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Tactical Advantages/Disadvantages of Nord Ruins, Towers, and Cry

    • 21 posts
    October 21, 2012 3:17 PM EDT

    Two people would be required to man both of them. And I'm unsure, I think the Illusion trainer is the only one capable of alchemy besides Tolfdir. There should still be supplemental spells, however. That's what I advise you to do.

    What would do is have those mages work on enchanting the bows. Raining literal fire and ice on targets. Mages and enchanted civilian archers is a dangerous combo. Not to mention enchanted troops being spat out. Have you seen how much you decimate a bandit camp, or an entire tomb by yourself with only one enchantment on your kit? Imagine two enchantments on all possible pieces. You'd be spewing demigods, capable of ripping through the force unlike a normal soldier could ever dream of. 

    • 21 posts
    October 21, 2012 3:26 PM EDT

    Shock. If they are Nords, Dark Elves, kitty-cats, anything along those lines, none are resistant to shock. Disintegrate them and have a party on the dust.

    • 21 posts
    October 21, 2012 3:42 PM EDT

    I believe we're forgetting that this is tactical advantages and disadvantages for crypts, ruins, and towers. Shall we discuss something that fits this format instead? How about Hag's End? Talos, want to do an assessment (like you did with Labryinthian on the first page) on it?

    • 38 posts
    October 21, 2012 4:27 PM EDT
    NAME:Hag's End/Deepwood Vale
    TYPE: Ancient Nord Tunnel/Temple Complex
    ADVANTAGES: Single tunnel entrance, trap-laden
    DANGER LEVEL: Very High (death for the impatient)
    DISADVANTAGES: Traps can be timed and disarmed, entrance to Vale out of range of archers, main complex cut off from supply routes
    ATTACKING: Small recon teams to neutralize tunnel defenders and traps, larger force to mass at tunnel exit for assault on Complex
    DEFENSE: Archers and Skirmishers in tunnels, Rune Traps on walls and hidden by debris, archers on ramparts, infantry behind the archers and within the Complex
    • 21 posts
    October 21, 2012 5:19 PM EDT

    Alright, so how many numbers do you think we need for a defensive team against, say, 100 Imperial Troops? 

    • 38 posts
    October 21, 2012 5:25 PM EDT
    Mage (x10)
    Melee (x25)
    Ranged/Stealth (x10)
    Mixers (x5)
    • 21 posts
    October 21, 2012 5:51 PM EDT

    50 men, eh? I can work with that. Give me a little while with a map.

    • 38 posts
    October 21, 2012 6:56 PM EDT
    That's assuming that you, me, Nia, Emer, Scar, Dieter, Noc2, and Kade are among them...
    • 285 posts
    October 21, 2012 7:42 PM EDT
    Fear the commanders, it will severely weaken morale of the enemy, and let's not forget the Augur of Dunlain and the Atronach Forge.
    • 285 posts
    October 21, 2012 7:45 PM EDT
    Also for Winterhold, whoever is in control will likely pull their professional soldiers back, which could provide a formidable melee defence and provide bows for civilians.
    • 285 posts
    October 21, 2012 7:48 PM EDT
    Although not ruined, High Hrothgar, enemy has to go up an entire mountain to reach you, easily defendable, Paathurnax and Greybeards kicking butt, I like that situation.
    • 38 posts
    October 21, 2012 8:12 PM EDT
    You'd need to place skirmishers and ambushers at key locations, you'd also face dwindling supplies... If they get to the Monastery steps, they could build siege fortifications... You'd need, atleast, 150 well-trained, heavily armed men, unless you have seasoned fighters... You'd also have civilians to care for... Unless you choose to forsake Ivarstead... That will be a massive drain on your food-stores... Paarthunax/Odahviing and the Greybeards won't be to happy about fighting (it's against the Greybeards philosophy, and the Dovah atop the Throat of the World are there, because they're hiding from the rest of Tamriel/Nirn)...
    • 285 posts
    October 21, 2012 8:24 PM EDT
    If they're attacked then they'll probably fight, the Ivarstead town guard can do a fighting retreat, also they may not like it but the dragons can do food runs. A few ambushes and skirmishes with cover by archer and dragons/dovahkiin a army will be delayed for weeks. You could be raining hell on them forcing a commander with finite resources/ manpower to retreat.
    • 38 posts
    October 21, 2012 8:39 PM EDT
    The Monastery doesn't have ramparts... It wasn't designed with war in mind... You'd have to fight in front of it... Guerilla warfare would be the best way to hold it... Hit and run, in multiple locations... Raid enemy supply trains... Another thing, the enemy would be warm at their FOB in Ivarstead, while your forces freeze on the mountain... Don't use dovah for supply runs, you'd need to make a saddle (of sorts) to carry the supplies... Instead, if you must, use them to strafe enemy positions... While their attention is divided, you can deal significant damage, with a force of 4-5 archers...
    • 38 posts
    October 21, 2012 8:54 PM EDT
    Make sure one of the enchantments is Soul Trap... It's morbid, yet VERY handy...
  • October 21, 2012 9:06 PM EDT

    Markarth
    Advantages: All rock. Easily defendable entrance( sort of *See later). Many towers to shoot from. Somewhat narrow path that they'll have to cross before reaching the gates( having to endure arrow fire the whole time).
    Disadvantages: They've essentially trapped themselves. There IS another entrance from the Dwarven Ruin which connects to Blackreach), it comes right next to the Jarl's throne room.
    Attacking: It would basically be a waiting game, maybe take some of the towers to pressure them even more, but it'd mostly be stopping supplies.
    Defending: Easy defend, tough live in. You could send out patrols to pick up food, but the enemy has most likely "boxed you in" already.
    *Note: I would be very curious to see if ANY military would be able to take advantage of Blackreach, it could be invaluable or a death sentence. It could be used to set up out-of-nowhere assaults on supply carriages, camps, or certain cities like Markarth.

    • 285 posts
    October 21, 2012 9:07 PM EDT
    1. The monestary has a roof doesn't it? You're also forgetting throat of the world.
    2. Raids would be effective, also the enemy can't have everyone at the bottom, it allows too much freedom, if your men can get low enough, they can climb down and find help. The greybeards, if they won't fight, have them use throw voice to confuse and disorient. Keep the enemy on watch and strained long enough, they'll snap.
    • 38 posts
    October 21, 2012 9:16 PM EDT
    There's no access to the roof... And, you'd have to hold out until reinforcements arrive, IF they arrive...
    • 285 posts
    October 21, 2012 9:21 PM EDT
    For defending:
    1. Unless the Forsworn are the attackers, they will be a thorn in the side of whoever.
    2. Nchuand-Zel, after the Falmer are cleared, citizens can barricade themselves into a small part and release the automatons. Scores if not hundreds of machined suddenly appearing would rip the enemy to pieces. You can then turn them off and return to life.
    • 38 posts
    October 21, 2012 9:22 PM EDT
    To take Blackreach, you'd have to send in four-man Stealth squads, to clear it and the adjoining ruins, then stock and garrison it... Also, place fortifications to protect your men, should it be breached... Wipe out the Falmer, Chaurus, Frostbites, and Constructs, and it would be the perfect Bandit stronghold...
    • 285 posts
    October 21, 2012 9:27 PM EDT
    Roof can be accessed from the back, even if renforcements don't come(unlikely, every nord treasures the place), the men can still forage, raid, etc. If they're skilled, they could lead the bears to Ivarstead, chaos ensues!
    • 285 posts
    October 21, 2012 9:32 PM EDT
    The stealth teams could forage inside( the falmer had to eat something)! The stealth teams could be forsworn and silverblood agents who are already experienced.
    • 285 posts
    October 21, 2012 10:37 PM EDT
    Name: Skybound Watch Pass
    Type: Ruins/ Pass
    Offensive strategy: Close off both sides. Take exterior structures by sending light infantry under a hail of arrows. Starve them out, if no time then use mages to burn the rooms then send heavily armored infantry to clear out survivors.
    Defensive Strategy: Create Rockfalls at one end, Use ranged weaponry, preferably crossbows. If troops get in, use daggers and short swords to hit enemies in confined areas.
    Alt. Defensive Strategy: Force enemy to split up forces. Use a rearguard at one end. Use remaining troops to break out on the enemy's weaker side, falling to friendly positions.
    • 5 posts
    October 22, 2012 8:25 AM EDT

    Or as I have experienced one dragonborn

    • 38 posts
    October 22, 2012 8:42 AM EDT
    Too risky to use Forsworn and Silverblood... They're mortal enemies... Especially, after the Markarth Incident... And a Dovahkiin can only move so fast... Best to go with Rangers, Thieves, Agents, Hunters, Archers, and Assassins... Those six Classes, in addition to my Custom, will clear the Blackreach Complex...