What best to use these books do follow them to letter or
do you make up your own ending thought?
Rifts - Siege on Tolkeen best use
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- darkguyver
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Rifts - Siege on Tolkeen best use


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Re: Rifts - Siege on Tolkeen best use
As a rule, I detest any books that advance the time line.
More importantly, my house rules make the war unlikely to ever have happened:
1. In my setting, the CS is a loose federation of city-states with no centralized army. No individual city-state has the resources to wage the war described in the SoT series and the city-states don't trust each other enough to cooperate long enough to wage the war described in the SoT series.
2. In my setting, nuclear reactors can't be smaller than 1m x 1m x 1m, so power armor use power cells and have to recharge frequently. Also, flight drains their cells rapidly, so the logistics of waging a war far away from your power infrastructure are much more difficult than in the canon setting.
3. In my setting, flying is dangerous and gets more dangerous the higher you go, so firing large amounts of LRMs from 500 miles away isn't very effective. Most missiles will not survive the trip. Similarly, high altitude aircraft aren't an option for the same reason.
4. In my setting, radio communication ranges are dramatically reduced because of the electrically (and magically) charged atmosphere that causes #3. Messengers are the most reliable form of long range communication (anything over 100 miles). Again, this makes the logistics of waging war more difficult.
More importantly, my house rules make the war unlikely to ever have happened:
1. In my setting, the CS is a loose federation of city-states with no centralized army. No individual city-state has the resources to wage the war described in the SoT series and the city-states don't trust each other enough to cooperate long enough to wage the war described in the SoT series.
2. In my setting, nuclear reactors can't be smaller than 1m x 1m x 1m, so power armor use power cells and have to recharge frequently. Also, flight drains their cells rapidly, so the logistics of waging a war far away from your power infrastructure are much more difficult than in the canon setting.
3. In my setting, flying is dangerous and gets more dangerous the higher you go, so firing large amounts of LRMs from 500 miles away isn't very effective. Most missiles will not survive the trip. Similarly, high altitude aircraft aren't an option for the same reason.
4. In my setting, radio communication ranges are dramatically reduced because of the electrically (and magically) charged atmosphere that causes #3. Messengers are the most reliable form of long range communication (anything over 100 miles). Again, this makes the logistics of waging war more difficult.
I don't care about canon answers. I'm interested in good, well-reasoned answers and, perhaps, a short discussion of how that answer is supported or contradicted by canon.
If I don't provide a book and page number, then don't assume that I'm describing canon. I'll tell you if I'm describing canon.
If I don't provide a book and page number, then don't assume that I'm describing canon. I'll tell you if I'm describing canon.
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Re: Rifts - Siege on Tolkeen best use
In my version the triangular defense doesn't stop ground units from walking in. That's the defender's job. Turned it into a real fight. With all the magic and super nexus stuff Tolkeen had they could put up separate barriers to stop the CS ground advance.
That and Holmes' army came out of bug territory with less than half it's personnel, and only made it because they ran like scared children.
In the end it was still the pincer attack that ended the war, and Tolkeen didn't reveal their demon horde until the fighting has passed the defense line.
Also the CS and Quebec never really made up for real, though they had an armistice so the army on that front could reinforce the troops at Tolkeen.
When the triangular defense went down, the sudden and violent air attack was more horrific than the books describe.
That and Holmes' army came out of bug territory with less than half it's personnel, and only made it because they ran like scared children.
In the end it was still the pincer attack that ended the war, and Tolkeen didn't reveal their demon horde until the fighting has passed the defense line.
Also the CS and Quebec never really made up for real, though they had an armistice so the army on that front could reinforce the troops at Tolkeen.
When the triangular defense went down, the sudden and violent air attack was more horrific than the books describe.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
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Re: Rifts - Siege on Tolkeen best use
In my version the Triangular Defense spell was made permanent with wards. The perimeter is lined with siege lines ala The Western Front from the WW I and the continental climate patterns are still adjusting.
Tolkeen moves supplies and raiders in and out via magic, and the CS has redoubled its psychic research to provide them with better weapons and agents. One fruit of this is the CS now has access to the Magebane and is training Magebane as commandos. Able to slip through the Shield they infiltrate and collect information, engage in sabotage and assassinations....
Truly a Siege on Tolkeen
Tolkeen moves supplies and raiders in and out via magic, and the CS has redoubled its psychic research to provide them with better weapons and agents. One fruit of this is the CS now has access to the Magebane and is training Magebane as commandos. Able to slip through the Shield they infiltrate and collect information, engage in sabotage and assassinations....
Truly a Siege on Tolkeen
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Re: Rifts - Siege on Tolkeen best use
mine it for loose ideas and concepts (the Iron Juggernauts are nice, so are some of the demons and NPC's), and then do whatever you want. The seige on tolkeen battle-wise was filled with so much insanity and outright stupidity on both sides playing a blow-by-blow would be surreal and likely not worth it.
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You can have something done good, fast and cheap. If you want it done good and fast, it's not going to be cheap. If you want it done fast and cheap it won't be good. If you want something done good and cheap it won't be done fast. ~ Dark Brandon