Fantastical Combat

When magic, non-human troops and the occasional monster are thrown into the mix, investment takes on a totally new aspect. Sorties can be considerably more effective if led by a giant or two, the attackers must concern themselves with possible air-lifts, and supply takes on a new significance since hungry monsters are less likely to follow battle plans…

The options for the attacker are many. Magical spells like wizard lock or perhaps holy symbols might be used to deny the use of the castle’s gates to its own garrison. The potential uses for powerful battle magic like finger of death spells are obvious, and the effects of such dweomers are covered in the BATTLESYSTEM miniatures rules. Even if the attacker prefers keeping up the investment to forcing entry, there’s no reason why a magically-endowed character or group of characters couldn’t enter the castle (via a passwall spell, for example), and engage in a little mayhem or assassination.

The attacker must also be on guard against the many options open to the defender. For example, the attacking troops must be ready to repel sorties led by fantastic “shock troops” that might or might not be illusory. It is usually a good idea to have mages stationed around the perimeter to analyze and perhaps counter these threats.

Magic makes it much easier for the defenders to send troops over the wall without being observed. These troops might simply be on a mission to summon help, or might be charged with destroying the besiegers’ supply dump or assassinating the attacking commander. Skirmishers stationed around the perimeter, or regular patrols, become more important. If a breakout in force occurs, cavalry should be available to run the enemy to ground and mop up. The defenders can use flying creatures, or mages equipped with appropriate spells or items, to summon help, harass the attacking troops, or even ferry in supplies. The attacking commander must be prepared, with archers or wizards ready to engage from the ground, or flying creatures to dogfight with the enemy.

Certain things become impossible for the attacker. There’s nothing the most skillful general can do to prevent a spellcaster within the castle from teleporting elsewhere to recruit help. Similarly, a powerful enough mage can summon or gate in reinforcements, despite the tightest encirclement.

Historically, duels between single champions or small groups were sometimes used to decide victory in a battle. Similar circumstances could arise in a siege: single combat between opposing heroes, or a sorcerous duel between spellcasters. Of course, there’s no guarantee that the losing side in such an exercise would follow through with their side of the bargain, but this is an age of chivalry and honor.


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