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Fantasy setting-tier people such as wizards versus Tanks
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The first tank (in image) is the regular battle tank. Its smaller and somewhat "weaker" compared to the other two tanks. But this tank is quicker than the other two tanks in this boss fight and to make up for being "weaker" than the two tanks. It's more aggressive, acting as a vanguard and it'll harry and harass teammates to distract them while the other two tanks will take shots at them who're distracted. This tank will also attempt to ram party members who get too close, which can hurt alot.

Second Tank: http://destiny.gamepedia.com/Goliath_Tank

The second tank is a "Heavy Assault" tank, it's got powerful weapons; a main gun which can potentially one-shot-kill, numerous secondary machine guns to any enemy that gets to close. It even has long range attacks such as guided rockets and missiles, which it'll use to forcefully flush anyone out of cover and hiding spots. But, this heavy tank is much slower and less agile. And although it attacks are powerful, its attacks are telegraphed and can be fairly predictable, but again its attacks are high damage and can potentially one-shot-kill anyone who's not careful.


And the third tank: http://karanak.deviantart.com/art/Octopus-331333863

Is a special multi-role hover-tank. This tank has the best of both the other tanks; quick and agile and sophisticated weaponry. This tank is also the smartest it will take advantage of the environment, work alongside the other tanks in taking down a party member. And will make full use of all it's weapons and assets, for example; if a player is hiding behind cover or is in a "Cheesing Spot", it will use its guided missile/rockets weaponry to force that Guy out of that cheesing spot. It will deploy smokescreens to obscure enemy vision, it also has trophy systems to deflect projectiles and would even shoot at stuff you're throwing at it. Basically, this hover-tank is has to be the most difficult to fight.

So how would this boss fight scenario play out?

So will things play out?
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>>46707163
If you do the calculations for the energy-on-impact of weapons that can actually damage tanks from the past half a decade, virtually no Wizard spell beyond really high level ones and those that actively ignore physical protection will do much damage unless they strike at more vulnerable areas. If the party doesn't know the tank's weaknesses and the battle begins at range (assuming the vehicle possesses its standard armaments), virtually any party from most settings will be swiftly annihilated, unless we're talking about truly exceptional individuals.

That being said, we're not here for the boring scientific answer, just pointing that out before you continue.
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>>46707258
I also would like to add that the range difference between any spell even the most powerful and a MBT gun is too big, modern tanks can snipe moving targets from 5km away without any trouble.
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I can already immagine action packed and high-octane scenes where the party of spellcasters fighting those tanks are struggling and panicking how to destroy those tanks and that all the magical attacks they throw at the tanks are seemingly useless and keep on being absorbed or deflected by the tank's armor.

Meanwhile the tank commanders bark orders at the tank crew to "ADVANCE!" or "ENEMY AT NORTHWEST, GUNNER, FIRE MAINGUN!" or "ENEMY IS AT CLOSE DISTANCE! DRIVER, RUN HIM DOWN! RUN HIM DOWN!!!"

Also figured this would fit well as background music for such a scenario

https://www.youtube.com/watch?v=SrCzR7C9DDI
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>>46707258
>>46707409
Would a battle between wizards/mages/spellcasters against battle tanks be that much of serious and hectic business where both sides are scrambling on how to beat the other?

If so then yeah I guess the group of wizards would be flabbergasted that their destruction spells like magic missiles and thunderbolt spells seem to do nothing as the tank's armor just soaks up all that damage.

While the the personnel operating the tanks would often yell orders and directions at one another on what direction to immediately advanced, where the enemy position is as the magic-users are likely teleporting constantly, or to immediately load the next tank round so that they can take a chance at blowing up the enemy wizard and what not.
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Depends.

Are we talking low-level wizards or high-level wizards?

If low-level wizards, you can probably kill them with a housecat.

If High-level wizards, Disintegrate destroys about a ten-foot cube of non-living matter. Cloudkill can possibly be used to kill the tank operators, and the existence of mind-altering spells could make things a bit...complicated.
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Summon earth elemental or cast some kind of stone, earth shaping spell.
Form a slightly steep wall around tank.
You won.
Pouring oil from above or filling the hole with water is optional.
Heck, just use a pit spell.
Let a sumoned ghost materialize inside it, or whatever.
Tank stands no chance.
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>using combat spells to fight tank

Turn ground around tank into mud. Done.
Turn the tank over with telekinesis. Done.
Enchant fighter with EVERYTHING you got - if high-level fighter can withstand blow from Tarrasque, then tank shell is a child's play.
Invisibility, then just walk up to tank and blow up people inside with fireball.

Besides, one person who can fly and teleport is much more mobile than a multi-ton machine. So reaching vulnerable places would be easier than you think.

And don't make me go through list of "X to Y' spells.
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What kind of setting and adventurers are we talking about, here? I mean, I just can't imagine high-level Pathfinder wizard having much trouble with anything as mundane as tanks.

For that matter, you completely left out the sensory capabilities of the tanks.
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Oos and tactics has rules for vehicle warfare amd tanks stated out, also a magic book. Now could those mages take a tank uot? I dont know probably not but there are several ways to neutralize one, not to mention the possibilty to use magic to distract the crew with illusion while another mage gets off anti tank weaponry to its weak spots. All in all check out ops and tactics, its great for modern combat with magic and the magic system blows dnd uot of the water
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>>46709389
You broke your keyboard or something?
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>>46708833
>Turn the tank over with telekinesis
What's the weight limit on that?

Also tanks can do mud.

Invisibility, does that block thermal signature?

Also I wouldn't be sure that a Tarresque hits stronger than a tank shell, but overall, your point works - raw damage is probably not the best way to deal with a tank
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Reverse Gravity it up a few miles then dismiss the effect
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>>46709564
>Invisibility, does that block thermal signature?
Considering that it works against Dark vision(which was, in fact, infravision in earlier editions of D&D) and other vision based detection not necessarily based on visible light, it works against thermal detection and ARGUABLY all of electromagnetic spectrum.
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>>46709463
On my phone and i got the sausage fingers.
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>>46707163
O-okay.

>invisible
>wander into base
>mind-control leaders into making bad decisions

>find the leaders of Modernistan
>assumingdirectcontrol.jpg
>end hostilities between Modernistan and Fantasyland
>Fantasyland sovereignty recognized
>Modernistan now supports arming and training Fantasyland militias
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>>46710193

people allways say that, but the truth is that it kinda makes a shortcut of several factors, a wizard wont intrinsically know where the Modernistan leaderbase is or what leaders he needs to take over
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>>46712409

oh and expanding on that, a Major part is that any modern army will be MUCH faster and MUCH more cohesive then any fantasy 3.5 style army

if we look at WW2 fronts, they are thousands of kilometers and can be pushed enormeous distances in just a single day
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>>46712409
>a wizard wont intrinsically know where the Modernistan leaderbase is or what leaders he needs to take over

It's not exactly the hardest thing to find out, you probably wouldn't even need to interrogate an enemy to learn the leader's name and where the capital is. Besides, we're talking about people who can read minds, literally look into a crystal ball to see things they shouldn't, mind-fuck people into telling them stuff, and ask God for advice. It's practically a given that they'd know this stuff pretty quickly.


>>46712452
>2fast
Of course, the modern faction gets to start the game with all the foreknowledge and planning required to blitz the place, but fantasyland doesn't even get to know who's in charge of the modern guys.
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>>46707163

*wizard casts Wind Wall*
>Immune to non-magical projectiles

*wizard proceeds to blow shit up until essentially out of spells, then Gates away to his pocket dimension where time passes so fast that he can sleep and regain his spells in 1 real-world second, then comes back fully-loaded*

*repeat ad infinitum*

The wizard always wins. Yes, even then.
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>>46708833
Uuuh dude, tanks can go through mud. Or any sort of terrain that can stand their weight, that's one of the things they're made for.

Also, is there not a limit on how much you can lift with telekinesis on D&D? Tanks are usually on excess of 50 tons
Thread replies: 21
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