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Feudal German list

 
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Frank Gilson
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PostPosted: Fri Apr 09, 2004 1:32 am    Post subject: Feudal German list


Wanax put forth the below noted list. I thought I'd throw together a version
and discuss the intentions behind it...the overall point being to have a
solid infantry line that can push any enemy missile fire troops out of the
way, backed by lancers.
2E CinC w/PA and Reg B HK L,Sh
2E Sub w/P and Reg B HK L,Sh
2E Reg C HK L,Sh (only half the imperial knights can be Reg B)
2E Irr C SHC L,Sh (ministeriales)
2E Irr C HK L,Sh (ministeriales)
2E Irr B HK L,Sh (one more knight unit, foreign mercenaries)
4 units of 4E Irr C HI/MI 2HCT,Pa/JLS
2 units of 4E Reg D MI LTS,Pa/LTS,Sh
2 units of 8E Reg D(1E C) MI P,Sh
3 units of 6E Reg D LI CB
2 units of 4E Reg D LI B
8E Reg D LI B
20 units in 2 commands with 17 scouting points

Pluses : lots of foot troops that can easily push away enemy bow, and a fair
amount of it can compete with a lot of other enemy foot...This is backed up
by a core of lancers that are viewed as follow-up attackers, to be used in a
combined arms role with the foot. Then, the remaining points are spent on
all the LI...perhaps too much LI, but it is cheap, gives you a way to slow
down enemy flank advances, and provides a significant blob of scouting
points.

Minuses : This is a poor morale army. Don't lose a unit in the middle of
your line or you will probably lose the game as your Cs and Ds fail
wavers...that's another reason to run a lot of LI, giving you troops you can
face off enemy with without wavering. You have a weakness against any
Elephants, as only your 2HCT/JLS troops can reliably oppose them. The army
also doesn't have the ability to advance in terrain, but has to go around
it.

Frank

>Message: 16
> Date: Mon, 05 Apr 2004 19:47:58 -0000
> From: "Wanax Andron" <spocksleftball@...>
>Subject: Wrecking ball Feudal Germans
>
>Just toying around, I slapped together a list for us to chat about.
>It is fairly obvious the majority of this army is just there to
>defeat enemy shooters, but I think it lacks enough punch/variety in
>the mounted to effectively utilize there supremely interesting and
>cheap foot:
>
>CNC +2E RgB SHK/EHK L/sh
>2x Sub as above
>1x2E RgB SHK/EHK L/sh
>2x2E IrgC SHC L/sh
>2X12E RgD MI LTS/Pa CB
>1x6E RgC HI/MI 2HCT/Pa
>2x6E RgD LI B
>1x6E RgC LHI CB
>1x4E RgC/D HI/MI P/sh

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Ewan McNay
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PostPosted: Fri Apr 09, 2004 3:20 am    Post subject: Feudal German list


OK, I found the list I threw together (remember: Dogs of War
limitations - not that that would probably have changed anything - 1200
points). All of five minutes - maybe less - spent, so this is solely
to give an idea of where I started.

CinC in unit of 6 EHK
Sub ditto
12 HK (compulsory, I think)
6 HK
16 MI pikemen, 4C/12D; 4 identical units
8 MI (Reg D again, although I am not sure this is best, but just
because the irreg command factors get expensive. OK for anti-missile,
not so good for taking on opposing pikes, but that's not their role in
this list) 2HCT, Pa/JLS; 4 identical units.
Reg D LI: 3x8 B, 1x4 CB
24 Reg D LMI CB; 2 units.

All that (if my math is right) comes to 1201 points for 18 units in the
1200 points (!). I think it has huge potential at this point amount.

Looking at it now, the lack of LC is a weakness but possibly not fatal.
The heavy infantry centre is at least minimally potent - and should be
immune to missiles - and there are enough knights, albeit not the best
kind, to give some punch. Nothing to play in terrain except LI (and
LMI in rough) but again that's probably enough. Best of all, I even
have lead to run this in 15mm.

Maybe I will take this to PointCon after all (instead of LIR). Should
be entertaining anyway. Got to love medieval shielded pikemen.

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Centurion
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Joined: 12 Apr 2006
Posts: 1373

PostPosted: Fri Apr 09, 2004 4:18 pm    Post subject: Re: Feudal German list


Frank, I like this list too :)

I still prefer to put CB in the second rank of the LTS/Pa just to
make the enemy shoot at them more. It also acts as a lure for things
my SHK want to find like LMI in the open :)

Wanax

--- In WarriorRules@yahoogroups.com, "Frank Gilson"
<franktrevorgilson@h...> wrote:
> 2E CinC w/PA and Reg B HK L,Sh
> 2E Sub w/P and Reg B HK L,Sh
> 2E Reg C HK L,Sh (only half the imperial knights can be Reg B)
> 2E Irr C SHC L,Sh (ministeriales)
> 2E Irr C HK L,Sh (ministeriales)
> 2E Irr B HK L,Sh (one more knight unit, foreign mercenaries)
> 4 units of 4E Irr C HI/MI 2HCT,Pa/JLS
> 2 units of 4E Reg D MI LTS,Pa/LTS,Sh
> 2 units of 8E Reg D(1E C) MI P,Sh
> 3 units of 6E Reg D LI CB
> 2 units of 4E Reg D LI B
> 8E Reg D LI B
> 20 units in 2 commands with 17 scouting points
>

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