He's also bad at riding real horses, and not that good at singing. I'm afraid that bumps him down to a 7/10 rating for Sorcerer-King.
He can use magic for the former, and nothing beats BECOMING A DRAGON and giving a hot archmage babe a ride ( :ogles: ) instead.

And for the latter, he can cheat to become a rockstar.

So really, he's 11/10, there's no proper scale to measure the two!
 
[X] Azel

Thinking back on this. Just what would Viserys think of his canon self at the start of the books, if he was to glimpse at him that is?
 
Alright. Strategic combat. I tried to keep the system simple enough to run it by hand, but it's not really doable without sacrificing so much granularity that you might as well resolve things by 1d100 + Gutfeeling.
I'm still tinkering with the exact formulas and they have already gotten a bit complex, so I'm not going to write those down in their entirety and just describe what the values do. As an example, here are a few dummy units I made for testing purposes.

NameType_NameSpeedManeuverabilityReadinessOrganizationAttack_PhysicalAttack_DeathAttack_PsychicDefense_PhysicalDefense_DeathDefense_Psychic
LegionLegion36080605000,200,3
UndeadUndead230100203300,50,90,9
SkumSkum23060303010,200
SahuaginSahuagin35060404010,30,10,1
IllithidaeIllithidae38030803160,20,40,8

Speed - The number of provinces that the unit can move on the strategic map per turn. Irrelevant for combat resolution.

Maneuverability - Tactical speed on the field, ranging from 1 to 100. Units with a low value are more likely to take damage in battle then those with higher values and the difference in maneuverability between units attacking each other gives a bonus or malus on damage (up to 25%) depending on if the defender or the attacker is more mobile. Lastly, higher values make it easier to retreat from battle. This value does not necessarily represent raw speed, but also how well a unit can be sent around an area. Peasant militias and a Legion have nominally the same walking speed, but the latter is vastly more maneuverable, since they are trained to march as cohesive units at the drop of a hat.

Readiness - More or less the Hitpoints of the unit and represents soldiers, equipment, structural integrity of war machines and similar things that are physically destroyed. As a unit loses Readiness, it's attack goes down and when it lost all Readiness, the unit is destroyed, the survivors fleeing in complete chaos (if there are any survivors). Raising readiness again costs resources and supplies. A high Readiness usually means that a unit is extremely resilient to damage or can take a lot of it without meaningfully losing combat ability. Examples would be mindless Undead hordes or a Moonchaser. Low values represent small specialty units, such as high-level casters or Fleshforeged creatures.

Organization - Cohesion and command capabilities of a unit. Also Hitpoints in a sense, but these regenerate on their own over time as long as unit is supplied. When Organization sinks, so does the Maneuverability of a unit as the commanders become less and less capable of actually having their orders put into practice. Once a unit has 10% of it's maximum Organization or less, it can no longer attack and will attempt to flee the battlefield.

Attack / Defense - How much damage of a given type a unit inflict on attack. Each combat tick, a unit attacks a randomly chosen unit of a opposing faction. The Attack values are tallied up, reduced by the Defense value of the defending unit and then applied as damage. Usually all damage goes to Organization, but some part of the damage might also go to Readiness. Once a unit has 0 Organization, all further damage goes to Readiness. Physical damage is everything from sword strikes over Fireballs to cannon fire. Death damage represents negative energy and death effects, which are devastating against some types of troops and useless against others. Same goes for Psychic damage, which represents battling with Enchantments, mind control, fear and similar means.


The values given here are just examples for now and I'm not only very open, but would be actively grateful if others want to chime in and stat up different units. I'm currently working on getting a proper "vs." setup going so that I can automatically run battles of every defined unit against every other defined unit so that you can see how they relate to each other in strength. For now though, two examples battles. The values given are the current Readiness and Organization of a unit, with the "True / False" denoting if that particular unit is still capable of fighting or if it retreats. Note that if a whole faction retreats, the units with enough Organization keep attacking even though they are also trying to retreat.

Code:
---------- Initial ----------

----- Active
-- Faction 1
1    Legion                  80    60    True
2    Legion                  80    60    True
3    Legion                  80    60    True
4    Legion                  80    60    True
-- Faction 2
5    Skum                    60    30    True
6    Skum                    60    30    True
7    Sahuagin                60    40    True
8    Sahuagin                60    40    True
9    Illithidae              30    80    True

----- Retreating

----- Destroyed


---------- Turn 1 ----------

----- Active
-- Faction 1
1    Legion                  78,94    53,91    True
2    Legion                  79,41    57,64    True
3    Legion                  79,18    50,74    True
4    Legion                  80    60    True
-- Faction 2
5    Skum                    60    25,27    True
6    Skum                    57,68    24,58    True
7    Sahuagin                60    40    True
8    Sahuagin                59,33    37,33    True
9    Illithidae              30    80    True

----- Retreating

----- Destroyed


---------- Turn 2 ----------

----- Active
-- Faction 1
1    Legion                  78,94    53,91    True
2    Legion                  79,41    57,64    True
3    Legion                  76,74    38,74    True
4    Legion                  78,58    55,04    True
-- Faction 2
5    Skum                    59,13    17,96    True
6    Skum                    57,68    20,64    True
7    Sahuagin                60    40    True
8    Sahuagin                58,69    34,76    True
9    Illithidae              30    80    True

----- Retreating

----- Destroyed


---------- Turn 3 ----------

----- Active
-- Faction 1
1    Legion                  78,94    53,91    True
2    Legion                  77,63    48,64    True
3    Legion                  75,9    31,15    True
4    Legion                  77,82    53,26    True
-- Faction 2
5    Skum                    59,13    17,96    True
6    Skum                    57,68    20,64    True
7    Sahuagin                60    33    True
8    Sahuagin                58,69    31,09    True
9    Illithidae              30    76,39    True

----- Retreating

----- Destroyed


---------- Turn 4 ----------

----- Active
-- Faction 1
1    Legion                  78,94    53,91    True
2    Legion                  76,2    38,92    True
3    Legion                  74,5    22,47    True
4    Legion                  77,82    53,26    True
-- Faction 2
5    Skum                    59,13    14,13    True
6    Skum                    57,68    16,57    True
7    Sahuagin                60    29,13    True
8    Sahuagin                58,34    27,96    True
9    Illithidae              30    76,39    True

----- Retreating

----- Destroyed


---------- Turn 5 ----------

----- Active
-- Faction 1
1    Legion                  78,94    44,63    True
2    Legion                  75,42    35,82    True
3    Legion                  74,5    22,47    True
4    Legion                  77,82    45,89    True
-- Faction 2
5    Skum                    59,13    14,13    True
6    Skum                    57,21    12,38    True
7    Sahuagin                58,22    20,86    True
8    Sahuagin                58,34    27,96    True
9    Illithidae              30    76,39    True

----- Retreating

----- Destroyed


---------- Turn 6 ----------

----- Active
-- Faction 1
1    Legion                  78,65    34,73    True
2    Legion                  75,42    33,09    True
3    Legion                  74,5    18,78    True
4    Legion                  77,82    42,47    True
-- Faction 2
5    Skum                    56,99    7,7    True
6    Skum                    56    5,45    True
7    Sahuagin                58,22    20,86    True
8    Sahuagin                58,34    27,96    True
9    Illithidae              30    76,39    True

----- Retreating

----- Destroyed


---------- Turn 7 ----------

----- Active
-- Faction 1 - In Retreat
1    Legion                  77,78    28,75    True
2    Legion                  71,24    28,91    True
3    Legion                  74,5    18,78    True
4    Legion                  77,82    35,62    True
-- Faction 2
5    Skum                    56,99    3,15    True
7    Sahuagin                58,22    20,86    True
8    Sahuagin                58,34    24,48    True
9    Illithidae              30    76,39    True

----- Retreating
-- Faction 2
6    Skum                    53,04    0    False

----- Destroyed


---------- Turn 8 ----------

----- Active
-- Faction 1 - In Retreat
3    Legion                  74,5    18,78    True
-- Faction 2
7    Sahuagin                56,26    16,29    True
8    Sahuagin                56,83    22,97    True
9    Illithidae              30    76,39    True

----- Retreating
-- Faction 1
1    Legion                  77,78    28,75    True
2    Legion                  67,82    16,87    True
4    Legion                  76,37    34,17    True
-- Faction 2
6    Skum                    53,04    0    False
5    Skum                    56,71    0    False

----- Destroyed


---------- Turn 9 ----------

----- Active
-- Faction 1 - In Retreat
3    Legion                  73,69    3,13    True
-- Faction 2
7    Sahuagin                55,18    13,78    True
8    Sahuagin                56,83    22,97    True
9    Illithidae              30    76,39    True

----- Retreating
-- Faction 1
1    Legion                  77,78    28,75    True
2    Legion                  67,82    16,87    True
4    Legion                  76,37    34,17    True
-- Faction 2
6    Skum                    53,04    0    False
5    Skum                    56,71    0    False

----- Destroyed


---------- Turn 10 ----------

----- Active
-- Faction 1 - In Retreat
3    Legion                  61,51    0    False
-- Faction 2
7    Sahuagin                55,18    13,78    True
8    Sahuagin                56,83    22,97    True
9    Illithidae              28,42    74,81    True

----- Retreating
-- Faction 1
1    Legion                  77,78    28,75    True
2    Legion                  67,82    16,87    True
4    Legion                  76,37    34,17    True
-- Faction 2
6    Skum                    53,04    0    False
5    Skum                    56,71    0    False

----- Destroyed


---------- Turn 11 ----------

----- Active
-- Faction 1 - In Retreat
3    Legion                  45,24    0    False
-- Faction 2
7    Sahuagin                55,18    13,78    True
8    Sahuagin                56,83    22,97    True
9    Illithidae              28,42    74,81    True

----- Retreating
-- Faction 1
1    Legion                  77,78    28,75    True
2    Legion                  67,82    16,87    True
4    Legion                  76,37    34,17    True
-- Faction 2
6    Skum                    53,04    0    False
5    Skum                    56,71    0    False

----- Destroyed


---------- Turn 12 ----------

----- Active
-- Faction 1 - In Retreat
3    Legion                  30    0    False
-- Faction 2
7    Sahuagin                55,18    13,78    True
8    Sahuagin                56,83    22,97    True
9    Illithidae              28,42    74,81    True

----- Retreating
-- Faction 1
1    Legion                  77,78    28,75    True
2    Legion                  67,82    16,87    True
4    Legion                  76,37    34,17    True
-- Faction 2
6    Skum                    53,04    0    False
5    Skum                    56,71    0    False

----- Destroyed


---------- Turn 13 ----------

----- Active
-- Faction 1 - In Retreat
3    Legion                  15,47    0    False
-- Faction 2
7    Sahuagin                55,18    13,78    True
8    Sahuagin                56,83    22,97    True
9    Illithidae              28,42    74,81    True

----- Retreating
-- Faction 1
1    Legion                  77,78    28,75    True
2    Legion                  67,82    16,87    True
4    Legion                  76,37    34,17    True
-- Faction 2
6    Skum                    53,04    0    False
5    Skum                    56,71    0    False

----- Destroyed


---------- Turn 14 ----------

----- Active
-- Faction 1 - In Retreat
3    Legion                  0,65    0    False
-- Faction 2
7    Sahuagin                55,18    13,78    True
8    Sahuagin                56,83    22,97    True
9    Illithidae              28,42    74,81    True

----- Retreating
-- Faction 1
1    Legion                  77,78    28,75    True
2    Legion                  67,82    16,87    True
4    Legion                  76,37    34,17    True
-- Faction 2
6    Skum                    53,04    0    False
5    Skum                    56,71    0    False

----- Destroyed


---------- Turn 15 ----------

----- Active
-- Faction 2
7    Sahuagin                55,18    13,78    True
8    Sahuagin                56,83    22,97    True
9    Illithidae              28,42    74,81    True

----- Retreating
-- Faction 1
1    Legion                  77,78    28,75    True
2    Legion                  67,82    16,87    True
4    Legion                  76,37    34,17    True
-- Faction 2
6    Skum                    53,04    0    False
5    Skum                    56,71    0    False

----- Destroyed
-- Faction 1
3    Legion                  0    0    False
In this battle we have 5 Legions against 2 Skum armies, 2 Sahuagin armies and a large formation of Illithidae casters. Right from the start, the Legions inflict heavy losses to the Skum and to a lesser degree the Sahuagin, but the big problem are the Illithidae. They can cause a lot of damage to the Legions in return and due to their high Maneuverability and readily available meatshields, they take few losses in return. Things keep going worse for the Legions until turn 7 when they begin a fighting retreat, but it's pretty much to late. At the end, they take further losses during the retreat, with one Legion fully wiped out and the others having taken heavy losses. On the Illithid side, the Skum took horrific losses, but their casters are nearly entirely unscathed.

Code:
---------- Initial ----------

----- Active
-- Faction 1
1    Legion                  80    60    True
2    Legion                  80    60    True
3    Legion                  80    60    True
4    Legion                  80    60    True
10    Legion                  80    60    True
-- Faction 2
5    Skum                    60    30    True
6    Skum                    60    30    True
7    Sahuagin                60    40    True
8    Sahuagin                60    40    True
9    Illithidae              30    80    True

----- Retreating

----- Destroyed


---------- Turn 1 ----------

----- Active
-- Faction 1
1    Legion                  80    60    True
2    Legion                  80    56,46    True
3    Legion                  80    57,42    True
4    Legion                  80    56,08    True
10    Legion                  80    48,75    True
-- Faction 2
5    Skum                    60    21,49    True
6    Skum                    60    26    True
7    Sahuagin                60    36,38    True
8    Sahuagin                60    36,3    True
9    Illithidae              30    80    True

----- Retreating

----- Destroyed


---------- Turn 2 ----------

----- Active
-- Faction 1
1    Legion                  80    57,35    True
2    Legion                  74,2    47,14    True
3    Legion                  80    57,42    True
4    Legion                  80    56,08    True
10    Legion                  80    44,84    True
-- Faction 2
5    Skum                    60    16,99    True
6    Skum                    58,18    18,81    True
7    Sahuagin                60    32,86    True
8    Sahuagin                59,27    33,36    True
9    Illithidae              30    80    True

----- Retreating

----- Destroyed


---------- Turn 3 ----------

----- Active
-- Faction 1
1    Legion                  80    57,35    True
2    Legion                  74,2    36,76    True
3    Legion                  77,02    49,46    True
4    Legion                  80    56,08    True
10    Legion                  80    44,84    True
-- Faction 2
5    Skum                    60    4,62    True
6    Skum                    57,3    10,86    True
7    Sahuagin                60    32,86    True
8    Sahuagin                59,27    33,36    True
9    Illithidae              30    80    True

----- Retreating

----- Destroyed


---------- Turn 4 ----------

----- Active
-- Faction 1
1    Legion                  76,89    49,16    True
2    Legion                  72,74    30,52    True
3    Legion                  77,02    46,97    True
4    Legion                  80    56,08    True
10    Legion                  80    44,84    True
-- Faction 2
5    Skum                    56,15    0    False
6    Skum                    56,88    7,09    True
7    Sahuagin                60    25,49    True
8    Sahuagin                59,27    33,36    True
9    Illithidae              30    80    True

----- Retreating

----- Destroyed


---------- Turn 5 ----------

----- Active
-- Faction 1
1    Legion                  76,03    43,54    True
2    Legion                  72,74    30,52    True
3    Legion                  77,02    42,81    True
4    Legion                  78,49    50,05    True
10    Legion                  80    44,84    True
-- Faction 2
5    Skum                    47,39    0    False
6    Skum                    56,88    7,09    True
7    Sahuagin                60    22,14    True
8    Sahuagin                58,14    27,29    True
9    Illithidae              30    80    True

----- Retreating

----- Destroyed


---------- Turn 6 ----------

----- Active
-- Faction 1
1    Legion                  76,03    36,75    True
2    Legion                  72,74    30,52    True
3    Legion                  75,97    41,24    True
4    Legion                  78,49    42,78    True
10    Legion                  80    44,84    True
-- Faction 2
6    Skum                    51,21    0    False
7    Sahuagin                58,62    20,08    True
8    Sahuagin                58,14    24,24    True
9    Illithidae              30    80    True

----- Retreating
-- Faction 2
5    Skum                    47,39    0    False

----- Destroyed


---------- Turn 7 ----------

----- Active
-- Faction 1
1    Legion                  76,03    36,75    True
2    Legion                  72,74    30,52    True
3    Legion                  75,97    37,23    True
4    Legion                  78,49    42,78    True
10    Legion                  78,81    33,78    True
-- Faction 2
7    Sahuagin                58,28    13,42    True
8    Sahuagin                56,98    21,52    True
9    Illithidae              30    80    True

----- Retreating
-- Faction 2
5    Skum                    47,39    0    False
6    Skum                    42,86    0    False

----- Destroyed


---------- Turn 8 ----------

----- Active
-- Faction 1
1    Legion                  74,5    30,65    True
2    Legion                  69,98    26,4    True
3    Legion                  75,97    37,23    True
4    Legion                  78,49    42,78    True
10    Legion                  78,81    33,78    True
-- Faction 2
7    Sahuagin                57,23    1,3    False
8    Sahuagin                56,98    18,45    True
9    Illithidae              30    80    True

----- Retreating
-- Faction 2
5    Skum                    47,39    0    False
6    Skum                    42,86    0    False

----- Destroyed


---------- Turn 9 ----------

----- Active
-- Faction 1
1    Legion                  74,5    30,65    True
2    Legion                  67,49    20,59    True
3    Legion                  75,58    33,67    True
4    Legion                  78,49    42,78    True
10    Legion                  78,81    33,78    True
-- Faction 2
7    Sahuagin                52,15    0    False
8    Sahuagin                56,98    14,88    True
9    Illithidae              28,53    74,27    True

----- Retreating
-- Faction 2
5    Skum                    47,39    0    False
6    Skum                    42,86    0    False

----- Destroyed


---------- Turn 10 ----------

----- Active
-- Faction 1
1    Legion                  74,5    30,65    True
2    Legion                  67,49    20,59    True
3    Legion                  75,58    33,67    True
4    Legion                  78,49    42,78    True
10    Legion                  77,26    23,22    True
-- Faction 2
8    Sahuagin                56,98    11,16    True
9    Illithidae              28,53    70,63    True

----- Retreating
-- Faction 2
5    Skum                    47,39    0    False
6    Skum                    42,86    0    False
7    Sahuagin                42,37    0    False

----- Destroyed


---------- Turn 11 ----------

----- Active
-- Faction 1
1    Legion                  74,5    27    True
2    Legion                  67,49    20,59    True
3    Legion                  75,58    33,67    True
4    Legion                  78,49    42,78    True
10    Legion                  76,4    15,46    True
-- Faction 2
9    Illithidae              26,88    65,75    True

----- Retreating
-- Faction 2
5    Skum                    47,39    0    False
6    Skum                    42,86    0    False
7    Sahuagin                42,37    0    False
8    Sahuagin                56,38    1,12    False

----- Destroyed


---------- Turn 12 ----------

----- Active
-- Faction 1
1    Legion                  74,5    27    True
2    Legion                  67,49    20,59    True
3    Legion                  75,58    25,69    True
4    Legion                  78,49    42,78    True
10    Legion                  76,4    15,46    True
-- Faction 2 - In Retreat
9    Illithidae              24,2    50,98    True

----- Retreating
-- Faction 2
5    Skum                    47,39    0    False
6    Skum                    42,86    0    False
7    Sahuagin                42,37    0    False
8    Sahuagin                56,38    1,12    False

----- Destroyed


---------- Turn 13 ----------

----- Active
-- Faction 1
1    Legion                  72,73    22,88    True
2    Legion                  67,49    20,59    True
3    Legion                  75,58    25,69    True
4    Legion                  78,49    42,78    True
10    Legion                  76,4    15,46    True

----- Retreating
-- Faction 2
5    Skum                    47,39    0    False
6    Skum                    42,86    0    False
7    Sahuagin                42,37    0    False
8    Sahuagin                56,38    1,12    False
9    Illithidae              21,62    36,11    True

----- Destroyed
In the second fight, there is another Legion and things thus go a lot better. Losses among the Skum are even higher and the Sahuagin also take appreciable losses, leading to the meatshields routing fairly quickly. The Illithidae keep fighting on their lonesome for a while longer and can inflict further losses on the Legions, but they are comically outnumbered at this point and it shows. Due to retreating too late, they suffer significant losses, but in the end, there is not all that much that the Legions can do to stop them from making a fighting retreat.


So, yeah. That's where I'm at. Feedback would be appreciated and if someone has a fun force composition he wants to see fighting, I can make that happen in a few minutes. The system also supports multi-front wars, so it should be able to handle Imperial forces, Illithid, Devils and Undead fighting each other in a free-for-all brawl. Just need some stats for their units.
 
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Looks good for a start.
I wonder what a Devil army would look like under that system.
Would propably have to be split up in at least two kinds of armies, sword-fodder (Lemures and Nupperibo) with some officers in between as a weak unit, Legion Devils with proper mid-ranking devils as a stronger group.

Edit: And if they can gather enough an extremly mobile high-damage group entirely of mid-level devils like Erinyes and Bloodreavers and Bone Devils.
 
Last edited:
Looks good for a start.
I wonder what a Devil army would look like under that system.
Would propably have to be split up in at least two kinds of armies, sword-fodder (Lemures and Nupperibo) with some officers in between as a weak unit, Legion Devils with proper mid-ranking devils as a stronger group.

Edit: And if they can gather enough an extremly mobile high-damage group entirely of mid-level devils like Erinyes and Bloodreavers and Bone Devils.
An army worth of Lemures and Nupperibos would basically be a very high RDS and very low ORG force. They are there to soak up some hits, but they will ultimately crumble under even cursory pressure. I'd strongly advise against building something like this since it's of pretty limited value unless you want to overrun some peasant militias.

The basic Hell Army should be something akin to our Legions, using Legion Devils as the bulk of it with a few companies worth of specialized troops to cover weaknesses. Likely very high Maneuverability thanks to heavy drill and extreme org for the same reason.

Smaller forces like a few hundred Erinyes could certainly do their own thing as a low Readiness group. They'd be about as hard to catch and pin as the Illithidae group, but likely do a lot less damage.

But yeah. Overall, there's supposed to be a bunch of different types of armies for every faction for variety and depth. The Undead army I've stated up is basically meant as a low-level group that uses mostly skeletons and zombies with a few fancier undead among them.
 
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The basic Hell Army should be something akin to our Legions, using Legion Devils as the bulk of it with a few companies worth of specialized troops to cover weaknesses. Likely very high Maneuverability thanks to heavy drill and extreme org for the same reason.
Issue is that stuff like Legion or Bearded Devils seems to be rarer in total numbers than the fodder, so I would presume that Hell has found a way to make something useful out of their chaff.

Maybe play damage-sponge for even a short time while others do the damage.
Unlike mortal armies, seeing part of the army break apart won't have much psychological impact on the elites here, so not much is lost if the expendable ones go first.
 
Issue is that stuff like Legion or Bearded Devils seems to be rarer in total numbers than the fodder, so I would presume that Hell has found a way to make something useful out of their chaff.

Maybe play damage-sponge for even a short time while others do the damage.
Unlike mortal armies, seeing part of the army break apart won't have much psychological impact on the elites here, so not much is lost if the expendable ones go first.
So basically have the Legion devils drive Nuperribos and Lemures before them as living shields? Yeah, I could see that working. Could be best modeled as a decent Defense_Physical.
 
@Azel

Warstrider units (high physical offense, high physical defense, very high psychic and death defense)

Imperial Mage Circles? (high offense and low defense?)

Plant Spirit Circles (mages, i.e high offense, high psychic defense, high mobility from up to 5th circle spells)

Praetorians (high offensive, moderate all-rounder defensive, very high mobility (from equipment/transports)?)

Dragons (very high offensive power, very high mobility, high physical defense)

Fungal Darkenbeast companies (high physical offense from bombs, high psychic defense, high mobility)

Plant warbeasts (high Psychic defense, high physical offense).

Soulforged Undead units (high physical offense), Upgraded Moss variant has higher offensive values across the board and higher defensive values and organization?

Particular values for strategic scale units I suppose will be a thing, such as squadrons of wyverns and manticores, or capital scale vessels.

In terms of doctrine, the IAF uses a mixture of plant-based warbeasts with good defense against psychic attacks, constructs, etc. These are usually paired in some fashion with equipment/alchemy for higher offensive values like with the Darkenbeasts. In addition, undead units, also with some cross-over from previously mentioned options creating mixed units who synergize and augment capabilities.

Then they have some very high power concetration units like dragons, the air force.

Then in between these options which all require strategic resources to produce, you have more mundane options like Legions as packing peanuts. Better supplied and equipped and organized overall than most comparable ground chaff, but mostly taking wealth units to produce.

And Praetorians as something of a middle ground between the two realms, using a conservative amount of strategic reserves and wealth resources to make high-value mid-level units.
 
The only thing I'm conflicted about, is how useless my book-keeping of all the forces assigned to defending everywhere, will become with this :V

Those groups are really slap-dash and aren't really military formations, although include decent PC-level units.
But still rather tactical scale even at their best.
Administrative Facilities -- standard city defense group -- 107,500 IM each
4x Plant-Imbued Shadow Creature Cats (w/+4 Racial HD) (CR 6, 6 HD) - 4,800 IM total
8x Advanced Sorcerer Creature Snapdragon Leshy (w/+8 Racial HD) (CR 10, 14 HD) - 38,400 IM total
2x Druid Creature Treants - (CR 10, 7 HD) - 9,600 IM total
30x Verdant Kingfisher (CR 2, 2 HD) - 9.000 IM total
3x Verdant Ravens [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] (CR 6, 6 HD) - 3,600 IM total
20x Black Knights (Mobility Upgrade) - 11,200 IM total
20x Tuogou, CR 4 - 12,000 IM total
5x Vigilant Briars (CR 4) - 3,300 IM total
5x Large Water Elementals - 4,500 IM total
Scholarum Branch Defense Group – 30.130 IM each
2x Plant-Imbued Shadow Creature Cats (w/+4 Racial HD) (CR 6, 6 HD) - 2,400 IM total
5x Verdant Wolves - (CR 6, 6 HD) - 6,000 IM total
3x Advanced Sorcerer Creature Snapdragon Leshy (w/+8 Racial HD) (CR 10, 14 HD) - 14,400 IM total
10x Black Knights - 4,900 IM total
1x Wyrmling Myrkdreki Dragons, CR 3 - 450 IM
3x Vigilant Briars (CR 4) - 1,980 IM total
Legion Training Centre Defenses – 27.940 IM each
1x Black Champions - 5,360 IM
10x Black Knights (Mobility Upgrade) - 5.600 IM total
20x Spitter Swarms - 1,200 IM total
2x Plant-Imbued Shadow Creature Cats (w/+4 Racial HD) (CR 6, 6 HD) - 2,400 IM total
2x Verdant Wolves - (CR 6, 6 HD) - 2,400 IM total
10x Verdant Kingfisher (CR 2, 2 HD) - 3,000 IM total
1x Advanced Sorcerer Creature Snapdragon Leshy (w/+8 Racial HD) (CR 10, 14 HD) - 4,800 IM
1x Verdant Ravens [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] (CR 6, 6 HD) - 1,200 IM total
3x Vigilant Briars (CR 4) - 1,980 IM total
Trade Centre/Production Facility Defenses – 21.720 IM each
2x Plant-Imbued Shadow Creature Cat (w/+4 Racial HD) (CR 6, 6 HD) - 2,400 IM total
10x Black Knights - 4,800 IM total
20x Spitter Swarms - 1,200 IM total
10x Verdant Kingfisher (CR 2, 2 HD) - 6,000 IM total
1x Verdant Raven [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] (CR 6, 6 HD) - 1,200 IM total
1x Advanced Sorcerer Creature Snapdragon Leshy (w/+8 Racial HD) (CR 10, 14 HD) - 4,800 IM total
2x Vigilant Briars (CR 4) - 1,320 IM total
(Stationary) Aquatic Defense Group705,360 IM each
1x Plant-Imbued Coral Drake (CR 10, 11 HD)
30x Advanced Plant-Imbued Giant Hippocampus (CR 6, 2 HD)
3x Advanced Plant-Imbued Orca (CR 8, 9 HD)
1x Amphibious Quickling Vinespawn (CR10, 12 HD)
21x Advanced Plant-Imbued Gigantean Manta Rays (CR 6, 12 HD)
19x Plantblood Bladeleaf Sea Cats (CR 6, 6 HD)
23x Advanced Druid Creature Seaweed Leshy (CR 6, 4 HD)
22x Plant-Imbued Electric Eel (w/+6 Racial HD) (CR 6, 10 HD)
20x Advanced Aquatic Snapdragon Leshy (w/+4 Racial HD) (CR 6, 10 HD)
18x Advanced Kelpie (w/+4 Racial HD) (CR 6; 9 HD)
------------------------
81x Hunter Jellyfish - 1,800 IM each = 145,800 IM
81x Black Knights with Mobility Upgrade - 560 IM each = 45,360 IM
72x Necrotic Molds - 450 IM each = 32,400 IM
9x Blood Clot Molds - 4,800 IM each = 43,200 IM
9x Advanced Dire Hunter Jellyfish (CR 10) - 4,800 IM each = 43,200 IM
8x Black Brutes - 4,700 IM each = 37,600 IM
8x Necrotic Molds (Black Brute controlling units) - 450 IM each = 3,600 IM
4x Vigilant Kelps (CR 4, 6 HD) - 660 IM each = 2,640 IM
1x Black Champion - 5,360 IM
1x Greater Bloodclot Mold (Black Champion controlling unit) - 28,800 IM
50x Large Water Elementals - 45,000 IM total
10x Greater Water Elementals (CR 9) - 36,000 IM total
5x Elder Water Elementals (CR 11) - 36,000 IM total
(Roving) Aquatic Patrol – 113.830 IM each
1x Lead-clad Greater Bloodshark - 2,325 IM each - 2,325 IM per unit - 23,250 IM total
1x Lead-clad Black Brute - 4,880 IM each - 4,880 IM per unit - 48,800 IM total
5x Lead-clad Bloodshark - 1,035 IM each - 5,175 IM per unit - 51,750 IM total
20x Lead-clad Advanced Skeletal Narwhale - 220 IM each - 4,400 IM per unit - 44,000 IM total
50x Lead-clad Blood Seal - 45 IM each - 2,250 IM per unit - 22,500 IM total
76x Necrotic Mold - 300 IM each - 22,800 IM per unit - 228,000 IM total
1x Greater Bloodclot Mold - 28,800 IM each - 28,800 per unit
20x Large Water Elementals (CR 5) - 18,000 IM total
5x Greater Water Elementals (CR 9) - 18,000 IM total
1x Elder Water Elementals (CR 11) - 7,200 IM total
----------------------------------------------------------------------------------------------------------------
I think there's a lot of unneeded granularity to be thrown away from me lists.

[1] All Production facilities and trade companies' places should just go, and us assuming a group or two of meatshields that'll allow evacuation of people, but not any strategic or tactical value.
At this point keeping track would be idiotic.

[2] 'Legion Training Centre' seems to be moving into 'Legion Support Group' as we made 30x of them for Rock and... whichever two other spots we're building Legion-centres in Westeros (10x each).
Let's just assume that whenever we station Legion Troop they'd have 1x to 10x such groups, based off how big the camp is?

[3] Aquatic Defense Group is the worst offender in regards of "randomly thrown together stuff". I literally grabbed all that we made and never used, in roughly equal portions so all our water-based cities have something.

[4] City 'Defense' Group is just a fast response on stand-by that'd body the enemy and/or call for better-equipped help.
Strategically minimal effect through, 1 per city and all. Probably best left as a "every city has one" note with no further track-keeping?

[5] Scholarum branch defense is funny. Almost as non-impactful as the Production Facility groups.


@Azel, general agreement here?

I'd need y'all to think on stats for Aquatic Defense Group and Legion Support Group for the system you are working out, everything else is just too low-scale to bother doing mass-combat with.
 
I don't think we should bother tracking that stuff anymore. In terms of mechanics, there should be buildings which provide a given value of defensibility when an enemy is attempting to do something with their units there, with it just being assumed we spent resources to construct those building types in X areas over Y timeframe with implementation of the system.

We might have a given number of Strategic Scale units to begin with, but these are only valuable when you are fighting off other army groups, not when you are responding to raiders that can appear in one province and then quickly vacate it in the same turn after accomplishing their objectives.
 
I don't think we should bother tracking that stuff anymore. In terms of mechanics, there should be buildings which provide a given value of defensibility when an enemy is attempting to do something with their units there, with it just being assumed we spent resources to construct those building types in X areas over Y timeframe with implementation of the system.

We might have a given number of Strategic Scale units to begin with, but these are only valuable when you are fighting off other army groups, not when you are responding to raiders that can appear in one province and then quickly vacate it in the same turn after accomplishing their objectives.
We should definitely track numbers of special units, like Dawnbloom Leshy or Greater Bloodclot Molds. But an overall number tracker should be enough rather than breaking them up too much.
The only thing I'm conflicted about, is how useless my book-keeping of all the forces assigned to defending everywhere, will become with this :V

Those groups are really slap-dash and aren't really military formations, although include decent PC-level units.
But still rather tactical scale even at their best.

----------------------------------------------------------------------------------------------------------------
I think there's a lot of unneeded granularity to be thrown away from me lists.

[1] All Production facilities and trade companies' places should just go, and us assuming a group or two of meatshields that'll allow evacuation of people, but not any strategic or tactical value.
At this point keeping track would be idiotic.

[2] 'Legion Training Centre' seems to be moving into 'Legion Support Group' as we made 30x of them for Rock and... whichever two other spots we're building Legion-centres in Westeros (10x each).
Let's just assume that whenever we station Legion Troop they'd have 1x to 10x such groups, based off how big the camp is?

[3] Aquatic Defense Group is the worst offender in regards of "randomly thrown together stuff". I literally grabbed all that we made and never used, in roughly equal portions so all our water-based cities have something.

[4] City 'Defense' Group is just a fast response on stand-by that'd body the enemy and/or call for better-equipped help.
Strategically minimal effect through, 1 per city and all. Probably best left as a "every city has one" note with no further track-keeping?

[5] Scholarum branch defense is funny. Almost as non-impactful as the Production Facility groups.


@Azel, general agreement here?

I'd need y'all to think on stats for Aquatic Defense Group and Legion Support Group for the system you are working out, everything else is just too low-scale to bother doing mass-combat with.
I disagree here. The various defense groups should remain. They can be abstracted somewhat if ya'll want, but it wouldn't make any sense for those places to not be adequately defended.
 
We should definitely track numbers of special units, like Dawnbloom Leshy or Greater Bloodclot Molds. But an overall number tracker should be enough rather than breaking them up too much.

I disagree here. The various defense groups should remain. They can be abstracted somewhat if ya'll want, but it wouldn't make any sense for those places to not be adequately defended.
Each province will have a given defensive value based on modifiers provided by infrastructure 'buildings' there. Since we took narrative beats and meta pains to provide adequate defenses to these locations, mostly based around the concept of "delay until response arrives", that's good enough excuse to abstract them away into something that provides a bonus against Action types enemies can take in these provinces to accomplish something like sabotage, or pillaging.
 
Would be sad day, when I'll have been tracking stuff for years for them to never once had been used :V

But, sure, I'm up for cutting it all out, sans the "who's unassigned?/working for Inquisition" for any sudden, on the spot "I want this countryside scoured of all life"-decisions.

They can be abstracted somewhat if ya'll want, but it wouldn't make any sense for those places to not be adequately defended
They aren't disappearing IC, but lets be real, OOC they'll never be relevant, as they have never been ever since I made them up.

All sans the "Aquatic Defense Group" can just go, and "Legion Support" is something to only account if the fighting somehow happens in the middle of Legion Compound.
So unlikely.
Ergo mybwillingness to cut it too.

The Aquatic Defense is big and messy groups that I struggle to think up stats for.
Too slapdash.

Probably best cut in order to make it less hellish. Make it a flat passive malud to first attacks by any Aquatic enemy forces as they will be delaying with all their lives.
 
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I'll have to see how to best model the smaller defense groups. Either they should be rolled into a generic "Defensive Structure" or they should be turned into Tactical Capacity.
Maybe the cleanest way would be to allow the allocation of TC towards defending specific buildings as a project. So we have 100 TC total from various reserves and stuff, and then just allocate those towards defending things. Probably the cleanest way.

The Aquatic Defense Groups are large enough to count as strategic units though. Costly enough too at 70 WP.
We should definitely track numbers of special units, like Dawnbloom Leshy or Greater Bloodclot Molds. But an overall number tracker should be enough rather than breaking them up too much.

I disagree here. The various defense groups should remain. They can be abstracted somewhat if ya'll want, but it wouldn't make any sense for those places to not be adequately defended.
Definitely not. Strategic units should have a general outline of what it consists of, but no tracking individual Leshies or molds.

Everything we do is so large that we can just have these things exist in a quantum state. The exception here are Myrkdreki, Minddragons and in the future Parchment Dragons, because those are very limited in number, but everything else we got hundreds from and could trivially make more of.
 
Definitely not. Strategic units should have a general outline of what it consists of, but no tracking individual Leshies or molds.

Everything we do is so large that we can just have these things exist in a quantum state. The exception here are Myrkdreki, Minddragons and in the future Parchment Dragons, because those are very limited in number, but everything else we got hundreds from and could trivially make more of.
Yeah, seconding.
A few months back I even proposed something similar to tey and cut down on bloat from a few groups getting poked by illithids.

I thought maybe getting these groups' of creatures a shared "hp"-stat, and "healing" any damage to it
after the fights with direct money infusions into the Forges, would be less idiotic than going group-by-group and creature-by-creature.

What you have is more advanced version.


I'm not 100% sure about Tactical Capacity of smaller groups and whether there is any point to keep track, instead of saying "fuck it!" and abstracting it all, so that there is no middle ground between "skme PCs delving underground, killing shit" and "massive multi-hundred/thousand-men armies ducking it out".
 
Would we be giving a generic "this city has a protection group" and leaving it up to DP what he wants to show if the narrative takes the quest there? Like, are we keeping the content of a defense group standardized?
 
Yeah, seconding.
A few months back I even proposed something similar to tey and cut down on bloat from a few groups getting poked by illithids.

I thought maybe getting these groups a creatures-shared "hp" stat, and "healing" any damage to ite
after fights with direct money infusions into Forges, would be less idiotic than going group-by-group.

What you have is more advanced version.


I'm not 100% sure about Tactical Capacity of smaller groups and whether there is any point to keep track, instead of saying "fuck it!" and abstracting it all, so that there is no middle ground between "skme PCs delving underground, killing shit" and "massive multi-hundred/thousand-men armies ducking it out".
We pretty much need a middle-ground though, since the scenario of sending, say 50 Praetori and 100 assorted Undead to stomp on something in the Painted Mountains is perfectly sensible and needs to be covered somehow without having to either track them all individually or having to send a whole army to the task.

Abstracting them to TC and then just having a decent force materialize from quantum foam when they get narratively relevant is a pretty clean way with very little bookkeeping. All we need to know is that we have Praetori and various kinds of undead that are subsumed under the header "Tactical Capacity".


As for the Aquatic Defense Force, they are mostly highly mobile and tanky. Should have high Death resistance, very high Psychic resistance, middling Physical and a lot of Physical Attack. It's small in number of creatures, but a lot of very elite and durable things.
 
Would we be giving a generic "this city has a protection group" and leaving it up to DP what he wants to show if the narrative takes the quest there? Like, are we keeping the content of a defense group standardized?
That's the plan. I want to keep qualitative descriptions of things ("These places are defended by a mix if Leshies, Soulforged Undead and some Watchmoles."), but take off all the fiddly numbers.

For conversion to D&D scale encounters, we should find some decent conversion rate (something like 1 TC = 10x CR 10 creature OR 50x CR 5 creature), but that's mostly a balancing issue and I'm not that far in the design phase yet.
 
Would we be giving a generic "this city has a protection group" and leaving it up to DP what he wants to show if the narrative takes the quest there? Like, are we keeping the content of a defense group standardized?
My idea is that all groups sans the Aquatic Defense are too smol to do anything on Strategic scale, and narrative is very unlikely to repeatedly take turns to seeing how the things we've never even seen on-screen suddenly be relevant by fighting stuff. On-screen.

Ergo cutting it down to "get the city a smol bonus against attack force under certain power, and assume that any production facilities get evacuated successfully unless a dedicated PC-team goes for each of those".


Abstracting them to TC and then just having a decent force materialize from quantum foam when they get narratively relevant is a pretty clean way with very little bookkeeping. All we need to know is that we have Praetori and various kinds of undead that are subsumed under the header "Tactical Capacity".
So, okay.
Do we assign (almost) everything we hold in "Inquisition Forces" as the base to form that nebulous TC rating, then?
We have a lot.
--- THE INQUISITION AND THE FREE FORCES ---

(Forces that have no permanent assignment on a month-to-month basis - they are used by the Inquisition to keep order if not assigned to a strategic task during the turnvote)

-----Fey and Outsiders-----
2x Orphne Fey Lords (CR 15)
2x Wild Hunt Archers (CR 14)
1x Wild Hunt Scout (CR 16)
133x Bulabar Engineers
13x Greater Glitterhaunt Guard (Paladin of Freedom 5)
38x Lesser Glitterhaunt Guard (Warrior 5)
9x Lesser Veela Kineticists (Kineticist 5)

1x Falxugon / Harvester Devil -- a patsy for intrigue work
1x Smoke Creature Assasin Devil
1x Azata, Gancanagh (CR 4) - Garantos
22x Legion Devils - combat reserve
4x Salikotal / Vengeance Devil -- Assigned as killers for the Inquisitorial Stormtroopers
x44 30 Veteran Erinyes -- 2x in Halls of Knowledge, 1x in Shadow Tower, 11x in Sarnor
10x Gaav / Lesser Host Devils -- serve as teleporting messengers and couriers under the Erinyes, who ensure their good behavior.
1x Hadhayosh (CR 20)
1x Asura Upasunda (CR 9)
4x Asura Vayphaks (CR 5)

1x Fallen Shield Archon
3x Fallen Hound Archon, 3 levels in martial class
2x Fallen Spyglass Archon, 4 levels in Rogue

150x Large Water Elementals (CR 5)
50x Greater Water Elementals
20x Elder Water Elementals (CR 11)

-----Dragons-----
6x Adult Mind Dragons (CR 15)
Osryx, Very Old Myrkdreki Dragon, CR 15
6x Very Old Myrkdreki Dragons, CR 15
10x Wyrmling Myrkdreki Dragons, CR 3

-----Constructs-----
1x Adamantine Golem (CR 19 + 1 level Monk)
1x Harbinger (CR 17)
25x Heralds (CR 10)
65x Elemental Wyrmlings (Acid [x8], Cold [x8], Electricity [x8], Fire [x59]
20x Mushroom Golems (CR 10, 12 HD) - 4,800 IM each (Total: 96,000)
36x Kelp Golems (Reskinned Aquatic Pumpkin Golem) (CR 8, 8 HD)
50x Umbral Spies
3x Umbral Stalkers
10x Glass Golems
4x Heavy Warstriders
15x Warstriders
13x Light Warstriders.

-----Vigilant Creatures-----
10x Vigilant Briars (CR 4)
37x Vigilant Hunters (CR 10)
130x Vigilant Kelps (CR 4, 6 HD)
90x Watchmoles (CR 6)

-----Aerial-----
120x Verdant Kingfishers
186x Verdant Ravens [Advanced Plant-Imbued Giant Raven (w/+4 Racial HD)] (CR 6, 6 HD)
2006x Giant Fungal Darkenbeasts (CR 6, 5 HD)
8x Fiery Dragonbeasts - Advanced Fiery Gigantean Half-Dragon Drakenbeasts (CR15)
13x Verdant Phoenixes (CR 15; 28,800 IM)
518x Lesser Three-Eyed Ravens
82x Greater Three-Eyed Ravens

-----Terrestrial forces-----
1,000x Advanced Thorny Rhinoceros (CR 6, 5 HD)
3,000x Istaheqs (CR 6, 7 HD)
20x Tuogou, CR 4
29x Advanced Druid Creature Lotus Leshy
36x Advanced Sorcerer Creature Snapdragon Leshy (w/+8 Racial HD) (CR 10, 14 HD)
503x Plant-Imbued Shadow Creature Cat (w/+4 Racial HD) (CR 6, 6 HD)
13x Guardian Nagas (CR 10, 12 HD)
240x Dawnbloom Leshi (CR 6)

-----Aquatic Forces-----
14x Plant-Imbued Coral Drake (CR 10, 11 HD)
20x Aquatic Cleric Creature Jesulan (CR 10, 12 HD)
40x Advanced Plant-Imbued Giant Hippocampus (CR 6, 2 HD)
20x Advanced Plant-Imbued Sea Drake (CR 10, 7 HD)
9x Advanced Plant-Imbued Orca (CR 8, 9 HD)
18x Advanced Plant-Imbued Druid Creature Orca (CR 10, 9 HD)
4x Amphibious Quickling Vinespawn (CR10, 12 HD)
10x Advanced Sorcerer Creature Kelpie (w/+12 Racial HD) (CR 10; 4,800 IM)
20x Plantblood Bladeleaf Sea Cats (CR 6, 6 HD)
1x Plant-Imbued Electric Eel (w/+6 Racial HD) (CR 6, 10 HD)
5x Advanced Aquatic Snapdragon Leshy (w/+4 Racial HD) (CR 6, 10 HD)
14x Advanced Kelpie (w/+4 Racial HD) (CR 6; 9 HD)
5x Aureate Seawyrms - Advanced Half-Dragon Sea Serpent (CR 15, HD 15)
8x Seawyrms
4x Shadebreacher Sperm Whales - Advanced Shadow Animal Sperm Whales (CR 12, HD 15)
9x Grand Dragon Turtles - Giant Mighty Dragon Turtles (CR 15, HD 12) -

-----Soulforged Undead-----
32x Black Champions (CR 15)
47x Black Brutes (CR 14)
10x Black Brutes (Aquatic) (CR 14)
106x Black Wardens, (CR 8)
10x Black Wardens, mobility Upgrade, CR 8
15x Necro-Krakens (CR 15)
44x Greater Blood Clot Molds
80x Blood Clot Molds
431x Necrotic Molds
450x Black Knights with Mobility Upgrade
31x Black Knights
5x Snatching Terrors
30x Paralyzing Snatchers
1,500x Necro-Cases, CR 1
1,000x Spitters (aquatic)
800x Spitters
1,909x Spitter Swarms
500x Spitter Swarm (aquatic)
2,000x Fireflies
2,000x Fireflies (aquatic)
 
So, okay.
Do we assign everything we hold in "Inquisition Forces" as the base to form that nebulous TC rating, then?
We have a lot.
Partially to TC and partially to Intelligence Capacity. For example the Orphne Lords and some of the Devils make more sense as intrigue points than as combat ones.
A few other things like the Warstriders and Heralds should be turned into strategic units or subsumed in them.

We have enough undead there to get a formal Undead Company going and the constructs could be bunched up as a Construct Company.
 
Partially to TC and partially to Intelligence Capacity. For example the Orphne Lords and some of the Devils make more sense as intrigue points than as combat ones.
A few other things like the Warstriders and Heralds should be turned into strategic units or subsumed in them.

We have enough undead there to get a formal Undead Company going and the constructs could be bunched up as a Construct Company.
IIRC, the Orphne were supposed to gradually introduce the rest of their top Fey Lords to the Inquisition over the course of a year. So by the end of the year they should provide 6x CR15 Fey Lords and x1 Orphne Lord.
 
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