Lina Inverse, the nuke throwing mage from Slayers, is a wandering adventurer and her nuking towns is just a thing there. As in, she's famous, but not in the "Everybody run, the nuke happy mage just showed up" sense you might expect.
So, generally if this is through some sort of portal, ICBMs are off the table to start. Which is fine because we haven't ever actually seen one used in a real world war anyway. So, your limited to smaller stuff. If you're going by D&D, then yes, the bigger stuff there can in fact shrug off a 1MT nuke, which actually has lower damage potential than some 9th level magic.
Not that Nuclear weapons of any level are ever going to be used in an invasion because you don't want to ruin the land you're fighting over.
As to your second point, most fantasy settings in the "high" section are going to have better troop movement capacity than we do. Whether it's Wheel of Time's Travelling, Dark Sword's Portal Masters, D&D's Teleport Circles, etc…. They don't even have to cross the distance. They also have better Reconnaissance than we do, whether by scrying, dream walking, or whatever similar trick exists in that setting. So they dump that group of spearmen you mentioned directly on your top commanders. Then once the chain of command settles, they do it again. And again.
The problem with that is most of the things @RoseEmbolism described wouldn't be considered "godlike Mages" in setting, at least not in the way you're using it. The D&D wizard was a 13th level wizard, out of 20, before getting into epic levels. The sword prices was, probably, some flavor of Exalt, which means the thing almost any player is going to be playing as, and not necessarily a particularly high level one. Lina Inverse, the nuke throwing mage from Slayers, is a wandering adventurer and her nuking towns is just a thing there. As in, she's famous, but not in the "Everybody run, the nuke happy mage just showed up" sense you might expect.
Beyond that, a lot of fantasy world combat is going to revovle around individually strong heroes, rather than massed troops, because power scalling works differently in fantasy worlds. Forcing them to fight like a real-world nation means you need to closely re-evaluate your setting assumptions, because you're no longer anywhere near generic fantasy, or admit you don't actually care about what the fantasy side does, so long as it's the barbarians dying in a suitably flashy fashion.
Unless they live on a death world and, consequently build their city-states to exist while perpetually undersiege. Everything they care about defending might already be defended and the US army is just taking a monster infested no-man's land.
Gate, teleport, spatial warping, temporal effects, planar effects. I mean, the thousand league stride is a concept from ancient China.
I feel like you're discounting the massive amount of research that almost inevitably goes into magic on the magical side. What's more, I suspect their research methods are more adaptable to unraveling scientific artifacts, especially if they can get their hands on samples, then the scientific method will be for unraveling magic observed at a distance. After all, magical research naturally probes unknowable things, so knowable things should be even easier, but science deals with the mundane and has very little practice with occult.
Satellites require that you can launch rockets, which intern require a lot of infrastructure that's not going to be available on the other side. They also require a lot of data on the physical characteristics of the world you want to orbit that may not be readily available on arrival. Of course, that all assumes you can actually put a satellite into orbit on the fantasy world, rather than accidentally crashing into a celestial vault or some other form of nonsense.
Also, I'm pretty sure healing magic has modern medicine beat.
Pure mechanics d&d? Maybe, but if we used stuff from the novels and lore from the setting sourcebooks, any mage who matters even within the settings has spells outside the ones they memorize, sometimes on the level of dozens to hundreds. In once case a guy had so many "blast the area if I die" contingency spells set up that it's still going centuries later. Lore mages actually plan around their weaknesses. Like the guy who set up "if my hands are damaged, blast all enemies in the area with 24 consecutive magic missile spells"You both fundementally misunderstand what I'm doing.
I'm not saying this is why the Modern Side wins.
I'm making a filter, a checklist.
The ops example was not gates so ICBMs are on the table.
But yeah I'm making a checklist.
Any Fantasy Setting that can not defend from ICBMs and Move their troops at a roughly equatable rate loses.
Granted on point two, the land defended by monsters is a concern but only if they can stop paratroopers, only if artillery can't kill those monsters, etc etc. Only if .50 cals on up armored Humvees don't work.
So point two should be
[]Stop Troop movement or Match it's speed.
Meaning
[] ICBM Defense
[] Stop Troop movement or match it's speed.
Is the current check list a fantasy nation needs to be able to do both of those or it loses.
We can keep adding to the list.
I think
Artillery might be a third, for instance 24 hours of artillery bombardment removes all Dnd Magic, since the physical requirements to meditate on your spells and such.
I don't think you're going to see much of that; the groups I can think of that could believably fight a modern military do so either on the back of Magus Ex Machina or because magic is so common that a significant portion of the populace have magic as something they can do, and powerful mages are just more common.
I'm not seeing a valuable difference between "A wins because it has X," and "B loses because it cannot defend against X."I'm not saying this is why the Modern Side wins.
...
Is the current check list a fantasy nation needs to be able to do both of those or it loses.
Same world, yes. And no, they did not exist before I said they did. That would overcomplicate an already complicated scenario.Re-reading the intro... are we assuming that tech-USA and magic-nation are on the same world? Or no?
Because that makes a huge difference right there. If they have been on one world all along, one assumes magic would have developed counters as tech developed too. And vice versa. At best they're locked in a perpetual stalemate, at worse it's a Mutually Assured Destruction situation.
I've mentioned this in a prior post, but that's not going to happen. Not the mage parts, but the "clash of armies". In a high fantasy setting, even as far back as Lord of the Rings, the conventional army doesn't exist to win victory, it exists to hold out long enough for the "hero" characters to take out the enemy leadership with their superior abilities and powers. The US or other modern militaries stomps on the generic troops, but that's irrelevant in the fantasy kingdom's strategy, because that distraction bought time for the heroes/mages/demons/dragons/whatever to murder the fuck out of the enemy leadership or mind control them or just take them hostage.Hye, I did say that it would be too boring if some godlike Mage solves the problem by snapping his fingers. I want armies and nations to clash, not Deus Ex Machina.
You say that, but how does them existing on the same world actually work if they didn't develop on that world? What world are they even on at that point?Same world, yes. And no, they did not exist before I said they did. That would overcomplicate an already complicated scenario.
I don't think you're going to see much of that; the groups I can think of that could believably fight a modern military do so either on the back of Magus Ex Machina or because magic is so common that a significant portion of the populace have magic as something they can do, and powerful mages are just more common.
I'm not seeing a valuable difference between "A wins because it has X," and "B loses because it cannot defend against X."
Okay, can you actually explain a meaningful difference between the two takes?Because B is undefined (the fantasy side)
The idea is to create a list, you can then choose B and compare it to the list.
It also means, that attacking the industry and burning cities, and taking land hurts the wizards. They need not just a gem to cast a contigency spell, but a specific special one, worth at least X price. Once the gem mines are seized a HUGE chunk of spells are off the table for them.
Okay, can you actually explain a meaningful difference between the two takes?
Why would you assume that high level mages are getting their reagents from mundane mines, rather than more consistent and accessible mystical sources? Also, there are definitely build options that let you eschew material components, or at least specific material components. There are also clerics who can call down literal divine rath, which feels like a reasonable consideration if your default tactic is going to be nuclear party favors.
??? They're both arguments - they're the same argument, in fact, posed slightly differently:
??? They're both arguments - they're the same argument, in fact, posed slightly differently:
Formulation A: A wins because it has nukes. (And B can't stop them.)
Formulation B: B loses because it can't stop nukes. (And A has them.)
What does matter, dear writer, is that you now have to figure out a way for these two groups to have an even fight- possibly even ending with the Fantasy Kingdom winning. It may sound impossible, especially to someone who knows how far modern electronic systems and manufacturing has come, or who had the misfortune to read GATE, but that's what it is.
How can it be done? Try not to take cheatcodes like Omnipotent gods or godlike entities flicking their fingers, please. That is not fun. What I want is that it is two armies that clash together, with the fantasy one winning. Without, of course, the US holding back any more than it did during the Second World War.
But it is? "A wins because it has X-Y-Z advantages," is absolutely an argument. It's a standing claim that if the other side can't overmatch, resist, evade, or otherwise deal with the advantages presented, it's going to lose. That you aren't saying anything specific about A's opponent doesn't really matter, because your argument stands perfectly well as an If-Then argument instead of a Because argument. Like, you actually say this:I am composing a list of advantages A has.
That list with nothing else is not an argument for A winning or losing it is a data point.
Which is ... an argument that if B can't negate all of A's advantages, B loses.Is the current check list a fantasy nation needs to be able to do both of those or it loses.
Honestly, the number one problem here, aside from a degree of incoherence per the "list" concept, is you haven't actually come up with a strategic scenario. Briefly, why are they fighting? What are the strategic objectives involved here? And what is the political situation that led up to the war?
Armies don't exist in a vacuum, wars don't simply just happen. Both are products of cultural and political realities and dynamic historical and current events. In short, you haven't even begun to lay the groundwork in this situation, so at this point it makes as much sense as one of those idiotic battle simulator videos where you have a thousand Jedi vs 10,000 vikings, and both sides just stand there hacking at each other.
I mean, as a start, you talk about how unless the fantasy side can withstand nukes, they will use. Well that leads to the question, why are nukes even on the table? Based on the last 77 years of history, nuclear weapon use is subject to severe military and political constraints- NATO and Russia both have a "only in reaction to a nuclear strike, or in a case of all out war." Yet you seem to have nukes on the table on the same level as infantry.
So you have some homework to do, to actually lay out the larger scenario, especially if you have nukes on the table., because that implies a war for existence. And admittedly, this scenario is even more difficult, because the modern USA encountering a fantasy kingdom should be an out-of-context problem for both sides, so war, especially all-out war should be the last stage of a succession of decision-making that probably involves a lot of diplomatic failures.
But it is? "A wins because it has X-Y-Z advantages," is absolutely an argument. It's a standing claim that if the other side can't overmatch, resist, evade, or otherwise deal with the advantages presented, it's going to lose. That you aren't saying anything specific about A's opponent doesn't really matter, because your argument stands perfectly well as an If-Then argument instead of a Because argument. Like, you actually say this:
Which is ... an argument that if B can't negate all of A's advantages, B loses.
(And it's a slightly iffy argument anyway, because a faction might be able to negate some advantages but not others, but it has advantages of its own that could allow it to win despite not countering all of A's advantages.)
If you wish to show me a fantasy nation that can withstand roughly 4000 nuclear weapon and thousands of other ICBMs with no warning and no counter and then still win the war go ahead and do so. (And if they can, that is it's own counter anyway)