Siege of Alfort (Morgansfort): Tower Defense Style – Prep Work Part 3, Enemy Combatants

So, this part is going to take some tweaking, and maybe even some test runs, so these numbers are far from final.

Let’s have a run-down of the various undead we have to work with:

Skeletons 1 HD 20′
Zombies 2HD 40′
Ghoul 2HD* 30′ (paralysis)
Wight 3HD* 30′ (Level Drain)
Wraith 4HD** 40’/ (Level Drain)
Mummy 5+1HD* 20′ (disease)
Spectre 6HD** 50’/100′ (Level Drain x 2)
Vampire 9HD** 40’/60′

The bulk of the monsters are going to be skeletons & zombies, low hit dice monsters who should probably be ignored, if possible, in favor of the bigger baddies coming through. So, let’s come up with some ground-rules for how each of these monsters operates:

Skeletons – move along the scripted path. Remove 1 HD of defense and ‘go away’.

Zombies – move along the scripted path. Remove 1 HD of defense and ‘go away’.

Ghouls – move along the scripted path. Remove 1 HD of defense and ‘go away’ so long as there are at least 3 HD of defense present; otherwise, remove 1 HD of defense per round until no defense is present and continue along path.

Wights – move along the scripted path. Remove 1 HD of defense per round until no defense is present. When no defenders are present, continues along path.

Wraiths – move by flight through walls & buildings towards currently targeted zone. Remove 1 HD of defense per round until no defense is present. When no defenders are present, continues along path. Once, Nuromen may use “Sleep” to allow the elimination of 2d4 HD of defenders.

Mummies – move along the scripted path. Remove 1 HD of defense per round until no defense is present. When no defenders are present, continues along path.

Spectres – Considering their special ability of creating new spectres, I’m highly considering omitting these guys. We’ll see. moves by flight to towers, eliminating tower & rampart defenders. Remove 1 HD of defense per round until no defense is present. After reaching zone 6, will enter the chapel.

Vampire – moves along the scripted path. Remove 1 HD of defense per round, though continues along path without stopping.

Here’s a sample elven army.

60 skeletons
30 zombies
15 ghouls (accursed elves)
5 wights (undead elf knights)
4 Wraiths + Nuromen (undead elf mages)
4 Mummies (undead elf clerics)
2 Spectres (undead elven princes)
1 Vampire (Caelden, lord of elves)

Wave 1
10 skeletons
10 zombies

This wave might even be completely turned.

Wave 2
10 skeletons
5 zombies
5 ghouls

Some of this wave might be turned; I expect this to be the first wave to do some damage in zone 1.

Wave 3
10 zombies
5 ghouls
1 wight

This is something of a wakeup call with the wight. If the heroes are fighting from the walls, it should be apparent that someone is going to have to go down and deal with it.

wave 4
5 zombies
5 ghouls
2 wights

Things being in earnest now. Clerics within the castle will likely have run out of turning, and the wight’s level drain could be a serious problem.

wave 5
10 skeletons
2 wights
Nuromen

Boss wave. While the skeletons just march onto reduce various zone HD, Nuromen will be casting spells and with the two wights who accompany him, he’ll be pretty tough, even with his limited HP.

Wave 6
10 skeletons
2 wraiths

Consider this a sequel to wave 5, but at least these wraiths aren’t casters.

Wave 6
5 skeletons
1 wraith
1 mummy

The mummy is going to slowly tank his way through the defenses.

Wave 7
1 wraith
2 mummies

Ditto.

Wave 8
10 skeletons
1 Mummy

Consider this wave a reprieve?

wave 9
5 skeletons
2 Spectres

If things aren’t already really bad, this may be the end of things. The heroes might seriously consider running at this point.

Wave 10
Vampire

The vampire more or less makes a Beeline to the bank, the apartments, the chapel, then the keep. He’s got important things he wants in those places.
Goals:
Ultimately, the castle is meant to fall. The main goal the heroes should have is staying alive or maybe stopping Nuromen (wave 5). Anything after that point ought to be gravy, though they should probably try to either escape through the Chapel Tunnels, the Keep Tunnels or any other possible means.

On the off chance that 8 waves are defeated before the chapel falls, I would consider this a decisive “win” for fort, if it weren’t for those pesky spectres. While Caelden might ‘retreat’, there would be a ton of dead that would need quick sanctification or things could easily be worse than before, in which case, the fort falls anyway. If the heroes manage to somehow defeat all 10 waves, Caelden likely retreats to lick his wounds. In this final case, he’ll probably be treated like any other vampire and sent to his lair (I might stick him in the Gibbering Tower) to be hunted down.
Up next, I’ll detail the tactical scenario leading up to the siege.

Advertisements

3 responses to “Siege of Alfort (Morgansfort): Tower Defense Style – Prep Work Part 3, Enemy Combatants

    • Thanks! It’s probably going to need some playtesting and balance tweaking, but I’m hoping that it’ll be awesome for my players.

      I think one of the places where I need to try to make a ‘how it feels like it plays’ distinction is between a regular miniatures siege battle and one that is more tower defense style.

      Next on my list of “things to do” is do a mockup on some wrapping paper before I drop the money on a wet-erase battlemat.

      • Something stuck out to me about “wave structure” that I want to comment on — I mean, in a good way — but again, the thought is too nebulous for me to say at the moment. Maybe after lunch. Hm.Hmmmmm.

        –Dither

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s