06-13-2023, 09:27 AM | #41 |
Join Date: Jan 2006
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
One thing I tend to do as standard in "magic and explosives" settings is have a few spells, items, and abilities that are some variant of "summon a swarm of small hyper fire elementals that love to hug explosives."
This does not outright prevent the use of explosives, and of course there are mundane and magical counters, but:
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06-13-2023, 10:44 AM | #42 | |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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Good heavens. Thank you. That's a pretty spiffy idea. Create a teensy fire elemental (no need to invent a new spell for it, other than to Be Cool), arrange the stats to make it pretty smart, and order it to zip across enemy lines to have a play date with the powder dump. That's a very valid anti-firearm tactic from any point from the introduction of culverin and arquebuses on forward. Food for thought!
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06-13-2023, 03:50 PM | #43 | |
Join Date: May 2007
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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Not sure about the Yalu River. Last edited by fredtheobviouspseudonym; 06-13-2023 at 03:57 PM. |
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06-13-2023, 04:27 PM | #44 | ||||
Join Date: May 2007
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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Uh-oh. Last edited by fredtheobviouspseudonym; 06-13-2023 at 04:32 PM. |
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06-13-2023, 08:44 PM | #45 | |
Join Date: May 2022
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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In the case of warships specifically, they're rarely going to get any closer than 500 yards to each other, separated by water. Hmm... maybe the "fire kittens" could be dropped from above. I like the idea of sailors on deck having to fight such things using buckets of water before they can reach the magazine. |
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06-13-2023, 08:56 PM | #46 |
Join Date: Mar 2008
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
Operation Chaos by Poul Anderson has a Ww II equivalent in the first part with magic. The two main characters are a werewolf special ops officer and a witch from special projects.
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06-13-2023, 09:38 PM | #47 | ||
Join Date: May 2022
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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you're talking about tens of thousands of tons. Yes, the grain would be a fire hazard. I was actually going to allow players to, when selecting what kinds of specialists they can be/have in their service, one coveted option is a user of food magic, because of how much logistics capacity they add to a task force. I was also going to say that this may be one of the reasons why the naval crews they start with have low morale: because the enlisted sailors are often fed "food" made from offal, kitchen trash and leftovers using the "create food" spell, which is the most efficient way to turn magic (FP) into food. Anyway, this could also be used to turn grain directly into fresh meat to feed carnivorous beasts like dragons and gryphons. Though of course, a powerful enough wizard is not always available and often you would need to go to the trouble of shipping livestock and their feed over water. Remember all the weapons noted above had 1" projectiles available. The Hotchkiss rotary cannon fired the same 37 mm shell as the early Pom-poms. (See Anthony Williams, Rapid Fire) You should be able to have rotary gun mounts that could elevate to c. 75 degrees. Lots of incentive for such if there dragons around. And you can hype up the rate of fire by using an electric motor to rotate the barrels. (Ammunition supply would of course then be a problem -- but a fast burst might well discourage said dragons . . .) Quote:
In game terms in mass combat, if you have airpower and your opponent has none, during the daytime, the benefit is MORE significant than going from outnumbering your opponent 2:1 to outnumbering them 3:1; the former is a +3 bonus, and the latter is a +2. That's easily worth a few grain silo explosions and fatal dragon maulings. You do make a good point that anti-aircraft artillery would be possible. But it would be very crude. You'd basically have to be firing a box of shells fused to burst at a pre-manufactured distance, and to change ranges, you would need to switch to a whole different box of shells. Their sights would be lousy, training would be primitive. Remember, they don't have airplanes in this setting. The only way to train anti-aircraft gunners would be to have one of your own beasts be pulling a decoy glider behind it! Talk about dangerous! That being said, I was thinking different creatures might serve in different roles. Probably the most common flying cavalry mount (assumin generic DnD and fantasy creatures are the options) would be a pegasus which is basically just a super-strong flying horse. Those would be the scout aircraft, probably only carrying pistols to save on weight (and because reloading a rifle while mounted on a horse-equivalent is very hard, and you have to shoot past your own mount's wings). They can fight, and possibly threaten even larger creatures, but mostly they are there to spot the enemy and mark them using flare guns. They could even use colored flares (or, in good visibility, flags) to perform artillery observation! The "fighter" equivalents would be dragons, kings of the sky. Tough enough that air-bursting shells do little damage to them, and only multiple direct hits from a machine gun or rifle is enough to bring them down. The rider is more vulnerable, but they will be heavily armored, too, in a cast-iron suit. Capable of breathing fire, which is much more accurate and dangerous than firing a pistol wildly. But only capable of carrying small bombs and not good at using them. But if there's no machine gun fire to stop them from landing on an enemy ship, they will utterly terrorize the crew. And their flame breath can quickly destroy wooden ships (then again, anything that hits them destroys wooden ships). The "bomber" equivalents would be gryphons. Unlike dragons, they are built for diving, and don't require much extra training to drop bombs, as they already pick up and drop prey while in a power dive as a hunting method. They can carry a 150 pound bomb in their talons. These bombs are inaccurate and unreliable, failing to detonate about one in five times, but when they hit and go off, they're devastating. Over short distances, strong gryphons can even carry two of those bombs, one in each claw. Unlike pegasi they are strong fighters and will literally eat them alive if they can catch them (which they can, if they have an altitude advantage). Gryphons are weaker than dragons in a close-in fight, but they can bring a dragon down if they get lucky, or inflict mortal wounds on one before being killed by it.They are much more vulnerable to air-bursting shells than dragons. Although no one's tried it yet, it could be possible for dragons to swoop in and suppress the fast-firing anti-flyer cannons, followed by the gryphons dropping bombs. This is the kind of stuff that is ripe for a clever player to refine in-game as well, as hinted. This seems especially apt, because one of the main themes in a war-oriented game focusing on this era might be something like "careful preparation for a battle is more important than courage and elan", which could allow them to contrast to pompous rivals on the same side, or overconfident enemies. So IQ-based skill rolls to research and develop new tactics, and social rolls to convince (often hidebound/uncooperative) officers or crew to adopt them, could be a significant part of play. One of the ways to convince players to get into the "boring" stuff like training , planning logistics and so forth (granted this is an RPG so this stuff will be highly abstracted and more serve as a roleplaying opportunity than actual bookkeeping) is to have boorish, obviously naive NPC crewmen or visiting politicians going around saying things like "Balderdash to the facts and figures, the important thing is pride in your flag and willingness to lay down your life for it! A true patriot/subject of her majesty/etc. doesn't need to slink away from a fair fight or attack his enemy's baggage train! If supplies get low, by jove we can do without for a few days! You should just take them head on in an honorable clash!" ...as a none-too-subtle hint to the players that they should be doing the opposite. edit: In fact, I think a good way to handle this (and since it's a bit OP rules as written) is to expand "risk modifiers" as per mass combat. Basically, instead of what's written, you divide the bonus of your risk modifier in to two (because realistically, even if you're a mage, there is a limit to how much you can personally affect a battle at such a scale by putting yourself close to the action). Basically, you take whatever risk modifier is listed, and break it up into a bonus to the strategy roll in the battle, and a "post-combat" bonus. After the battle, you add the sum total of your learning bonus from risking yourself to your next skill roll to refine tactics, notice something works or doesn't ("the flying cavalry that tried to charge an enemy cruiser at the start got torn to pieces, but when the second wave came in while they were suppressed by our gunnery, they hit the target and only took minor losses...") or use the result for political purposes. Anyway thanks for the idea. Last edited by seasalt; 06-13-2023 at 09:49 PM. |
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06-14-2023, 09:06 AM | #48 | |||
Join Date: Aug 2004
Location: Austin, TX
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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I should probably link to the campaign write-ups on my old blog: http://noschoolgrognard.blogspot.com...bel/New%20Dawn. There's a fair bit of commentary about what worked and why, and as far as I know it's the largest archive of session reports from a GURPS Mass Battle campaign.
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06-14-2023, 11:39 AM | #49 | |||
Join Date: Jan 2006
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
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To put it another way: Modern weapons have a tendency to explode. Magic tends to make things explode. Quote:
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06-14-2023, 11:46 AM | #50 |
Join Date: Jan 2006
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Re: How would magic interact with late TL5 naval warfare? & Campaign idea
I don't know if necromancy in on theme here, but there was a bunch of cheezy weapon design back in GURPS 3e where tools to build power plants that ran on necromantic sacrifices were combined with custom weapon rules and enchantment to make stuff like the infamous laser rifle powered by belt-fed hamsters that ejected zombified hamsters like shell casings.
You could certainly power boilers with necromantic sacrifice, and ship cannons that loaded in humans and fired their screaming life-hating spectral souls at the enemy are not an unreasonable development of the baseline GURPS magitek baseline. Don't pass on the classic evil DM scenario of having your PCs capture a critical artillery emplacement that could destroy the enemy if turned on them, but unfortunately it is using the former inhabitants of the local orphanage as ammo. |
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campaign design, magitech, tl5 |
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