit. Once the foe is adjacent to the unit, five spearman can attack them with spears, while three must switch to gauntlets. In a larger engagement, the front row of spearmen can all stab the foe two spaces to the right or left. It's inefficient for this sort of unit to ever line up more than 2 deep, unless all the back rows are for is to fill in for the slain. For a real toe-to-toe unit, you might be better off with a front row of shield men, a second row of spear men with reach, then multiple rows of missile troops behind them. |
| #7zombiegleemaxAug 10, 2006 20:12:46 | I would like to commend you on your use of good, solid tactics, especially when they worked so well in our own history! ![]() I'd like to see some builds for the others you mentioned as well, also showing how groups of low level casters can affect the battle. It would also be amazing if you show how the ranged and melee tactics could be used in the air, say by flying characters or characters mounted on flying creatures. Great work! ~ Talis |
| #8gundarcAug 12, 2006 17:22:42 | Regardless of level, many opponents should be scary, if played right. There are several combat moves that the masses can make on a single opponent. 1st there is the surround and all gain flanking, even if their BAB is low +2 to 8 attacks is going to yield hits eventually. 2nd there is the multiple grapple. 4 people can grapple 1 and when they succeed, (eventually one of them will, making it easier for the rest.) pinning the target can give the target a -4 to ac. combine that with the above flanking for a decent chance to hit. 3rd give your goons halberds or morningstars and perform 8 trips, again he will fail eventually and then attacks vs prone followed by attacks of opportunity. 4th aid another together with the flanking also increases their chances to hit. The thing to remember is the more dice rolled will on your part give you some success, and the more dice rolled by the player will eventually yield a failure. Think smart and play the odds, as the house always wins! :D Lastly I would like to say I like the ideas for the units, well thought out. Might steal them for my game! ;) |
| #9texasfriedcriminalAug 13, 2006 1:03:14 | I have always held standard soldiers to be in the span of level 1 to 5, with 5 representing experienced veterans and the like, 1 representing new recruits, and most troops around level 3. In any such group there could be commanders or exceptional individuals of level 6 or 7, but anything beyond this should probably have more than a name and stats. It just seems a bit more reasonable to me that normal people do get better in their chosen profession over time. But I will keep in mind the tactical advice you give, it's both reasonable and realistic. |
| #10fatal_errorAug 13, 2006 19:31:55 | Although this still doesn't make such a group especially scary to a mid to high level adventuring party, it is certainly more effective than a bunch of non-organized low-level warriors. Since I've done something similar I'll post my troops here for more options if that's alright. Slashing Anvil 1503gp (13 Sword Bearers, 7 Shield Bearers) Name: Citizen Sword Bearer Race: Human Class: Warrior/Commoner Level: 2/1 CR: 1 Organization: Erasnor Alignment: TN Initiative: +1 Hit Points: 18 AC: 17(18) Attacks: +5 or +3 Damage: 1d8+2/1d6 Fort: +5 Ref: +1 Will: +1 Ability Score: Str: 15 Dex: 14 Con: 12 Int: 10 Wis: 13 Cha: 8 Skills & Feats: Spot +5, Listen +5, Survival +4, Profession (any one) +8. Dodge, Weapon Focus (Longsword), Skill Focus (profession) Equipment: Scalemail, Longsword, Small Shield, Shortbow (every other sword bearer) Name: Citizen Shield Bearer Race: Human Class: Warrior/Commoner Level: 2/1 CR: 1 Organization: Erasnor Alignment: TN Initiative: +1 Hit Points: 20 AC: 19 (21) Attacks: +3 Damage: 1d6+2 Fort: +5 Ref: +1 Will: +1 Ability Score: Str: 15 Dex: 12 Con: 14 Int: 10 Wis: 13 Cha: 8 Skills & Feats: Spot +5, Listen +5, Survival +4, Profession (any one) +8. Phalanx Fighting, Weapon Focus (Shortspear), Skill Focus (profession) Equipment: Scalemail, Tower Shield, Shortspear Tactics & Description Similar to the Anvil listed above, the Slashing Anvil deploys in a 5x4 formations, the front five and the first two along each side are Shield Bearers, readying their shields for full cover. This makes the front line immune to archers and the sword bearers all gain +4 for the cover of the front line. When the melee begins all shield bearers will ready actions so they get double damage with their shortspears, and take the brunt of the charge with their higher AC. As the melee ensues sword bearers filter through to the front with their superior weaponry. Shortbows are only carried for patrols and when acting as garrisons, not in pitched battles. Because these are citizen soldiers they are essentially like a National Guard, thus the Skill Focus (Profession) and levels in commoner as well as warrior. |
| #11dunelordAug 14, 2006 3:23:22 | Drow knock out poison makes any group of 20+ deadly, it doesn't take much flavor reworking to make it something non-drow can have. |
| #12guru7892Aug 15, 2006 3:45:46 | If you really want to mess with the PC's, use composite longbow, 40 arrows, long sword, heavy war horse, light armor for mount and rider. 3rd level human warriors with ride skill, and the mounted combat, mounted archery and weapon focus or ride by attack. Welcome to the terror of the steppes. These guys shoot, and then run out of range, and when working in units of ten and with 3 units, your PCs will always be under arrow fire. Oh, and if the paladin charges, remember that the riders can shoot backwards and they move faster. Fireball presents a problem, but they can stay separated and they have a high dex. Most other spells they can stay out of range from, and are only vulnerable to for the time when they are running in at full speed, maybe 3 rounds at the most. Once the PCs are tired, and out of spells and healing, they can charge home to kill. although if you really want to be mean, they can drag them into an ambush after they are out of spells and have taken a couple of hits. |
| #13stormknightAug 15, 2006 14:37:22 | One of my biggest problems with D&D is that a mid to high level fighter can take on scores of low level footsloggers at the same time. No matter how good someone is, they can't realistically take on more than eight or ten reasonably skilled opponents at a time. I think you are starting with an essential error in you reasoning...the term "realistically". Mid to high level fighters have more practical combat experience than any realistic person in the world. They wield magical armor and weapons with no realistic equivalent. The D&D rules reflect a heroic-fantasy reality, filled with characters with amazing and superhuman abilities. Its not about what "real" people can do, and its kind of pointless to compare it to such. That said, your example military units are fine, to an extent, but moving around in clumped formation is going to be very hazardous in a D&D world. Low level spells like Sleep and Cause Fear may not neutralize many members of such a unit, but will cause havoc with their formation - imagine what happens when a lead warrior with a tower shield suddenly flees backwards into the other soldiers! A web spell could trap an entire formation if they move through the woods or other spot where it could be cast, and higher level spells like Cloudkill, Evard's Black Tentacles or Flaming Sphere could devastate the entire unit (even following your assumption that they could use the tower shields to protect themselves from more "physical" damaging attacks). Again, these may be fine examples of some units to use in a D&D world, but with magic and special abilities, D&D combat may resemble modern skirmish style fighting more closely than ancient large formation battles. In which case, your heroic, skirmish oriented PCs may have no problems at all making a mockery out of the mass battle oriented troops you describe. |
| #14return_of_the_flumphAug 18, 2006 7:16:21 | Specially trained soldiers with a dexterity score of 13. Longspear. Longsword. Combat Reflexes. Quick Draw. That's how you turn level 8 PCs into pincushions with level 3 soldiers. |
| #15tarlssAug 18, 2006 12:49:32 | Vanguard style fighting: A single sergeant with Power attack joins up with 4 regulars, and eight guys with longspears. They are all in melee, since the guys with reach can attack. Use Aid Another. Average of +12 to attack, which can allow the Sergeant to sink his BAB into power attack. I generally just shortcut this by adding +1 for every additional 'assist' person. |
| #16archangel62Aug 18, 2006 18:26:47 | Also, don't forget teamwork benefits and tactical feats that allow for groups to become even more effective than normal. Use terrain too, the units are dug into this area, make the players rush sets of crossbowmen while the pikemen assault. If any of my players notice this thread they might want to mention the campaign that involved charging the kobold trenches. |
| #17bluemage55Aug 18, 2006 20:06:27 | If you really want to mess with the PC's, use composite longbow, 40 arrows, long sword, heavy war horse, light armor for mount and rider. 3rd level human warriors with ride skill, and the mounted combat, mounted archery and weapon focus or ride by attack. And a single application of wind wall puts all of those archers to shame. |
| #18thane26425Aug 19, 2006 19:55:52 | Mages are a threat to large units, but there won't be too many of them that could really dish out the hurt. Most will be low level like the soldiers, but even then they could be a problem with the right spells, wands and scrolls. Mages are why you have a few good archers around with enchanted bows and poisoned arrows, particularly poisons that lower INT. Mages shouldn't be too hard to pick out from the rest of the unit and can be sniped at. Enchantments like Seeking will make it easier to hit the ones in the middle of a formation since one could ignore miss percentages. Against PCs though, the best bet would probably be a mob attack surrounding the PC and attacking from all sides. Nets and lassos can help entangle and bring them down. A caster with a wand of Blindness firing over and over would get lucky eventually putting the PC at a real disadvantage. Same goes for wands of Ray of Enfeeblement, dropping a few points of strength will make a fighter less dangerous and probably weighted down by their gear. Then there is the environment. If the PC is drawn into a disadvantageous area, they could really be in trouble. Drawing them into a place where they can be shot at by archers in a tower or on walls where they can't be reached, the archers will wear the PCs down. Getting them in an open field and facing horse archers will have the same effect. But more simply, the Anvil formation could simply surround and shield rush the PC, pinning them in a circled ranks of shields all troops pushing hard against them. It would take a very strong PC to push back and get free. In the mean time, a small character could crawl between the legs of the Anvil troops and stab the PC in a very vulnerable area, possibly unable to defend. A rogue using sneak attack would be devastating. A lone fighter attacking a mass of troops might be able to kill many of them, they would eventually get worn down and killed, the sooner if good tactics are used against them. |
| #19zombiegleemaxAug 24, 2006 16:08:35 | Typically, when I throw huge groups of low-level opponents at my PCs I make them into mobs (described in DMG 2). |
| #20irishroverAug 28, 2006 9:37:22 | I like the concept here--units working in formation should be dangerous. However, the example of a fireball represents poor tactics on the part of the wizard. Sure, if he detonates it in front of the unit, they get cover. The fireball can be placed to either side of the formation, where the shields are no help at all--or even detonate it over their heads. Nothing says it has to be detonated at ground level. |
| #21graphitegolemAug 30, 2006 22:48:08 | I think you are starting with an essential error in you reasoning...the term "realistically". This is true; but it seems like you're saying that taking a level in a character class is the first, if not only step to becoming a god. If a party of four creatures can wade through a literal army and decimate them, why haven't dragons, beholders, or mind flayers taken the world over a loooong time ago, while the party was learning which end of the spear was the end you held? There's still got to be a bit of logic to it, or it just becomes a bit silly- who can stop the party from doing whatever they want, aside from their own consciences? ... Low level spells like Sleep and Cause Fear may not neutralize many members of such a unit, but will cause havoc with their formation - imagine what happens when a lead warrior with a tower shield suddenly flees backwards into the other soldiers! A web spell could trap an entire formation if they move through the woods or other spot where it could be cast, and higher level spells like Cloudkill, Evard's Black Tentacles or Flaming Sphere could devastate the entire unit ... If one side has casters, hopefully the other side does too, and is willing to use them to counterspell, even with scrolls of dispel magic if 5th-level casters aren't available. These anticasters might have to be a bit better than the average (which they probably are, seeing as they are casters in the army) and they'd probably have to take Skill Focus and Magical Aptitude just to make a 50% chance of countering a spell, but the chance is still pretty good, if you have enough mages. (I would say that they'd already deciphered the scrolls, but they'd have to make Spellcraft checks, I think.) |
| #22dunaminAug 31, 2006 1:08:08 | Nice post. I did something similar on Regdar's Repository. Here it is |
| #23zombiegleemaxSep 06, 2006 22:56:24 | Wind wall has a number of problems against a mounted archer unit. 1) It is stationary. 2) It is short duration. 3) By the description, it deflects arrows fired from inside out too. So yes, the party could be protected, but only if they are stationary. With the speed of the mounted units, they could withdraw behind hard cover, wait for the protection spell to go down, then come out again. It can help, in that is gives the party a round or two where it is immune but can strike back with spells. But the dispersed formation makes it hard to take out several mounted archers at once. |
| #24ozymandias_v.Sep 23, 2006 7:44:53 | *snip* They're going to wade into the army and only kill 1/10 of them? |
| #25stormknightSep 26, 2006 17:31:37 | This is true; but it seems like you're saying that taking a level in a character class is the first, if not only step to becoming a god. Well, generally dragons/beholders/20th level fighters haven't taken over the world long ago because if they try some other dragon/beholder/20th level fighter steps up and stops them. As for "who can stop the party from doing whatever they want...", that's not really pertinent to anything I said. I just argued the combat abilities, not the social ramifications of those combat abilities. Heck, take a modern elite military soldier with an automatic weapon into medieval Europe, and he could probably realistically wipe out a pretty sizeable force as well. If one side has casters, hopefully the other side does too, and is willing to use them to counterspell, even with scrolls of dispel magic if 5th-level casters aren't available. These anticasters might have to be a bit better than the average (which they probably are, seeing as they are casters in the army) and they'd probably have to take Skill Focus and Magical Aptitude just to make a 50% chance of countering a spell, but the chance is still pretty good, if you have enough mages. (I would say that they'd already deciphered the scrolls, but they'd have to make Spellcraft checks, I think.) Why should the other side get 5th level casters? You are talking about low level footsloggers being effective. If they are suddenly backed up by moderate level wizards, the whole discussion is sort of out the window. You discussed your shield formation being able to take a fireball. I pointed out several other (often lower level) spells that would deal with them. The essential problem, to me, here is that you are intent on rank-and-file combat. Rank and file combat in the real world died when it proved ineffective against firearms and skirmish tactics. In the modern world of tanks and explosives rank and file combat would be absurdly ineffective. In the D&D world, you've got things that are fully the equivalent of tanks and explosives and firearms, so to my mind its just silly to think running around in ranks is still a popular tactic. Not to mention, even discounting improved weapons or tactics, moving in a block unit isn't really something you would do for that few people. Rank and file is how you move hundreds of troops around, not a few dozen. And keep in mind that, if we are talking an army situation, the low level mage tossing these spells at your unit isn't standing out in the open saying "hey, I'm a mage! Make me a pincushion!" She's laying in wait behind a hedge or wall, surrounded by several warriors also laying in wait ready to leap up and take advantage of the confusion and chaos her spell causes. Where is your counterspelling mage? Sitting at the back of the shieldwall with no visibility? At the front, where as the one person WITHOUT a towershield it presents a real promising target to any archer or caster seeing the group? |
| #26zombiegleemaxSep 27, 2006 19:08:40 | When did it pay, historically, to have a very large army? Consider the Persian army vs the Greeks. The Persians had a huge army of lightly armed spearmen. Very powerful if they could outflank the enemy. But a heavily armored core of a well trained phalanx could carve right through it. There were periods where well-trained and equipped horsemen were very dominant, with their main limitation being that they could not effectively take fortifications. But with spellcasters and magic items, it takes pretty formidable fortifications to stop all the mobility boosts and tricks to get past it. Without needing a huge infantry army to besiege the enemy, armies can and should focus on quality and armament and mobility. And highly mobile armies don't do set piece battles. The beautiful fireball targets of a phalanx or other heavy infantry force will rarely present itself in the open. Again, with an emphasis on training and equipment, there is little need for masses of barely trained militia fighters. A community with only 10% leveled individuals may still have armed units that are all leveled individuals. |
| #27keevo_darkwoodSep 30, 2006 1:34:07 | I like the concept here--units working in formation should be dangerous. However, the example of a fireball represents poor tactics on the part of the wizard. Sure, if he detonates it in front of the unit, they get cover. The fireball can be placed to either side of the formation, where the shields are no help at all--or even detonate it over their heads. Nothing says it has to be detonated at ground level. True, an attack needn't be aimed at the front of the unit, but re-read what he'd said; I've emphasised the relevant part. They use one move action, as well as readying an action to use their tower shields as total cover, those not in front using their shields above or on the sides. This is essentially what the RL Roman infantry did against enemy missile fire, and by the RAW, it works in D&D as well. As Vintar stated, as long as the soldiers and their shields remain intact, the "turtle" formation won't allow any ranged attacks to penetrate that don't come from behind the unit or from underneath by way of some sort of "land mine" trap, since Tower shields provide total cover (and barring pincer attacks, the former isn't easy to set up against a well-disciplined unit of foot-soldiers). |
| #28surgoOct 03, 2006 16:45:40 | You take your inspiration from classical sources. This makes sense, standard D&D is medieval fantasy after all. Classical sources, however, did not have modern weapons. D&D has its own form of modern weapons, done by magic instead of technology. All of these tactics were made foolish after the advent of reliable artillery, and D&D has the common fireball and lightning bolt artillery. Fireballs laugh at the phalanx (shields are no protection; a fireball is a spread), the others depend on position and geometry for optimal use but still take enormous damage from those two spells. Using classic tactics in modern warfare just doesn't work -- look to modern tactics for inspiration for low-level soldiers. |
| #29zombiegleemaxOct 18, 2006 0:02:05 | This is why every phalanx in D&D would need a Magewright with Skill Focus (UMD) and a Wand of Dispell Magic. Fireball and lightning bolt users cream their pants when they see a tightly packed formation such as the phalanx. I like your Phalanx, but I would swap out toughness for shield wall from Heroes of battle, that will up the AC of the phalanx to 24, which is quite high. Also, a high level fighter can easily be brought down by a bunch of level 1 warriors with the right training (feats), lots of Aid another checks and proper flanking. Also, never underestimate things like a simple grenadier soldier hurling alchemists fire or flasks of acid, a grenadier 1st level human warrior with point blank shot and far shot could throw a flask of alchemists fire 20ft. ranged touch attack with a +1 to hit and damage, maybe at 3rd level he takes rabid shot so he can throw 2 flasks as full round action. Anyway, these are just a few random ideas I’m tossing out; I do agree that D&D warfare is more akin to modern warfare than its medieval counterpart. |
| #30EdymnionOct 20, 2006 23:56:57 | Um, if you just want to make a horde of lower level opponents a threat to a higher level character, you do know that all it really takes in most cases is a dogpile, right? Designate one opponent as the one attempting to grapple the character, and have the other dozen guys use Aid Other on the first one's grapple attempt. Very few characters of any level are going to be able to withstand someone with a +20 on their grapple checks. |
| #31aelryinthOct 22, 2006 20:39:48 | You take your inspiration from classical sources. This makes sense, standard D&D is medieval fantasy after all. Classical sources, however, did not have modern weapons. D&D has its own form of modern weapons, done by magic instead of technology. Tower Shields work just fine against Fireballs and Lightning bolts. They grant COVER, not just a shield bonus. The spread will move along the cover and simply not be able to go thru. Total Cover protects you from a lot of direct damage spells. My biggest problem with this scenario of artillery is the non-fireball area magic. Dispel magic is going to be desperately needed all the time on a battlefield...and it's normally 50% effective? Ahg. ===Aelryinth |
| #32azdraugnorOct 26, 2006 13:24:00 | A unit of archers (experienced ones, like 2nd or 3rd level, they don't need to be super-elite or anything) with a few Potions of True Strike each could make short work of most characters. A slight variation would be a 1st-level wizard with a wand of some custom spell that grants a True Strike effect to all nearby allies. |
| #33robertliguoriOct 31, 2006 18:12:24 | A unit of archers (experienced ones, like 2nd or 3rd level, they don't need to be super-elite or anything) with a few Potions of True Strike each could make short work of most characters. A slight variation would be a 1st-level wizard with a wand of some custom spell that grants a True Strike effect to all nearby allies. The rod of sure striking gives a +10 insight bonus on the next attack roll of adjacent allies to the activator, three times a day. A Brd3 with one of these, Song of the Heart, Inspirational Boost, a warhorse to increase his space, and a warhorn can turn a group of war1s into some damn fearsome archers. |
| #34zombiegleemaxNov 03, 2006 17:44:51 | The original intent of this thread seemed (to me) to be making lower-level creatures more hazardous to higher-level PCs. Here's the thing: you need to take into account exactly how much war the world sees, the mortality rate of war, and exactly what scale battles are held on. With Medieval Earth-like statistics, a general with a 15-year career might have seen five wars counting thirty battles, and might be fourth level. His commanders would be third level, the elite troops would be second level, and the rank and file would be first level. Now, how do you make these guys really threatening? You're running with the assumption that everyone is average, but you're making the mistake of assuming that average means 10s straight down the Ability Score columns. The problem with this is that even if people are "average," this should mean that their ability scores average out to "average." Added up, the modifiers should come to a solid zero for the rank and file soldier. Elite soldiers could be assumed to have a +1 overall modifier, commanders a +2, and generals a +3 (depending on their roles--and they should all be unique--commanders and generals would likely have the brunt of their bonuses in Constitution, Wisdom, and Charisma). Take a unit of archers, for example. This could likely be considered an elite unit (they'd have an overall--overall--+1 in their scores). These archers are all going to have (for the sake of simplicity in numbers) a +2 Dex and a -1 Con--don't need to be tough, because major threats are taken down quickly. Each of these archers, being an "elite" character (Lvl 2 warrior), has a +2 BAB, +2 Dex, and Weapon Focus (Longbow), for a total of +5 to hit. Now, we're going to introduce the Game Mechanic of Certain Death: multiples of twenty. If you're rolling a d20 twenty times, on average, you're going to get a result of each number on the die once. This is how PCs and NPCs alike can "take 20," which we're all familiar with. So if you have an elite unit of twenty of these archers, you can assume each archer rolls a different number on his attack roll; since they each have +5 to attack, your highest attack is going to be a 25, your lowest is going to be a 6, with all the numbers in between represented once. All you do is compare 25 to the AC of the targeted character(s), then 24, 23...you get the point. You really only need to roll dice to see which character is targeted by which attack, until you get to attacks lower than the lowest targeted AC. That's the deal: if the players get it through their heads that there are essentially guarunteed hits (to a point, but it's going to take a while to get to AC 26), and that the only real variable is how many dice of damage the DM is rolling, they're going to want to be a lot more tactical. Granted, you can't apply logic quite this cruel to many units besides archers, but you can think creatively. Now, you might think that this is a horrible thing to do, because if you use these stats and tactics verbatim, they'll be lethal to lower-level characters. But if you're stupid enough to try and take on a well-trained army with nothing but a rusty sword and a healing potion...well, you deserve to die. |
| #35americanyetiNov 03, 2006 20:26:56 | Check out Heroes of Battle and Complete Warrior. They have ideas on how to do just what you're saying. Complete Warrior has Fantasy and Modern-Style Warfare sections that go into light detail on tactics and how to make a unit of level 1 warriors led by a level 4 sorcerer scary. Especially when said squad has such heavy support as a Frost Giant, Air Recon from a Giant Eagle and Artillery from a line of Hulking Hurlers. |
| #36zombiegleemaxNov 04, 2006 16:40:32 | And a Bard 2/Cleric1 qualifies for Word of Creation. So a bard/cleric at 6th level could have Word of Creation, Song of the Heart, Inspirational boost and masterwork war drums, for, ummm, assuming everything stacks... +8 to hit, + 8 damage? |
| #37bluemage55Nov 08, 2006 4:00:22 | Tower Shields work just fine against Fireballs and Lightning bolts. They grant COVER, not just a shield bonus. The spread will move along the cover and simply not be able to go thru. Total Cover protects you from a lot of direct damage spells. If you use tower shields for cover, however, they will be taking damage from the spells. Fortunately, tower shields are rather tough, but the point is that they won't last forever. |
| #38stev_berenNov 08, 2006 23:12:56 | If that army had as a field general just one high level bard, things could also get interesting. |
| #39irishroverNov 13, 2006 23:14:12 | If you use tower shields for cover, however, they will be taking damage from the spells. Fortunately, tower shields are rather tough, but the point is that they won't last forever. Put the fireball ABOVE the target unit, so the spread is coming DOWNWARDS. The tower shield is no use in that case, unless you have a Greek style phalanx, with some soldiers using the shields as roofs. |
| #40zombiegleemaxNov 14, 2006 9:12:57 | A level one Marshal can tip the balance of power so easily, and each further level only enhances it. An army led by a Marshal 3, Bard 3, Cleric 3, and a Paladin 3. With a few hundred in gold each they ought to be able to conquer a fair-sized duchy in a fortnight. |
| #41blainetogNov 15, 2006 22:22:45 | One of my biggest problems with D&D is that a mid to high level fighter can take on scores of low level footsloggers at the same time. No matter how good someone is, they can't realistically take on more than eight or ten reasonably skilled opponents at a time. Hero. Now, granted, they were certainly epic-level, but still. D&D fighters can take on scores of low-level warriors because they are the heroes and villains, the heroes and villains can do that sort of thing. It's not realistic, really, but realism in cases such as this isn't all that important. |
| #42vintarNov 16, 2006 0:19:09 | Put the fireball ABOVE the target unit, so the spread is coming DOWNWARDS. The tower shield is no use in that case, unless you have a Greek style phalanx, with some soldiers using the shields as roofs. Please read my article more carefully. I specifically said that the unit would do just that. I even named the unit "phalanx" though it was based on more of the roman variety. |
| #43derren_s.Nov 16, 2006 3:11:38 | Put the fireball ABOVE the target unit, so the spread is coming DOWNWARDS. The tower shield is no use in that case, unless you have a Greek style phalanx, with some soldiers using the shields as roofs. A complete "turtle" formation is not possible in D&D. On the edges there will always be holes as there 3 tower shields are needed for complete protection (one for the front, one for the side and one for above) and as a fireball is a spread it will go through this hole. The only form of protection achieved by that is that only 1/4 of the soldiers die instead the whole formation depending on the fireball placement. Dispel magic is also no protection as the range is quite a bit shorter then fireball and when you use dispel magic you can't use tower shields. |
| #44zombiegleemaxNov 16, 2006 21:26:00 | A complete "turtle" formation is not possible in D&D. On the edges there will always be holes as there 3 tower shields are needed for complete protection (one for the front, one for the side and one for above) and as a fireball is a spread it will go through this hole. The only form of protection achieved by that is that only 1/4 of the soldiers die instead the whole formation depending on the fireball placement. Okay, so the Phalanx formation is out against the fireball. Enter Complete Warrior and the spread out ready action. In Complete Warrior it goes into detail about how a fireball is the bane of tight formations and how to counter it. It suggests that soldiers would spend a move action advancing and a ready action to disperse whenever a spotted mage would cast a spell. This would allow the soldiers to get a good 5-10ft. between one another to minimalize casualties How does that sound? |
| #45derren_s.Nov 17, 2006 16:33:09 | In Complete Warrior it goes into detail about how a fireball is the bane of tight formations and how to counter it. It suggests that soldiers would spend a move action advancing and a ready action to disperse whenever a spotted mage would cast a spell. This would allow the soldiers to get a good 5-10ft. between one another to minimalize casualties With that the warriors move at half the speed and thus are archer fodder. The most sensible solution is not to move in a tight formation (rank and file) but to use small unit tactics and skirmishers. Medieval (and older) tactics simply do not work in D&D with all the wizards and spells and trying to "press" those tactics into the D&D framework is futile. D&D mass combat would look more like IWW. |
| #46gondorNov 17, 2006 17:08:55 | A complete "turtle" formation is not possible in D&D. On the edges there will always be holes as there 3 tower shields are needed for complete protection (one for the front, one for the side and one for above) and as a fireball is a spread it will go through this hole. The only form of protection achieved by that is that only 1/4 of the soldiers die instead the whole formation depending on the fireball placement. I don't see why this matters. If you compare the historical testudo against your concept of what a fireball is, the fireball might well win. What we are concerned with here, however, is not a historical testudo, but it’s nearest D&D approximation. A tower shield, when used for cover, does just that--it provides total cover. There is no stipulation that it is only effective against a certain direction; the user is assumed to make sure it is between the enemy and him. A tower shield is effective against a fireball. Moreover, the soldiers in question are using a readied action to take cover behind the shield; they can adjust the facing on the fly depending on where the fireball detonates. Web, Grease, and other non-damaging area-of-effect spells will still be an issue, but at least the instantaneous massacre of an entire unit won't happen (often). I've found this thread quite useful. I'm starting a campaign soon, and war will be part of the setting. I expect that at some point the PCs will try to engage a unit of flunkies on their own; now I'll be able to make it interesting. More importantly, I have a reason as to why nations even bother to raise units of first level warriors instead of hiring mid-level adventurers. |
| #47stormonuNov 17, 2006 17:42:57 | You can (and should) be able to make a turtle formation work using the squeezing rules. This would represent the soldiers standing shoulder to shoulder (which they would do in a real turtle formation). It gives them minuses to hit and slows the group, but that is not a concern when attempting to pass through missile fire or avoid attack spells. |
| #48mandarbgrimNov 17, 2006 19:08:04 | I think the Swarm Template approach may be the best idea. But it occurred to me that another idea could be expanding upon the flanking rules for more than two people. If 2 sets of combatants are flanking a medium sized opponent the flank bonus goes up to +4. If 3 sets, +6 bonus. If 4 sets, , +8 bonus. For large opponents only increase the amount by +1 for each additional set of flankers. Giving an AC bonus to the attackers because of the distraction may not be out of line, as well. This could also demonstrate how a horde of peasants can still take down a giant. Another idea would be to have the enemy lose their dex modifier after a certain number of enemies facing them. |
| #49kelvinaw273Nov 17, 2006 23:53:58 | How about a set of spells designed for the battlefield in this manner? "Group Resistance" - lends a coherent group of characters resistance to energy while they remain united. "Reinforce Wall" - lends inanimate objects resistance to magical attacks and bypassing. Also, you left out the formation that devastated armies on the medieval battlefields of Europe - the English Longbowmen. Leather or studded leather armor, sword, buckler, Greatbow or longbow (depending on your interpretation of the English Longbow). Sergeant aims for the group of five archers, laying down what amounts to 'area fire' on a given space. Anything within that space is likely to be hit at least once. The Longbowmen would blanket an area with arrow fire in this way, usually well out of range of direct fire (even from crossbows) from the enemy. The Longbowmen were the first 'commoner' soldiers to be professionals, quite apart from the knights and their men-at-arms. Hence I would rate them as Fighters rather then Warriors, and at 12st level they would have Point Blank Shot, Far Shot and either Rapid Shot or Exotic Weapon: Great Bow [they had to train from the age of 12 to be able to draw the English Longbow; that rates it as a Greatbow in my book]. In addition, they used a variety of arrowheads for use against the enemy: Broadheads for lightly armored foes, Bodkins for armored opponents, swallow-tail for horses (long sharp barbs designed to slash a vein open), even sail-cutters for use on ships. In D&D terms: Broadhead = normal arrow Bodkin = +4 vs armor, reduce damage by one category (d6 becomes d4, d8 becomes d6 etc.) Swallow-tail = Improved Critical vs light armor |
| #50drucilla_rocks_my_socksNov 19, 2006 9:36:17 | Of course the problem is SEEING the wizard cast the spell. The wizard is going to be tough to spot, or at least it's going to be tough to spot him casting a spell. There are going to be tons of people lined up on the other side, and your peering though a tiny little crack in between shields, and no one says the wizard is going to be wearing bright clothes or anything. Now take into account concealment from smoke and the fact that the wizard could use vision affecting spells and such; he's going to be hard to see. Mechanically, I would have it be as follows: A wizard directly supporting at the front 50' away is a DC 20 spot check just to see (He's hiding, having taken 10. Either in wreckage or with a group of people, and using the chaos of battle as concealment, and the soldiers are distracted by fighting, being under the shields and such). So at that point your average regiment could spot the wizard. I would say to see if he was casting a spell would be another +5 to the DC, so no way in hell. Now imagine if the wizard is hanging back at 500'. (Still well within the maximum range of the spell.) |
| #51theycallmetomuNov 19, 2006 14:09:49 | This brings up an issue that one of my other players asked about: If you ready an action to interrupt someone else, what exactly happens? Say I ready an action to move when the wizzy casts fireball. Can I actually move out of the area of effect of the fireball so it's mistargeted? What if it's an immediate action? What if I'm an Initiate of the Sevenfold Veil and use my Warding as an immediate action to create a wall for some badguy charging. Does he have the option to stop the charge, or does he have to crash into the wall? |
| #52Tony_VargasNov 20, 2006 17:19:29 | One of my biggest problems with D&D is that a mid to high level fighter can take on scores of low level footsloggers at the same time. No matter how good someone is, they can't realistically take on more than eight or ten reasonably skilled opponents at a time. I take issue with this premise. D&D is a game of heroic fantasy. Heroes in myth and fantasy literature regularly can and do take on ten or more opponents at once and win, often handily. Read the Song of Roland (spitting moors four to a lance, chopping through riders and their mount's in a single blow). Check out the cover art of any REH reprint (with Conan standing atop a small mountain of slain enemies). Heck, watch Inigo Montoya in the Princess Bride. That's what D&D is trying to model with Cleave and Great Cleave and Combat Reflexes and Whirlwind Attack. |
| #53drucilla_rocks_my_socksNov 20, 2006 19:43:09 | Exactly. For instance "I run 10' to the left when the wizard casts fireball" What if the wizard casts something else? How do you know he's going to cast fireball? Spellcraft seams like the obvious choice, but chances are that your troops don't know spellcraft. As for stopping the said action, I'd allow the character being reacted to a chance to stop the action (probably a reflex save for the wall). I wouldn't allow someone to redirect the fireball, as the person would already be on the edge. Of course I'd only let someone make a 5' move, as doesn’t the reflex save against the fireball represent trying to move out of the way? Why should someone get that for free? |
| #54surgoNov 20, 2006 20:49:12 | I don't see why this matters. If you compare the historical testudo against your concept of what a fireball is, the fireball might well win. What we are concerned with here, however, is not a historical testudo, but it’s nearest D&D approximation. A tower shield, when used for cover, does just that--it provides total cover. There is no stipulation that it is only effective against a certain direction; the user is assumed to make sure it is between the enemy and him. A tower shield is effective against a fireball. Moreover, the soldiers in question are using a readied action to take cover behind the shield; they can adjust the facing on the fly depending on where the fireball detonates. Web, Grease, and other non-damaging area-of-effect spells will still be an issue, but at least the instantaneous massacre of an entire unit won't happen (often). Even if tower shields provide omnidirectional cover in 3.5 somehow, a full-unit massacre with a fireball will still happen. To get full cover, you must give up all of your attacks. If you want your phalanx to be of any sort of use, they must attack at some point. At which point the mage with the wand of fireballs shoots one straight into the center of your formation. Or, if you want only your guys in front to attack and the rest to take cover, the mage with the wand of lightning bolt obliterates your entire front row. To add another point to the cover argument, however, the tower shield says you have total cover, not omnidirectional total cover. So, a fireball being a spread, it will thus go over the cover from the line of effect and run back through it, thus frying the person holding the tower shield. Even if my second paragraph is not true (though I'm convinced it is), my first paragraph certainly is and other people have added points stating how classical military tactics are just a flat-out bad idea. Again, if you want low-level soldiers to be deadly and effective at all, much less against higher-level characters, you need to look at post-WW1 tactics, as the default D&D world has a post-WW1 level of weaponry. |
| #55derren_s.Nov 21, 2006 15:02:36 | To add another point to the cover argument, however, the tower shield says you have total cover, not omnidirectional total cover. So, a fireball being a spread, it will thus go over the cover from the line of effect and run back through it, thus frying the person holding the tower shield. That is correct. As fireballs are spreads and not emanations tower shields are ineffective against them. A soldier can only use one tower shield and has when he is in a formation 2 direction he needs to protect in the best case, 3 in the worst case. So no matter how he and the others will place the shields there will always be holes in the shield wall through with the fireball will enter and kill the soldiers. The only thing you achieved is a 5-10 ft effective radius reduction at the cost of 1/2 movement speed. |
| #56drucilla_rocks_my_socksNov 22, 2006 14:16:25 | And that half movement speed means another fireball on the next turn. Any 5th level wizard as part of an army would be given a wand of fireball to act as artillery. 5th level casters are so valuable to the army that they would probably be given better stuff than they could normally afford, or at least for the duration of the battle. (In the same way that modern troops are issued M16s. They don't own them, but they’re theirs for the duration of their service.) |
| #57zombiegleemaxNov 23, 2006 3:08:14 | If you want to make low level attackers scary in numbers, you can do that with some fairly simple rule tweaks. As the system stands, it's either going to take rule tweaks or massively powering up low level attackers. One option is to (a) reduce availability of stacked AC bonuses (which really only exist to balance out combat at high levels under the present system), and (b) allow people to assign points of BAB to attack or boosting AC versus 1 opponent on a round by round basis. Example: Efa of the Susyan has Attack Bonus +10/+5 and AC14. She is facing three Wohken raiders alone, but help is only a few rounds away. She chooses to increase her AC by 3 points (to AC17) for each raider. This costs 9 points of her Attack Bonus, leaving her with +1/-4. 16 Hit Points of damage in the next round convince Efa that one of the Wohken is more skilled than she is. Efa uses all of her available Attack Bonus to give herself AC20 (+6 points) against the skilled raider and AC16 (+2 points each) against the other two. Her Attack Bonus is now +0/-5. You end up with a more flowing, strategic combat in which heroes are still heroes, but it's pretty hard to take on and win against a lot of opponents at once without help. Taking a Burning Wheel approach and requiring assignment of BAB points for three rounds in advance is also pretty fun. Reason Principia Infecta |
| #58frosthammerNov 26, 2006 12:18:31 | Also, I remember reading that Tower Shield does NOT prevent you from being hit by magic, even though it does grant cover. It should be in the PHB. |
| #59zombiegleemaxNov 29, 2006 12:42:18 | One other set of rules to look at is the Team tactics/bonus (don't remember what its called) in the DMG2. Since the low level guys are all going to be working together you could pull some of those bonuses out as well. I also would like to mention the Marshall as a commander of a unit. At 1st level with the default array he can add some major bonuses to a group of warriors. Lastly a large/smart army would have a unit (or more) of troops designed to soak up the fireball that is naturally going to occur. |