Working on a CS vs Tolkeen battle location
Posted: Sun Apr 09, 2023 4:31 pm
I want to recreate a defensive battle for the Tolkeen Defense Forces.
Questions are:
How does the CS find their enemies camp?
How do they design their attack? Air strike, Artillary, ground based attack?
Best guess as to how the battle would go for the 1st two rounds basically the whole battle.
I figured Tolkeen forces would make a moving (every 1d4 days) Forward Operating Base on or near a nexus location or at least within a mile of a ley line to get the benefits for their spell casters.
My story point is that Tolkeen defense forces and their allies can stop at the base to receive medical attention, restock, get boosted magically, etc. If I were running the war I'd have a high level (6 level or higher) ley line walker casting out:
1. Cleanse for a bath and launder clothes,
2. Sustain to keep troops in the field without food for 2 weeks,
3. Fire Warlock "gifts" out Fire Globes (Napalm hand grenade),
4. TW recharger (E-clip charger),
5. Issue magic scrolls, Talismons, Necros Bone of invisibility & Skull with Flaming Eyes
6. Intelligence group of psyhics/mages (locate spells and that sort of thing)/espionage thinkers to collect, organization, verify and distribute info on CS forces location, size, and make up to right enemies of the CS. As well as Tolkeen forces and allies in need of aid. Message via magic pigeon and Astral Projection. No radio messages except as mis-information against the CS.
7. CS prisoners may be taken here (dead or alive) to gather information. Pyschic interrogation. "Agony," "Words of Truth" and "Charm" spell. Necromancer eats a CS officer eyes and brain for info. Corpses double as raw materials for Necros bone weapons and animated dead. Dead supernatural allies are recovered when possible for like reasons.
8. Recycled CS equipment for materials & parts. Use in espionage / disguise / undercover
9. Weather reports. They can control the weather.
10. Fresh water (create water) and Old Believer's "Bake Magic Kulich" & "Colored Egg"
11. Equipment/energy weapon/armor/clothing mending
12. "Sheltering Force" sleeping quarters.
13. Magic and Psychic healing powered by the ley line.
14. Out going groups can get "Fly as an Eagle" Cast upon them (average 4 hours of flight time up to 100 mph * with Nexus buff) under Invisibility:Superior while taking off to conceal base location.
15. Teleport: Lesser (average 60 miles; 90% success ratio) to teleport out food & water, magic scrolls, paper in a bottle (info/maps/orders/pictures), supplies, and weapons to pre-determined secret concealed, known to few, supply cashes.
Questions are:
How does the CS find their enemies camp?
How do they design their attack? Air strike, Artillary, ground based attack?
Best guess as to how the battle would go for the 1st two rounds basically the whole battle.
I figured Tolkeen forces would make a moving (every 1d4 days) Forward Operating Base on or near a nexus location or at least within a mile of a ley line to get the benefits for their spell casters.
My story point is that Tolkeen defense forces and their allies can stop at the base to receive medical attention, restock, get boosted magically, etc. If I were running the war I'd have a high level (6 level or higher) ley line walker casting out:
1. Cleanse for a bath and launder clothes,
2. Sustain to keep troops in the field without food for 2 weeks,
3. Fire Warlock "gifts" out Fire Globes (Napalm hand grenade),
4. TW recharger (E-clip charger),
5. Issue magic scrolls, Talismons, Necros Bone of invisibility & Skull with Flaming Eyes
6. Intelligence group of psyhics/mages (locate spells and that sort of thing)/espionage thinkers to collect, organization, verify and distribute info on CS forces location, size, and make up to right enemies of the CS. As well as Tolkeen forces and allies in need of aid. Message via magic pigeon and Astral Projection. No radio messages except as mis-information against the CS.
7. CS prisoners may be taken here (dead or alive) to gather information. Pyschic interrogation. "Agony," "Words of Truth" and "Charm" spell. Necromancer eats a CS officer eyes and brain for info. Corpses double as raw materials for Necros bone weapons and animated dead. Dead supernatural allies are recovered when possible for like reasons.
8. Recycled CS equipment for materials & parts. Use in espionage / disguise / undercover
9. Weather reports. They can control the weather.
10. Fresh water (create water) and Old Believer's "Bake Magic Kulich" & "Colored Egg"
11. Equipment/energy weapon/armor/clothing mending
12. "Sheltering Force" sleeping quarters.
13. Magic and Psychic healing powered by the ley line.
14. Out going groups can get "Fly as an Eagle" Cast upon them (average 4 hours of flight time up to 100 mph * with Nexus buff) under Invisibility:Superior while taking off to conceal base location.
15. Teleport: Lesser (average 60 miles; 90% success ratio) to teleport out food & water, magic scrolls, paper in a bottle (info/maps/orders/pictures), supplies, and weapons to pre-determined secret concealed, known to few, supply cashes.