New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 1 of 5 12345 LastLast
Results 1 to 30 of 134
  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default The Book of Armies

    The Book of Armies



    Posts: If you post an army, please use the same format I have, so that cross-referencing is easy. In the second post of this thread I will put links to each army post.

    Goal: To create believable, cost-effective, armies for DMs to use in their worlds, as either invasion or defense forces or just political random encounters. The rules laid out here are so that all of the armies are (allegedly) at the same power level. Obviously you can fudge the numbers when you use them in your world, but I think it is fun and instructive to see what different people can do with the same resources.

    Rules: Preferably using Core, but one or two splats would be ok for flavor.

    Assets:
    1 9th level ruler (any class)
    1 medium castle
    400 square mile fief (barony, county, or even kingdom)
    5,000 townspeople
    15,000 peasants

    Budget:
    Capital: 1,000,000 gp to build your army.
    Support: 100,000 gp a year to support it.
    Adjustments: You can buy 1 gp of support for 20 gp of capital, or 5 gp of capital for 1 gp of support. This is to give some flexibility while keeping the armies centered around this budget.
    Manpower: Maximum of 500 full-time soldiers. Any more than that and your society will starve.
    Militia: Maximum of 5,000 militia. You don’t have to pay or support militia, but they are only available for 20 days a year. Otherwise they will only muster to defend their homes and fields. If you want them armed with anything other than clubs and slings (or trained any better than 1st level commoners), you have to pay for it.

    Remember that militia tend to run away at the first set-back. They would rather be slaves of their new masters than dead. Even against monsters they tend to hope that the creatures will be satiated with others and overlook them if they go and hide somewhere.

    Weapons and Armor (Capital): All prices are per the book (retail price for all items, even if you make them yourself - this exercise is about measuring total resources expended). 100 arrows/bolts will be considered sufficient for archers and comes out of the capital budget, not support. Other ordinary equipment repair is already abstracted out (but not magic expendables - see later).

    Commoners are granted the ability to use clubs, light armor, and shields (that you pay for), in addition to their 1 simple weapon.

    Salary and Food (Support): Assume 50 gp a year per full-time soldier man. This assumes 3 common meals a day at 1/2 the book rate because you buy in bulk. For this price you don't have to worry about hiring cooks, servants, etc, since that is part of the price. Since they live in your castle, you don't have to pay rent either.

    Horses cost 25 gp a year to feed. Riding and Draft horses are only for transport; you can’t fight from them.

    Daily pay is roughly 1 sp for a commoner, 2 - 6 sp for an NPC class, and 1 gp per level for a PC class (with some discounts for holidays, providing room and board, equipment, etc.)

    The cost to pay and feed soldiers is shown in the table below.

    Training (Capital): 1st level commoners are free to recruit. Training a soldier to the 1st level of an NPC class costs 100 gp (usually Warrior, but you can use any NPC class). Training them to the 1st level of a PC class costs 1,000 gp. After that, it costs 5 gp per XP to buy them levels. The highest level you can hire is 8th (one lower than your ruler).

    Monsters and Level Adjustments: Use ECL for figuring support and recruitment costs. Treat all monsters of 1 or more CR as PC classes. Creatures with 1/2 CR are equal to 1st NPC classes; creatures with less HD are equal to 1st Commoners.

    In addition, Small creatures eat half as much food, so deduct 25 gp from the support of NPC classes. However, you have to pay the PC classes the same amount of money.

    Ruler: Your ruler lives off the non-military budget. If you want to equip your ruler, you can assume the standard 36,000 gp WBL for a 9th level character. Assume your ruler has Leadership, which the DM has ruled is fulfilled by being able to hire an army in the first place (so you don't get any free followers).

    Magic Items: You cannot buy any magic item or spell that is beyond an 11th caster's ability. Permanent magic items come out of your Capital budget. Scrolls, Potions, Wands, and other consumables come out of your Support budget. Assume you fight 4 battles a year, so that means you need to pay for 4 alchemical items, 4 potions, 4 scrolls, or 1 wand per year. (Lowering this number will make every battle about one-shot items, not about armies.)

    Statistics (if you care): Commoners are straight 10's. 1st (any class) uses the Standard array; 2nd and use the Elite array.

    Logistics: For bonus points, prepare your army for a 3-month campaign in the field. Assume you’ve saved up 100,000 gp to pay for it.

    You can buy siege engines, hire engineers to operate them, and recruit additional mercenaries. You only have to support them for 3 months, but you still have to pay normal recruiting costs.

    You can assume that you can re-supply once a month (either from home or by raiding in the field – but raiding doesn’t save you any money: remember this is about measuring resource allocation), so you only need transport for 1 month’s worth of supplies. That’s 60 lbs of food per man and 300 lbs. of grain per horse. If you want your men to carry their own supplies, use the weight limits and overland movement rules.

    Don't worry about water: medieval armies marched from water-hole to water-hole, and it’s assumed you have a route planned out, or you wouldn’t even be thinking of invading. Or you could just by a Decanter of Endless Water.

    You can spend a maximum of half of this extra money on consumable items like potions, scrolls, and wands.


    Rank......................Capital...Support
    1st Commoner................0...........75
    1st NPC class..............100.........125
    1st PC Class.............1,000.........250
    2nd PC Class.............5,000.........500
    3rd PC Class............15,000.........750
    4th PC Class............30,000......1,000
    5th PC Class............50,000......1,250
    6th PC Class............75,000......1,500
    7th PC Class..........105,000......1,750
    8th PC Class..........140,000......2,000

    (subtract 25 gp from NPC class support if they are small)

    Treat creatures CR as equal to PC level.
    1/4 CR = 1st Commoner
    1/2 CR = 1st NPC
    1 CR = 1st PC
    etc.

    Treat NPC classes as PC-1.
    2nd NPC = 1st PC
    3rd NPC = 2nd PC
    etc.

    Animals
    Riding Horse....................75.........25
    Draft Horse...................200.........25
    Light Warhorse..............150.........25
    Heavy Warhorse............400.........25
    Military Saddle……........….20……....….
    Other animals as CR
    Last edited by Yahzi; 2007-03-13 at 11:48 PM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    Links to the armies posted so far:


    Yahzi's Armies
    The Party (Any)

    Orc Tribe (CE Orc)

    The Barony of Mont St. Pelor (LG Paladin)
    Citadel of the ShadowLord (NE Rogue)
    Monastery of St. Costello (NG Priest)
    Castillion of Heronimus (LG Priest)
    The Crypt of Amontidillo (CE Priest)
    The Academy (LN Wizard)
    Kingdom of Rus (LE Wizard)
    Mongolia (CN Barbarian)
    The Tower of Sorcery (CG Sorcerer)
    District of Canterbury (LN Priest)
    Wildflower Grove (N Druid)
    ScantyNavia (CN Barbarian)
    City of London (LN Fighter)
    Cirque De Soleil (Gnome Druid)

    Annarrkkii's Armies
    The Brotherhood of Talon and Fang (Monk/Druid)
    Watchers on Cragbolt Spire (Stormlord)
    The Bladewind Brigade (CN Halfling)

    Winterking's Armies
    The 7th Cavalry Banner (Ranger)
    The Troika (Dwarven)
    Le Brigade du Ciel (The Sky Brigade) (Half-Elven)

    FoeoftheLance's Armies
    Scaly Champions (NG Kobold)

    Beren One-Hand's Armies
    The Watchwood (N Gnome)
    Reginauld's Legion (LG)

    Meynold's Armies
    The Militia King (Cleric)
    The Army of Blitz (L- Diplomat)
    Deserts of Desolation (Fremen!)

    jaquese's Armies
    Ghosts of the Marsh (Medusa)
    Fury of the Mind (Goblin Psychic)
    Kingdom of Selsh (LN Snooty Elves)
    Troops of the Derelict (Dwarves)

    PaladinBoy's Armies
    House Lyrandar: Kraken's Arms (Half-elven Airships)

    raspberrybadger's Armies
    (Listed despite not being in the standard format... )
    The Infernal Legion (devils)
    The Horde of Slaughter (demons)
    The Celestial Guard

    Elana's Armies
    (Listed despite not being in the standard format... )
    Randomly generated town

    Altharis's Armies
    Kramak's Desert Raiders (Dragon servants)

    Belkarseviltwin's Armies
    Pax Illithica (Mind-flayers!)

    Benejeseret's Armies
    Hive Sparin (Formians)

    AsianCross's Armies
    The Iron Nail Tribe (LE Hobgoblins)
    Last edited by Yahzi; 2009-02-09 at 10:22 PM.

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    The Barony of Mont St. Pelor (LG)

    Militia
    5,000 x 1st Commoner
    Spear, Sling

    Guardia
    200 x 1st Warrior
    Heavy Crossbow, Longsword, Large Wooden Shield, Chain Shirt

    Jongleur
    5 x 1st Bard
    Harp, Longsword, Large Wooden Shield, Chain Shirt
    Light Warhorse + Saddle

    Chevelar
    30
    x 3rd Paladin
    Lance, Longsword +1, Mighty Composite Longbow(3), Large Steel Shield, Full Plate +1
    Heavy Horse + Saddle, Scale Barding

    Capitan
    4 x 5th Paladin
    Lance, Holy Longsword +1, Mighty Composite Longbow(4) +1, Large Steel Shield +1, Full Plate +1
    Mount + Saddle, Scale Barding
    Wand of Dispel Magic (5th)

    General
    1 x 9th Paladin
    As per DMG

    Capital: 995,055
    Support: 99,725

    Organization:

    4 Foot Companies
    50 Guardia, 1 Jongleur, 1 Chevelar, 1 Capitan

    1 Cavalry Company
    26 Chevelar, 1 Jongleur, 1 General

    Tactics:

    Foot companies: The Guardia are trained to disperse and seek cover, or to form a tight knot that will be protected by the paladin's auras. They know the Capitan can dispel magic, and will trust him to protect them from fireballs.

    The Jongleur mostly sings Inspire Courage. He/she is not expected to fight.

    The Capitans will liberally use their Wands of Dispel to protect their troops from magic (they get a new wand every year, so they don’t need to be stingy). However, if the don’t feel they can block magical attacks with a wide margin of safety, they will fight in dispersed formation.

    Cavalry company: They depend on the General’s personal magic to protect them from fireballs (either a Wand of Dispel or Rings of Counterspells). Failing that, they trust to speed. The cavalry will hang back until the Foot companies have identified and pinned down the enemy leaders. Then they will charge in and crush them.

    They can also operate as horse archers, but they prefer not to do that against foes of unknown capabilities.

    Militia: The militia has long spears, not short ones, to defend the walls. The city has piles of sling stones every 10 feet, so expect to storm the walls under a constant hailstorm. The militia can form tight phalanxes behind the protection of paladin, but the General doesn't like to do this. Dead peasants don't grow food. He will spend his troop’s lives before he spends his peasants.

    Medical care is managed by Lay on Hands and Remove Disease.
    Last edited by Yahzi; 2007-03-10 at 12:49 PM.

  4. - Top - End - #4
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    Citadel of the Shadowlord (NE)

    Thug
    200 x 1st Commoner
    Shortspear, Large Wooden Shield, Studded Leather Armor

    Slayer
    100 x 1st Rogue
    Heavy Crossbow, Rapier, Small Wooden Shield, Studded Leather Armor of Shadow, Boots of Elvenkind

    Chaplain
    4 x 5th Priest
    Rapier, Small Wooden Shield, Studded Leather Armor of Shadow, Dagger, Boots of Elvenkind

    Winged Slayer
    4 x 5th Rogue
    Rapier, Small Wooden Shield, Studded Leather Armor of Shadow, Boots of Elvenkind
    Ring of Invisibility, Wings of Flying
    Wand of Fireball (6th)

    ShadowLord
    1 x 9th Rogue
    As per DMG

    Capital: 999,984
    Support: 100,000
    Adjustment: 40,000 purchase converted to support (those wands are expensive!)

    Organization:

    4 Gangs
    50 Thugs, 25 Slayers, 1 Chaplain, 1 Winged Slayer

    Tactics:

    Gang: The Thugs are cannon fodder, and they know it. Their only job is to slow down the enemy (like speed bumps) while the Slayers snipe at them. They have poor morale, but are unlikely to disobey a direct order, since they are terrified of their commanders.

    The Slayers are adept at coordinating their fire on the same target. They know about healing magic, so they will try to kill one target rather than wound many (even to the point of shooting bodies that are lying down and not moving). They operate like modern infantry: shoot, then move. With their maxed ranks in Hide/Move Silently and the +10 to those skills from their armor and boots, they can find cover in an open field. If you don’t kill the Slayer on the same round he fires, you will have to find him all over again.

    The Chaplains are priests of Olidammara, with domains in Luck and Trickery. This gives them Hide as a class skill, and they have cross-trained in Move Silently. They do not normally fight, but they will provide support from a safe position. In addition to standard healing and divinations, they like to cast Entropic Shield, Protection from Elements, Invisibility, and Non-detection.

    The Winged Slayers will reserve their attacks until they are maximally effective, waiting for the enemy to reveal their strengths and weaknesses through fending off the snipers. Then they will bombard the enemy with shock and awe from their Wands of Fireball. If it is considered necessary, all 4 Winged Slayers will fire in the same round at the same target to utterly destroy high-level individuals. Then they will activate their rings of invisibility and fly to a different location. Their Thugs and even Slayers are easily replaced, and will be spent freely, but the Winged Slayers know they are valuable and will take virtually no risks.

    Shadowlord: Chances are he’s sneaking around spying on his commanders. He is known to adopt disguises and impersonate various people, so almost everyone keeps their disloyal comments to themselves. The odds of him getting personally involved in a battle are slim. He will wait until virtually all of his troops are dead first.

    Militia: The militia will only fight to defend themselves against monsters. Faced with human invaders who aren’t slaughtering them wholesale, they will probably just hide in their hovels and hope for the best. After all, their next master can hardly be any worse than this one. They will not, however, offer any aid or comfort to the enemy, since they are terrified the ShadowLord will discover their disloyalty.
    Last edited by Yahzi; 2007-03-10 at 12:50 PM.

  5. - Top - End - #5
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    Monastery of St. Costello (NG)


    Militia
    5,000 x 1st Commoner
    Club, Sling, Small Wooden Shield

    Novice
    260 x 1st Cleric
    Heavy Mace, Crossbow, Large Wooden Shield, Splint Mail

    Prelate
    10 x 3rd Cleric
    Heavy Mace, Crossbow, Large Wooden Shield, Splint Mail
    1 x 1st lvl scroll, 1 x 2nd lvl scroll

    Curate
    10 x 5th Cleric
    Heavy Mace, Crossbow, Large Wooden Shield, Splint Mail
    1 x 1st lvl scroll, 1 x 2nd lvl scroll, 1 x 3rd lvl scroll

    Abbot
    1 x 9th Cleric
    As per DMG

    Capital: 998,920
    Support: 98,250

    Organization:

    10 Prayer Circles
    26 Novices, 1 Prelate, 1 Curate

    Tactics:

    Prayer Circle: The monks of the Brotherhood are very egalitarian. They all dress alike and wear no obvious signs of rank. Thus in combat it is difficult for the enemy to tell who the leaders are.

    Their crossbows shoot prodds – small lead bullets instead of quarrels. But they prefer to use their maces, whenever possible. They will gladly (and slowly) march into enemy fire, counting on their healing magic to shrug off the effects. Most foes, watching their bolts and quarrels landing to no apparent effect, will break and run before the Brotherhood’s maces can start breaking skulls.

    Their morale is extremely good, since at any dire moment they expect their brothers to heal them. Even if they die, they expect the Abbot to raise them, so these men will never break for ordinary reasons. Only the death of the Abbot or fear magic can shatter their spirit and force them to flee.

    The Curates will save their 3rd level spells for countering hostile magic.

    Note that they are equipped with scrolls: remember that this is per average battle (so they actually have 4x as many scrolls as listed). It is likely that the Curate’s 3rd level scroll is Dispel Magic.

    Abbot: The Abbot will attach himself to a Prayer Circle. He will probably use his magic defensively. Unlike many other rulers, he is not afraid to let the enemy know where he is. Surrounded by his Brothers, with 28 Cure Light Wounds available at a moment’s notice, he is not particularly afraid of being hit.

    Militia: The militia will only be called out for the defense of the town. Although they lack the courage of the priests, they will stand longer than most militias, expecting the Brotherhood to undo their injuries.
    Last edited by Yahzi; 2007-03-10 at 12:50 PM.

  6. - Top - End - #6
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    Castillion of Heronimus (LG)


    Militia Crossbowman
    2,500 x 1st Commoner
    Crossbow, Club, Padded Armor

    Militia Spearman
    2,500 x 1st Commoner
    Shortspear, Large Wooden Shield, Padded Armor

    Minstrel
    10 x 1st Bard
    Harp, Longsword, Large Wooden Shield, Splint Mail
    Feat: Heavy Armor

    Novice
    200 x 1st Cleric
    Domain: War
    Longsword, Crossbow, Large Wooden Shield, Splint Mail

    Prelate
    10 x 3rd Cleric
    Domain: War
    Longsword, Crossbow, Large Wooden Shield, Splint Mail
    2 x 1st level scrolls, 2 x 2nd level scrolls

    Curate
    10 x 5th Cleric
    Domain: War
    Longsword, Crossbow, Large Wooden Shield, Splint Mail
    2 x 1st level scrolls, 2 x 2nd level scrolls, 1 x 3rd level scroll

    Abbot
    1 x 9th Cleric
    Domain: War
    As per DMG: but must have 1 scroll of Raise Dead.

    Capital: 1,000,000
    Support: 99,374
    Adjustment: 6,249 support converted to capital.

    Organization:

    5 Reserve Companies
    25 Crossbowmen, 25 Spearmen, 1 Minstrel, 1 Prelate, 1 Curate

    5 Line Companies
    40 Novices, 1 Minstrel, 1 Prelate, 1 Curate

    Tactics:

    These priests of Herinomous worship the value of martial skills.

    Line Companies: The priests all use the same weapons and armor, because they believe valor is about the man, not the equipment. This similarity of dress makes it difficult for the enemy to tell who the leaders are.

    They don’t hesitate to use quarrels in their crossbows, but they prefer to close to melee where their free Weapon Focus makes their longswords a deadly threat. Being LG, capable of immense amounts of healing, and expecting to be raised from the dead, these priests will fight fearlessly. Only magic can break their morale. Even killing the Abbot will not shake them, since they know one of the Curates will take his scroll of Raise Dead and bring him back.

    The Curates will save their 3rd level spells for countering hostile magic. Because of this they are not afraid to fight in a dense mass. However, if that looks like a bad tactic, they are fully prepared to disperse and fight as skirmishers. Each priest is a champion of martial combat, after all.

    Note that they are equipped with scrolls: remember that this is per average battle (so they actually have 4x as many scrolls as listed). It is likely that the Curate’s 3rd level scroll is Dispel Magic.

    The Minstrels sing Inspire Courage on the battlefield and ballads of glory in the mess-hall.

    Reserve companies: The priests have armed all of the adult males in the county (at great expense!). They regularly draft each man for his 20 days of service, on a rotating schedule. This duty is onerous, and only tolerated because the monks are generous with healing and dispensing justice, but it means they always have 250 militia working full-time.

    Abbot: He will attach himself to a Line company. The Abbot will use his Reserve companies to secure and hold defensive positions. Advancing or taking ground is the job of the Line companies.

    Militia: The full militia will only muster to repel a major assault on the town, since they fulfill their feudal duties throughout the year.
    Last edited by Yahzi; 2007-03-10 at 11:49 PM.

  7. - Top - End - #7
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    The Crypt of Amontidillo (CE)


    Skeleton Archer
    250 x 1HD Skeleton
    Heavy Crossbow, Scale Mail

    Skeleton Infantry
    250 x 1HD Skeleton
    Morningstar, Large Wooden Shield, Scale Mail

    Novice
    100 x 1st Cleric
    Domain: War, Evil
    Morningstar, Heavy Crossbow, Large Steel Shield, Splint Mail

    Prelate
    15 x 3rd Cleric
    Domain: War, Evil
    Morningstar, Large Steel Shield, Splint Mail
    Wand of Cure Light Wounds (1st)

    Necromancer
    15 x 5th Cleric
    Domain: War, Evil
    Morningstar, Large Steel Shield, Splint Mail

    Lord of Flies
    1 x 9th Cleric
    Domain: War, Evil
    As per DMG

    Capital: 1,000,000
    Support: 99,932
    Adjustment: 33,682 support converted to capital (to pay for all those 5th level priests!)

    Organization:

    15 Crypts
    15 Skeleton Archers, 15 Skeleton Infantry, 6 Novices, 1 Prelate, 1 Necromancer

    1 Mausoleum
    25 Skeleton Archers, 25 Skeleton Infantry, 10 Novices, 1 Lord of Flies

    Tactics:

    Worshipers of Erythunl, these vile monks are the terror of the countryside.

    The War domain gives them a free Weapon Focus with their weapons.

    Crypts: Used for scouting and flanking, since each individual unit is too small to be effective on its own. The Lord of Flies likes it that way – people who work together aren’t working for him.

    Still, morale is reasonably high, since the troops are all PC classes – and they know the penalty for failure or cowardice is a demotion to the rank of skeleton.

    They smear their quarrels (and the quarrels of the skeleton archers) with unmentionable substances, the better to spread disease and infection. Their free Weapon Focus with the Morningstar makes them a fearsome threat in melee. They will heal, of course, and even use spells to repair the skeletons, if it seems appropriate to do so.

    The Skeletal infantry will be squandered without hesitation, always the first into battle to soften up the foe. (If the archers are forced into melee, they will use their claw attacks.) Replacing them, after all, is easy. The necromancer’s favorite trick is to animate the dead of their foes, the better to instill horror and fear.

    Mausoleum: Run by the Lord himself, this is usually the van of the army, with at least five Crypts filling out his lines. The Lord will not hesitate to sacrifice his Crypts to protect himself. He also compels the Novices in his squad to prepare Cure Light Wounds for him.

    Militia: The Lord of Flies doesn’t bother with militia – an armed peasant is a troublesome one. And the glory of slaughter is reserved for the anointed, anyway. The only time a peasant can take up arms is after he dies.

    The peasants will defend themselves with clubs and slings, but they would have to be convinced that the entire town will be eaten alive before they would make common cause with the necromancers.

    How to create so many undead: Clerics can control 4 x caster level of undead created through Animate Dead. Because they take the Evil domain, their effective caster level for evil spells is +1, which yields 24 x 1HD creatures for the Necromancers. They then animate another 6 x 1HD of skeletons and Rebuke them until they fall under their Command (this does not count against their Animate Dead limit). However, this later process is time consuming, so they won’t be able to do it while replacing units lost in the field.

    Because the undead are raised in their Desecrated Temple, they have +2 HPs.
    Last edited by Yahzi; 2007-03-11 at 12:11 AM.

  8. - Top - End - #8
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    The Academy (LN)


    Militia
    5,000 x 1st Commoner
    Quarterstaff, Sling

    Mace
    180 x 1st Warrior
    Heavy Mace, Large Wooden Shield, Studded Leather Armor

    Bolt
    180 x 1st Warrior
    Crossbow, Club, Small Wooden Shield, Studded Leather Armor

    Cup
    10 x 1st Bard
    Harp, Heavy Mace, Large Wooden Shield, Studded Leather Armor

    Rod
    10 x 1st Cleric
    Heavy Mace, Large Wooden Shield, Studded Leather Armor

    Stave
    15 x 3rd Wizard
    Quarterstaff, Spellbook

    Pentacle
    14 5th Wizard
    Quarterstaff, Spellbook
    1 x 1st level scrolls, 1 x 2nd level scrolls, 1 x 3rd level scroll

    Magus
    1 x 9th Wizard
    As per DMG

    Capital: 1,000,000
    Support: 98,491
    Adjustment: 8,491 support converted to capital.

    Organization:

    15 Decks
    12 Mace, 12 Bow, 1 Harp, 1 Rod, 1 Stave, 1 Pentacle (one Deck is run by the Magus)

    Tactics:

    Decks: The wizards have a dim view of any non-arcane individuals. They will use their warriors as cannon fodder, to locate and pin down the enemy, so that the Pentacle can fireball them. Then they will retreat until the wizard has regained his/her spells.

    However, their disdain for physical combat does not equate to stupidity. The wizards are intelligent and well-trained. If they make a mistake or fall for a ruse, they will only do so once. They work well together, and will coordinate their actions and spell selections for the day.

    The Rods provide healing and the Cups provide morale. The Staves assist the Pentacles.

    Note that they are equipped with scrolls: remember that this is per average battle (so they actually have 4x as many scrolls as listed). It is likely that the 3rd level scroll is Dispel Magic or Fireball.

    Magus: He leads one of the Decks, filling the position of Pentacle.

    Militia: The militia is considered to be a source of replacement soldiers, not a combat force. They will fight to defend their homes, but the wizards won’t rely on them to accomplish anything. In imitation of their masters, they use quarterstaffs instead of clubs.
    Last edited by Yahzi; 2007-03-10 at 12:53 PM.

  9. - Top - End - #9
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    Kingdom of Rus (LE)


    Spearman
    180 x 1st Commoner
    Shortspear, Large Wooden Shield, Studded Leather Armor

    Bowman
    300 x 1st Commoner
    Crossbow, Club, Small Wooden Shield, Studded Leather Armor

    Morale Officer
    12 x 1st Bard
    Harp, Light Mace, Large Wooden Shield, Studded Leather Armor

    Colonel
    6 x 5th Cleric
    Light Mace, Large Wooden Shield, Studded Leather Armor

    Lieutenant
    12 x 1st Wizard
    Quarterstaff, Spellbook
    2 x 1st level scrolls
    Wand of Magic Missile (1st)

    Commissar
    6 x 7th Wizard
    Quarterstaff, Spellbook
    2 x 1st level scrolls, 2 x 2nd level scrolls, 2 x 3rd level scroll

    Supreme Leader
    1 x 9th Wizard
    As per DMG

    Capital: 1,000,000
    Support: 99,167
    Adjustment: 1,367 support converted to capital.

    Organization:

    6 Divisions
    30 Spearmen, 50 Bowmen, 2 Morale Officers, 1 Colonel, 2 Lts., 1 Commissar

    Tactics:

    Division: Rus society is rigorously regimented, with arcane casters at the top.

    The poorly trained common soldiers do what they are told out of habit and fear. They are help in open contempt by officers.

    The Morale Officers use Inspire Courage to hold their units together. They also spy on and report any disloyalty. Sometimes this position is held by a 1st level priest, in training to become a Colonel.

    The Colonels are of the second layer of society – divine spell casters. They are well treated and cooperate with the wizards. Because this society is so poor, they often use their magic to feed the officers of the realm (and their families), preferring summoned food to the plain barley the peasants subsist off of.

    Lts. assist the Commissars, as apprentices. They are armed with wands of magic missile, as much to cow their own troops as to hurt the enemy.

    The Commissars are 7th level casters, and will behave accordingly. They know their magic is the greatest strength of the army, and they will use it intelligently. They will remain well hidden and protected on the battlefield, until they can achieve victory in a single strike.

    Note that they are equipped with scrolls: remember that this is per average battle (so they actually have 4x as many scrolls as listed).

    Supreme Leader: He will be surrounded by his most loyal Division at all times.

    Militia: This country’s manpower is stripped to the bone to feed the Divisions. Hunger is a constant problem. During planting and harvest season, the army is usually working in the fields. The militia will fight to defend their homes, but the wizards neither expect nor receive anything else from them.
    Last edited by Yahzi; 2007-03-10 at 12:55 PM.

  10. - Top - End - #10
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    Mongolia (CN)


    Tribesmen (Militia)
    5,000 x 1st Commoner
    Shortspear, Sling, Small Wooden Shield

    Raider
    120 x 1st Barbarian
    Mighty Longbow(2), Battleaxe, Lance, Large Wooden Shield, Hide Armor
    Light Warhorse + Saddle

    Toucan
    120 x 2nd Barbarian
    Mighty Longbow(4), Masterwork Battleaxe, Lance, Large Wooden Shield, Masterwork Hide Armor
    Light Warhorse + Saddle

    Singer
    5 x 1st Bard
    Harp, Shortspear, Large Wooden Shield, Hide Armor
    Light Warhorse + Saddle

    Healer
    15 x 2nd Cleric
    Shortspear, Large Wooden Shield, Hide Armor
    Light Warhorse + Saddle

    Khan
    1 x 9th Barbarian
    As per DMG

    Capital: 999,565 (includes a double allotment of arrows)
    Support: 100,000
    Adjustment: 30,000 capital converted to support. (Those hungry horses!)

    Organization:

    5 Tribes
    24 Raiders, 24 Toucans, 1 Singer, 3 Healers

    Tactics:

    Suggested Race: Half-Orcs

    Tribe: The Mongols are first and foremost horse-archers. They can use their longbows from horseback, and their strength means they inflict terrible damage. They prefer to shoot and run. However, when the enemy is weak, or there is no where left to run to, they will Rage and charge.

    Raiders are the younger men who have not yet had many battles. Tocuans are the experienced warriors who have earned wives and masterwork equipment.

    Singers and Healers are female. They are armed, but not expected to fight. They will be defended to the last man.

    Horses are valuable, and will be treated well. The warriors will spend healing magic on their horses before themselves.

    Khan: The Khan is elected from all the tribes and elevated to Chief Over All. If he does a lousy job he’s liable to be un-elected in a permanent way. He will ride with his own tribe. While he won’t show cowardice, neither will he expose himself foolishly. Honor is important, but victory is more important.

    Instead of a castle, the Khan has land - land to use his mobility. He has 200x200 square miles of fief, with small villages eking out a living from the tundra.

    Militia: The Khan does not employ militia. Instead, he extorts wealth from the tribesmen, in exchange for not letting anyone else extort wealth from them. If the tribesmen have to fight to defend their tents, cattle, or property, then the Khan isn’t doing his job. They will only deploy for their own defense, against monsters or the threat of total annihilation. However, they will fight with savage strength, at least for the first battle.
    Last edited by Yahzi; 2007-03-11 at 04:28 PM.

  11. - Top - End - #11
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    The Tower of Sorcery (CG)


    Guardian
    234 x 1st Warrior
    Longbow, Longsword, Large Wooden Shield, Chain Shirt

    Healer
    18 x 1st Cleric
    Light Mace, Large Wooden Shield, Chain Shirt
    9 have a Wand of Cure Light Wounds (1st)

    Apprentice
    99 x 1st Sorcerer
    Quarterstaff, Crossbow

    Witch
    9 x 4th Sorcerer
    Quarterstaff

    Warlock
    8 x 6th Sorcerer
    Quarterstaff

    Sorceress
    1 x 9th Sorcerer
    As per DMG

    Capital: 1,000,000
    Support: 99,312
    Adjustment: 13,062 support converted to capital.

    Organization:

    9 Covens
    26 Gaurdians, 2 Healers, 11 Apprentices, 1 Witch, 1 Warlock (one Coven is run by the Sorceress)

    Tactics:

    Coven: 13 is considered significant number, so the coven has 13 arcane casters. Two Guardians are normally assigned to each arcane caster, but in battles they will operate as a cohesive unit. The Guardians are fiercely loyal to their coven (thanks to all that charisma!). They will hold the line, protecting their casters from physical attack at the cost of their own lives.

    One of each team of Healers are equipped with a Wand of Cure Light Wounds, which they will use to keep the Guardians standing during the battle.

    Apprentices, Witches, and Warlocks all know the Magic Missile spell, and will coordinate their fire to kill enemy casters or armored targets in one round (before the target can be healed). They will cast Dispel first to rob the target of defenses.

    Apprentices are equipped during wartime with crossbows, for when their spells run out.

    Witch and Warlock are titles, not gender identifiers. All of the arcane casters of the Tower are female. All of the Guardians are male. Healers are either.

    Sorceress: She leads one of the covens. Although the Tower is disorganized, they are not stupid. She will try diplomacy first, but she will not be fooled or tricked by any diplomatic initiatives.

    Militia: The militia use quarterstaffs instead of clubs. They will gladly defend the Sorceress if called upon, but they are a disorganized rabble.

    Options: If you promote the Guardians to 1st Fighters, you can only afford half as many of them.
    Last edited by Yahzi; 2011-02-16 at 11:13 PM.

  12. - Top - End - #12
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    District of Canterbury (LN)


    Crossbowman
    200 x 1st Commoner
    Heavy Crossbow, Club, Small Wooden Shield, Leather

    Pikeman
    300
    x 1st Warrior
    Halberd, Club, Buckler, Splint Mail

    Choir Leader
    10 x 1st Bard
    Harp, Heavy Mace, Buckler, Splint Mail (4 x Tower shield)

    Novice
    20 x 1st Cleric
    Heavy Mace, Large Steel Shield, Splint Mail
    Wand of Cure Light Wounds (1st)

    Curate
    4 x 5th Cleric
    Heavy Mace, Large Steel Shield, Splint Mail

    Bishop
    5 x 8th Cleric
    Heavy Mace, Large Steel Shield, Splint Mail

    Archbishop
    1 x 9th Cleric
    As per DMG

    Capital: 1,000,000
    Support: 99,574
    Adjustment: 10,824 support converted to capital.

    Organization:

    6 Squares
    50 Pikemen, 1 Choir Leader, 2 Novices, 1 Bishop (one Square is led by the Archbishop)

    4 Rounds
    50 Crossbowmen, 1 Choir Leader, 2 Novices, 1 Curate

    Tactics:

    Square: Protected by the Bishop’s ability to dispel magic, the Pikemen form a knot ten men wide and five men deep. The first two ranks can strike at anything in their way, with the heavy halberds chopping through enemy like weeds. As men get tired or wounded, they cycle to the back of the line.

    The novices dispense Cure Light Wounds with abandon. The Bishop will not hesitate to take a spot on the front line, knowing his Novices will not let him die.

    The Choir Leader occupies a safe spot in the middle of the knot, leading war chants to bolster the men’s courage.

    Rounds: These men fight in a dispersed formation. They will run away rather than fight in melee. However, their morale is very good, because they have their own Curate assigned to them and 2 Novices with healing wands. Their Choir Leader will hide behind something solid (like a Tower shield) and bolster as many archers as he can.

    Militia: Only the Cleric’s ability to produce food allows them to siphon off so many men. The peasants accept the justice of their priestly overlords, but lack the time or energy to practice defense. If mustered, they will fight as well as they can.
    Last edited by Yahzi; 2007-03-10 at 01:03 PM.

  13. - Top - End - #13
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    Wildflower Grove (N)


    Militia
    5,000 x 1st Commoner
    Shortspear, Sling, Small Wooden Shield

    Ranger
    100 x 1st Ranger
    Longbow, Longsword, Large Wooden Shield, Chain Shirt
    Light Warhorse + Saddle

    Minstrel
    10 x 1st Bard
    Harp, Longsword, Large Wooden Shield, Chain Shirt
    Light Warhorse + Saddle

    Initiate
    20 x 1st Druid
    Scythe, Leather Armor
    Light Warhorse + Saddle
    Wand of Cure Light Wounds (1st)

    Curate
    5 x 5th Druid
    Scythe, Leather Armor
    Light Warhorse + Saddle

    Druid
    5 x 8th Druid
    Scythe, Leather Armor
    Light Warhorse + Saddle

    Archdruid
    1 x 9th Druid
    As per DMG

    Capital: 1,000,000
    Support: 99,322
    Adjustment: 33,322 support converted to capital (to buy those high-ranked druids!)

    Organization:

    Troop
    20 Rangers, 1 Minstrel, 2 Initiates, 1 Curate

    Circle
    5 Druids, 1 Archdruid

    Tactics:

    Troop: Scouts, horse-archers, and light cavalry. They like to strike and withdraw until the Initiates heal them up with the wands, then repeat.

    The Curate will defend them from magic while the Minstrel boosts their attacks.

    Circle: Once the enemy has been identified, analyzed, separated, pinned down, and softened up, the Circle will shape-shift in CoDzilla and crush them. Night attacks are certainly acceptable, as is hit-and-run spells or overrunning melee assaults.

    Militia: They’re armed but not particularly dangerous. The Druids ask little from them, so when they are mustered they will try their best.
    Last edited by Yahzi; 2007-03-11 at 12:33 PM.

  14. - Top - End - #14
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    ScantyNavia (CN)


    Militia
    2,500 x 1st Commoner
    Short spear, Large Wooden Shield, Leather Armor
    2,500 x 1st Commoner
    Shortbow, Club, Padded Armor

    Viking
    300 x 1st Barbarian
    Longbow, Battleaxe, Large Wooden Shield, Chain Shirt
    Light Warhorse + Saddle

    Bard
    10 x 1st Bard / 1st Cleric
    Harp, Battleaxe, Large Wooden Shield, Chain Shirt

    Jarl
    9 x 1st Bard, 4th Barbarian
    Harp, Longbow, Masterwork Battleaxe, Large Wooden Shield, Chain Shirt +1
    Longship

    King
    1 x 1st Bard / 8th Barbarian
    As per DMG

    Capital: 1,000,000
    Support: 98,268
    Adjustment: 7,018 support converted to capital.

    Organization:

    Longship
    30 Vikings, 1 Bard, 1 Jarl (one ship is run by the King)

    Tactics:

    Longship: The usual – rape, pillage, and burn. In that order!

    They have weak healing, but only weaklings need healing. They prefer to make hit-and-run raids, carrying off slaves and valuables. If desperate, they will converge in one solid, raging mass and try to overwhelm the enemy. In this state they are oblivious to casualties.

    The Longships are assigned for free – instead of the medium castle. The King lives in a wooden longhouse like everybody else.

    The King rules by diplomacy, not by divine right or force. This means he is sometimes limited in what he can ask his army to do, but it also means that once they do decide to follow him, they will do so willingly and courageously.

    Militia: They are well-armed (for militia) and motivated. They expect no mercy, so they will fight fiercely. They only defend their homelands, however: invading other people’s homes is the job of the Vikings.
    Last edited by Yahzi; 2007-03-10 at 01:07 PM.

  15. - Top - End - #15
    Halfling in the Playground
    Join Date
    Feb 2006
    Location

    Default Re: The Book of Armies

    Wow... cool.

  16. - Top - End - #16
    Barbarian in the Playground
     
    Meynolds's Avatar

    Join Date
    Dec 2006
    Gender
    Male

    Default Re: The Book of Armies

    Agreed. I'll try to make an army.

    EDIT - Here it is:

    THE MILITIA KING

    Militia:
    2,500 Longspearman
    Longspear, Padded Armor

    2,500 Spearmen
    Spear, Padded Armor


    The Guard:
    400 1st level fighters
    Greatsword, Splint Mail

    The Cavalry
    50 1st level fighters
    Light Warhorses
    Lances, Breastplate, Longsword

    The Commanders
    4 Level 3 Fighters
    +1 Greatsword, +2 Full Plate

    The King:
    9th level Cleric
    As DMG

    Working calculations:
    Capital: 834,250
    Support: 113,750
    165,750 Capital converted to support.

    I may have miscalculated, sorry if I did.

    Organization:

    Guard Division:
    100 Guard, 1 Commander

    Cavalry Division:
    50 Cavalry, The King


    Tactics:

    Use the regulars to give the militia the advantage, minimal healing so every life is precious.

    Plays battles very cautiously, because any soldier lost is going to do more damage to public opinion. The cavalry is used very effectively however, and has mastered the full speed charge. They use it in the opening moments of battle, hoping to drive off one flank if they can.

    Militia: Best militia, every soldier has a good weapon and a set of armor. The militia is a major weapon, and can probably win against the average enemy militia.
    Last edited by Meynolds; 2007-03-09 at 09:13 PM.
    Avatar by Onasuma

  17. - Top - End - #17
    Dwarf in the Playground
     
    HalflingRogueGuy

    Join Date
    Nov 2006
    Location
    Somewhere within my mind
    Gender
    Male

    Default Re: The Book of Armies

    I have a quick question:
    It seems that the support costs in your table are off. A first level PC has a support cost of 250 for the year, but you also said they should be paid 1 gp per day (365gp for the year). Which is correct?

    This isn't the only one that is off, just the easiest to represent.

  18. - Top - End - #18
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    Quote Originally Posted by Beren One-Hand View Post
    I have a quick question:
    It seems that the support costs in your table are off. A first level PC has a support cost of 250 for the year, but you also said they should be paid 1 gp per day (365gp for the year). Which is correct?
    The table. I'll fix the text. PCs don't actually make a gp a day, since they don't work every single day. And the ruler is giving them free rent, and buying their equipment - so he deserves a bit of a discount. It just makes the numbers add up a little easier.

  19. - Top - End - #19
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    Quote Originally Posted by Meynolds View Post
    THE MILITIA KING
    A classic Medieval army! I detect one problem, however: no missile weapons...

    Maybe the peasants should be longbowmen, ala King Henry.

  20. - Top - End - #20
    Barbarian in the Playground
     
    Meynolds's Avatar

    Join Date
    Dec 2006
    Gender
    Male

    Default Re: The Book of Armies

    I was going to do that, but I figured how well can militia use ranged weapons?

    Besides, the idea is to scatter the enemy archers with the cavalry within the first hour or so of battle.

    I'll work on another one when I have time.
    Avatar by Onasuma

  21. - Top - End - #21
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    City of London (LN)
    (inspired by Meynolds' Militia King)

    Yeomen (Milita)
    2,500 x 1st Warrior
    Longbow, Club, Small Wooden Shield, Studded Leather Armor

    Footman
    400 x 1st Warrior
    Halberd, Buckler, Splint Mail

    Knight
    100 x 1st Fighter
    Lance, Longsword, Large Steel Shield, Half plate
    Light Warhorse + Saddle

    Captain
    10 x 2nd Fighter
    Lance, Longsword, Large Steel Shield, Half plate
    Light Warhorse + Saddle

    Minstrel
    10 x 1st Bard
    Harp, Dagger, Leather Armor
    Riding Horse + Saddle

    Novice
    30 x 1st Cleric
    Heavy Mace, Large Steel Shield, Splint Mail
    Riding Horse + Saddle

    Bishop
    1 x 5th Cleric
    Heavy Mace, Large Steel Shield, Splint Mail
    Riding Horse + Saddle
    Wand of Cure Light Wounds (1st)

    Court Wizard
    1 x 5th Wizard
    Quarterstaff, Spellbook
    Riding Horse + Saddle
    Wand of Color Spray (1st)
    Wand of Magic Missile (3rd)

    King
    1 x 9th Fighter
    As per DMG

    Capital: 994,727
    Support: 100,000
    Adjustment: 1,500 capital converted to support.

    Organization:

    5 Yeoman Companies
    125 Yeomen, 1 Minstrel, 3 Novices, 1 Captain

    4 Foot Companies
    100 Footmen, 1 Minstrel, 3 Novices, 1 Captain

    1 Cavalry Company
    100 Knights, 1 Minstrel, 3 Novices, 1 Captain, 1 Bishop, 1 Court Wizard, 1 King

    Tactics:

    Yeoman Company: The militia are well-trained and equipped. Assuming 4 battles a year, this allows the King to muster ¼ of the militia for any given battle. That’s 625 Yeoman, divided into 5 companies. If forced to melee, they will defend themselves, but that is not really their role, and the King will not use them as such.

    Foot Company: Forming dense lines, they protect the Yeoman.

    Cavalry Company: They will engage and destroy the enemy leadership, or flank the enemy lines.

    Notes: This army suffers from a lack of high-levels and magic.

  22. - Top - End - #22
    Barbarian in the Playground
     
    Meynolds's Avatar

    Join Date
    Dec 2006
    Gender
    Male

    Default Re: The Book of Armies

    How much would it cost to recruit a magical creature into the army or a nonmagical with an LA of -? The obvious for mounts and such, but what of Elderich Giants (for example)?
    Avatar by Onasuma

  23. - Top - End - #23
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    Quote Originally Posted by Meynolds View Post
    How much would it cost to recruit a magical creature into the army or a nonmagical with an LA of -? The obvious for mounts and such, but what of Elderich Giants (for example)?
    Doesn't the book usually give prices on flying mounts and stuff?

    Otherwise I would assume 1 CR = 1 Level.

    1HD creatures are basically the same as 1HD NPC classes. I guess lower level critters are the same as Commoners, although Small ones should eat 1/2 as much food (so 0 to recruit and 50 to pay). I'll make a note in the rules about that. I haven't tried to make any non-human armies, although I think my Mongolians are obviously supposed to be Half-Orcs.

  24. - Top - End - #24
    Barbarian in the Playground
     
    Meynolds's Avatar

    Join Date
    Dec 2006
    Gender
    Male

    Default Re: The Book of Armies

    I'm working on one based on WWII armies, so I wanted to see about some kind of tank.

    The book provides info on mounts and such, I was mainly asking about other non-mount creatures.

    Thanks.
    Avatar by Onasuma

  25. - Top - End - #25
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    The Party (Any)



    Palace Guard
    30 x 1st Warrior
    Heavy Crossbow, Halberd, Buckler, Chainmail

    Castillion
    1 x 3rd Fighter
    Heavy Crossbow, Longsword, Large Steel Shield, Chainmail

    Party Member
    8 x 8th Any Class
    As per DMG (27,000 in equipment)
    +900 gp to buy extra scrolls and potions for the 4 battle requirement

    Party Leader
    1 x Any Class
    As per DMG (36,000 in equipment)

    Capital: 1,000,000
    Support: 99,947
    Adjustment: 72,247 support converted to capital.

    Organization:
    1 Palace Guard
    30 Palace Guard, 1 Castillion

    1 Party
    8 Party Members, 1 Party Leader

    Tactics:

    This is the army that demonstrates how broken PC classes are. An inefficient use of resources (since most of their support is converted to capital), this is still arguably the most powerful army possible.


    Palace Guard: Their mission is to prevent the servants from stealing the furniture out of the castle. They also salute the Party a lot, call them “Sir” and “Ma’am,” and run errands.

    Party: The usual – kill other people for their stuff.
    Last edited by Yahzi; 2007-07-28 at 02:31 AM.

  26. - Top - End - #26
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    Quote Originally Posted by Meynolds View Post
    I'm working on one based on WWII armies, so I wanted to see about some kind of tank.
    Cool. I *think* CR is the right number - a CR 5 creature is supposed to a challenge for a CR 5 party, but that challenge only depletes their resources by 1/4. And there's typically 4 members of the party, so that roughly implies that a CR 5 monster is equal to a CR 5 player.

    And presumably your special monsters require special care and feeding, which explains the increased support cost.

    So ya, just treat them like levels.

  27. - Top - End - #27
    Barbarian in the Playground
     
    Meynolds's Avatar

    Join Date
    Dec 2006
    Gender
    Male

    Default Re: The Book of Armies

    ARMY OF BLITZ (LG/LN/LE)
    (Based off of WWII armies, especially Germany.)

    2,000 Militia
    Light Crossbow, 100 bolts, Leather Armor
    55 gp each

    3,000 Militia
    Morningstar, Hvy steel shield, Scale Mail
    78 gp each

    Snipers - 50 2nd level fighters
    Musket, 100 rounds, Leather Armor
    540 gp each

    The Light Tanks - 100 1st level fighters
    Light Warhorse, Lance, Longsword, Scale Mail
    225 gp each

    The Heavy Tanks - 100 1st level fighters
    Heavy Warhorse, Lance, Longsword, Banded Mail
    675 gp each

    The Superheavy Tanks - 18 Medium Earth Elementals (CR 3)
    No Equipment
    0 gp each

    The Commanders - 4 2nd level Bards (Instrument: Oratory)
    Heavy Warhorse, Lance, Longsword, Half Plate
    1025 gp each

    The Diplomat - 1st level Expert (Mainly diplomatic Skills, high mental Stats)
    49 Candles of Truth

    The Chief of Staff
    9th level Wizard
    As DMG


    Capital: 1,107,600
    Support: 94,625
    Covert 5375 support to Capital


    Organization:

    25 Sniper Pairs
    2 Snipers

    2 Light Tank Divisions
    50 Light Tanks, 1 Commander

    2 Heavy Tank Divisions
    50 Heavy Tanks. 1 Commander

    1 Superheavy Tank Division
    18 Superheavy Tanks, Chief of Staff

    Diplomat
    1 Diplomat


    Tactics

    Sniper Pairs do just as the name implies, they snipe. In pairs. They primarily go after the leaders (150 ft range anybody?), and can have a quick extraction via tank.

    Light Tank Divisions are mainly skirmishers, they hit the edges and can strike the flank.

    Heavy Tank Divisions are used to A: Exploit Weakness, B: Create Weakness, C: Rescue Endangered Divisions, or D: Take down enemy cavalry

    Superheavies are used to devastate Infantry and Cavalry. Plain and simple.

    Diplomat handles diplomacy with other nations, thus the Candles of Truth.

    Militia: Fairly powerful, and sign a 3 year contract to fight, rather than the normal 20 days.
    Avatar by Onasuma

  28. - Top - End - #28
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    Orc Band (CE)
    This is my best estimate of a a typical Orc tribe from the SRD Monster Tables. Note that they do not add up to a full budget according to my rules.


    Non-combatants
    150 x 1st Commoner
    Club, Sling

    Orc
    100 x 1st Warrior
    Falchion, Javelin x 3, Studded Leather Armor

    Sergeant
    10 x 3rd Barbarian
    Falchion, Javelin x 3, Buckler, Studded Leather Armor

    Lt.
    5 x 5th Barbarian
    Falchion +1, Javelin x 3, Buckler, Scale Mail

    Captain
    3 x 7th Barbarian
    Falchion +1, Javelin x 3, Buckler, Breastplate
    Capital: 784,224
    Support: 31,500

    Organization:
    5 Squads
    20 Orcs, 2 Sergeants, 1 Lt.

    Ruling Council
    3 Captains

    Tactics:

    Squads: Hit things.

    Ruling Council: Each member rules 1 or more squads. They hate each other, but they will cooperate for the good of the tribe.

    Each Sgt, Lt., and Captain, has a 10% chance of being a Bard, Rogue, Cleric, Sorcerer, or Druid instead of a Barbarian.
    Last edited by Yahzi; 2011-02-16 at 11:22 PM.

  29. - Top - End - #29
    Barbarian in the Playground
     
    Meynolds's Avatar

    Join Date
    Dec 2006
    Gender
    Male

    Default Re: The Book of Armies

    The Chief of Staff is the leader for the army by the way.

    Got any requests? I'm low on ideas right now.
    Avatar by Onasuma

  30. - Top - End - #30
    Ogre in the Playground
    Join Date
    Oct 2006
    Location

    Default Re: The Book of Armies

    Quote Originally Posted by Meynolds View Post
    The Superheavy Tanks - 18 Medium Earth Elementals (CR 3)
    Those aren't... Titanium Elementals, are they?


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •