Horror Party Organisation
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Mil Sci
Marching Order
Single File | Double File | Social Occasions | |||||||||||||||||||||||
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Watches
19:30 | Isil Eth | Aryan |
21:00 | Amelia | |
22:30 | WordSmith | |
00:00 | Motley | |
01:30 | Loxi | |
03:00 | Kit | |
04:30 | Isil Eth | |
06:00 | Aryan | |
07:00 | Breakfast |
Ares Tactics
Naturally a Pike block is the preferred tactic for countering high speed charging opponents, but I believe more training is required before we can enact this. Perhaps Illusory Pikes for the second rank could discourage casual charging.
To counter En-Passant attacks in open areas by many fast opposition I suggest a wide flat front line, no more than a 5' gap, then the mages. Attempted leaps over the front line will have nowhere to land. The front line can only be strafed by moving across it, which will give each of us a chance to strike at them as they move across. Once the main assault has been broken or if there is a need to engage mages casting from their rear, then Motley and Kit will sweep out while Aryan and Amelia protect the mages.
Motley | Aryan | Amelia | Kit |
Loxi | Isil Eth | WordSmith |
Optional extra: ropes, nets, or Loxi's wire strung above head height to catch anyone who survives moving over the front line. However this limits mobility of the group.
In closer quarters the current double formation will suffice, with the rear line relieving the front line where necessary.
Another option to consider is that Kit switches to a mages role with primary emphasis on countering opposition Illusions.
Standard Magics
- Available
- Strength of Stone Rank 6, duration 7 hours (13 hrs enhanced) (cast on Princess Blade)
- Witchsight (Rk6 Celestial) for WordSmith, duration 3 months
- Disguise or Metamorphosis, duration 4 days
- +8% Defence vs Melee Attacks
- +8% SC with Melee Weapons
- +8 IV with Melee Weapons
- Enhance Enchant Rank 10
- Combat Enhance
- Blessed Weapon Rank 10, duration ~ 1 hour?
- Multiple Images Rank 10, duration 11 minutes
- Invisibility Rank 21, duration 110 minutes
- Avatar Rank 6, duration 7 minutes.
Plans for the Drow City
Possible plans, ideas, fragments to be entered here. Enough criticism will come later, so keep this area for creativity, as bits can be used in other plans if required.
- Frontal Assault
- With Motley's mirror & mirror image, we can have 112 (7x4x4) of us assault the city.
- All invisible, flying, vertical descent. We could hit the top of the city, hope the big bads are in there, wipe it out and have a fair chance of fleeing.
- Infiltrate and smash
- Disguise as Drow (or harpies/vampires/etc). Wander through the city. Learn what's up through subtle questions/observation. Get to the real power base (deep inside, next to the suspected monument?). Then take off our masks and "hope the big bads are in there, wipe it out and have a fair chance of fleeing" as above.
- Infiltrate and snatch
- As above, but kidnap a couple of knowledgeable inhabitants for an hour or so's info extraction before choosing assault/flee/SEP options.
- Call for backup
- We can get back to the Michaeline base or Quorn in 2 days. We can notify the Michaelines dawn tomorrow. The only force big enough to help is probably an invasion by Bretannia. Which we don't want.
- Make it political
- Flee to the Capital, talk to the princess, figure out what's happening, and convince her to convince the Drow to stop.
- Parley with the Drow/Vampire rulers of the city. We'll learn something, if we don't die.
- Someone else's problem
- Set the indigenous people (worms/faerie/whatever) on the city. TP grenade, or something similar.
- Maybe get the creatures ?fae/elf? from the deeps/water to help.
- Flee to Quorn, and leave next Moonday, then blow up the bridge, and regartd Ares as lost. A little soon for this plan, I think.
- Hang back, talk, and dither
- This is not a plan. This is a failure of moral leadership.