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Knights of St. John (For Boyd)

 
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Greg Regets
Imperator
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Joined: 12 Apr 2006
Posts: 2988

PostPosted: Tue Jan 13, 2004 8:47 pm    Post subject: Knights of St. John (For Boyd)


Kelly mentioned something about this army in a previous post, and
suggested I chime in.

First and foremost, there are obviously a ton of ways to play this
thing, and it should be clearly stated that I'm playing it in 15mm at
1600 points.

The big advantage of this army in 15mm as I see it, is the ability to
spread an opponent out with a combination of very inexpensive missile
and light troops, combined with a shock component of two stand units
(both infantry and cavalry) that gain the added "feel" of extra
movement, because they all march at the same speed. Many may not
agree with this, but it's what I have evolved to after playing this
army almost exclusively for over six years. Of course, when I started
playing it, the army had crummy knights, and missile impared
crossbows. TOG 7.6 and Warrior did wonders. ;-)

By using Regular light infantry in conjunction with Regular light
cavalry, you can pin the bulk of the enemy battle line in place,
allowing your shock elements to hit where they choose. If you use
small units of light troops, hide behind your shields, and play the
approach/target priority/get shot/recall game correctly, you can
basically ensure that the enemy never gets a shot at any unit that is
disordered in rally. As such, you are eliminating any friendly waver
tests. The enemy will be shooting the crap out of your lights, but
will not score any points against them, unless he chooses to commit
to charge them with mounted ... which would be manna sent from heaven
for any SHK army!

The army is good in terrain, and that is important, because against
some armies you are going to need it. Quite useful to you is the two
extra pieces of terrain you get by purchasing stone walls. My
experience with these has been that they end up getting in my way
about as often as they end up being useful, BUT, when they come in
handy, they usually REALLY come in handy!

You better know the orders section of your rulebook, and make sure
your opponent is obeying his. This goes hand in hand with buying lots
of generals, hence several commands and lots of prompting. None of
your foot is very "combat tough" but is quite good when the force
multiplier of SHK is added into the mix. In about half of your
battles, you are going to be a dedicated counter-attack army, and to
do this well, you have to be very good at disguising your intent to
your opponent, and launching your attack when and where he least
expects it. If you want to go balls-to-the-wall on the attack in most
of your games, play something else! This army will not win
consistantly that way.

Sharp pointy long things carried by infantry are going to be tough
matchups for you. Regular knights just don't have the impetuous smoke
to deal with them. When you play these sorts of armies, have some
realistic expectations, and try to aggressively use terrain. Lucky
for you, most of these types of armies, have something you can kill,
and are very slow.

Chariots ... lets see, you have SHK and a bazillion crossbows. If you
lose this matchup, look in a mirror for the reason why. :-)

I hope this helps ... or at least was interesting a)reading, b)
laughing.

Peace ... g

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Kelly Wilkinson
Dictator
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Joined: 12 Apr 2006
Posts: 4172
Location: Raytown, MO

PostPosted: Wed Jan 14, 2004 1:26 am    Post subject: Re: Knights of St. John (For Boyd)


Great Post by the way! This is just the sort of post that is helpful. I might
note in here that Greg is perhaps one of the BEST Players that I've seen play
this game. Right up with Ewan and Tim Brown! You most would do well to heed
Gregs advice even if he is "Negative and Sarcastic" sometimes! Smile
kelly

Greg Regets <gar@...> wrote:
Kelly mentioned something about this army in a previous post, and
suggested I chime in.

First and foremost, there are obviously a ton of ways to play this
thing, and it should be clearly stated that I'm playing it in 15mm at
1600 points.

The big advantage of this army in 15mm as I see it, is the ability to
spread an opponent out with a combination of very inexpensive missile
and light troops, combined with a shock component of two stand units
(both infantry and cavalry) that gain the added "feel" of extra
movement, because they all march at the same speed. Many may not
agree with this, but it's what I have evolved to after playing this
army almost exclusively for over six years. Of course, when I started
playing it, the army had crummy knights, and missile impared
crossbows. TOG 7.6 and Warrior did wonders. ;-)

By using Regular light infantry in conjunction with Regular light
cavalry, you can pin the bulk of the enemy battle line in place,
allowing your shock elements to hit where they choose. If you use
small units of light troops, hide behind your shields, and play the
approach/target priority/get shot/recall game correctly, you can
basically ensure that the enemy never gets a shot at any unit that is
disordered in rally. As such, you are eliminating any friendly waver
tests. The enemy will be shooting the crap out of your lights, but
will not score any points against them, unless he chooses to commit
to charge them with mounted ... which would be manna sent from heaven
for any SHK army!

The army is good in terrain, and that is important, because against
some armies you are going to need it. Quite useful to you is the two
extra pieces of terrain you get by purchasing stone walls. My
experience with these has been that they end up getting in my way
about as often as they end up being useful, BUT, when they come in
handy, they usually REALLY come in handy!

You better know the orders section of your rulebook, and make sure
your opponent is obeying his. This goes hand in hand with buying lots
of generals, hence several commands and lots of prompting. None of
your foot is very "combat tough" but is quite good when the force
multiplier of SHK is added into the mix. In about half of your
battles, you are going to be a dedicated counter-attack army, and to
do this well, you have to be very good at disguising your intent to
your opponent, and launching your attack when and where he least
expects it. If you want to go balls-to-the-wall on the attack in most
of your games, play something else! This army will not win
consistantly that way.

Sharp pointy long things carried by infantry are going to be tough
matchups for you. Regular knights just don't have the impetuous smoke
to deal with them. When you play these sorts of armies, have some
realistic expectations, and try to aggressively use terrain. Lucky
for you, most of these types of armies, have something you can kill,
and are very slow.

Chariots ... lets see, you have SHK and a bazillion crossbows. If you
lose this matchup, look in a mirror for the reason why. :-)

I hope this helps ... or at least was interesting a)reading, b)
laughing.

Peace ... g



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Greg Regets
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Joined: 12 Apr 2006
Posts: 2988

PostPosted: Wed Jan 14, 2004 7:35 am    Post subject: Re: Knights of St. John (For Boyd)


It's all in the loaded dice, Kelly. ;-)



--- In WarriorRules@yahoogroups.com, kelly wilkinson
<jwilkinson62@y...> wrote:
> Great Post by the way! This is just the sort of post that is
helpful. I might note in here that Greg is perhaps one of the BEST
Players that I've seen play this game. Right up with Ewan and Tim
Brown! You most would do well to heed Gregs advice even if he
is "Negative and Sarcastic" sometimes! Smile
> kelly
>
> Greg Regets <gar@t...> wrote:
> Kelly mentioned something about this army in a previous post, and
> suggested I chime in.
>
> First and foremost, there are obviously a ton of ways to play this
> thing, and it should be clearly stated that I'm playing it in 15mm
at
> 1600 points.
>
> The big advantage of this army in 15mm as I see it, is the ability
to
> spread an opponent out with a combination of very inexpensive
missile
> and light troops, combined with a shock component of two stand
units
> (both infantry and cavalry) that gain the added "feel" of extra
> movement, because they all march at the same speed. Many may not
> agree with this, but it's what I have evolved to after playing this
> army almost exclusively for over six years. Of course, when I
started
> playing it, the army had crummy knights, and missile impared
> crossbows. TOG 7.6 and Warrior did wonders. Wink
>
> By using Regular light infantry in conjunction with Regular light
> cavalry, you can pin the bulk of the enemy battle line in place,
> allowing your shock elements to hit where they choose. If you use
> small units of light troops, hide behind your shields, and play the
> approach/target priority/get shot/recall game correctly, you can
> basically ensure that the enemy never gets a shot at any unit that
is
> disordered in rally. As such, you are eliminating any friendly
waver
> tests. The enemy will be shooting the crap out of your lights, but
> will not score any points against them, unless he chooses to commit
> to charge them with mounted ... which would be manna sent from
heaven
> for any SHK army!
>
> The army is good in terrain, and that is important, because against
> some armies you are going to need it. Quite useful to you is the
two
> extra pieces of terrain you get by purchasing stone walls. My
> experience with these has been that they end up getting in my way
> about as often as they end up being useful, BUT, when they come in
> handy, they usually REALLY come in handy!
>
> You better know the orders section of your rulebook, and make sure
> your opponent is obeying his. This goes hand in hand with buying
lots
> of generals, hence several commands and lots of prompting. None of
> your foot is very "combat tough" but is quite good when the force
> multiplier of SHK is added into the mix. In about half of your
> battles, you are going to be a dedicated counter-attack army, and
to
> do this well, you have to be very good at disguising your intent to
> your opponent, and launching your attack when and where he least
> expects it. If you want to go balls-to-the-wall on the attack in
most
> of your games, play something else! This army will not win
> consistantly that way.
>
> Sharp pointy long things carried by infantry are going to be tough
> matchups for you. Regular knights just don't have the impetuous
smoke
> to deal with them. When you play these sorts of armies, have some
> realistic expectations, and try to aggressively use terrain. Lucky
> for you, most of these types of armies, have something you can
kill,
> and are very slow.
>
> Chariots ... lets see, you have SHK and a bazillion crossbows. If
you
> lose this matchup, look in a mirror for the reason why. Smile
>
> I hope this helps ... or at least was interesting a)reading, b)
> laughing.
>
> Peace ... g
>
>
>
> ---------------------------------
> Yahoo! Groups Links
>
> To visit your group on the web, go to:
> http://groups.yahoo.com/group/WarriorRules/
>
> To unsubscribe from this group, send an email to:
> WarriorRules-unsubscribe@yahoogroups.com
>
> Your use of Yahoo! Groups is subject to the Yahoo! Terms of
Service.
>
>
>
> ---------------------------------
> Do you Yahoo!?
> Yahoo! Hotjobs: Enter the "Signing Bonus" Sweepstakes
>
> [Non-text portions of this message have been removed]

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Chris Bump
Legate
Legate


Joined: 12 Apr 2006
Posts: 1625

PostPosted: Wed Jan 14, 2004 12:25 pm    Post subject: Re: Re: Knights of St. John (For Boyd)


In a message dated 1/13/2004 10:42:13 PM Central Standard Time, gar@...
writes:
It's all in the loaded dice, Kelly. Wink
AAAAAAAAAAAA HA! I knew it, I knew it. (Obvious great big fat cheshire cat
grin)


[Non-text portions of this message have been removed]

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Centurion
Centurion


Joined: 12 Apr 2006
Posts: 1373

PostPosted: Wed Jan 14, 2004 3:42 pm    Post subject: Re: Knights of St. John (For Boyd)


Excellent post Greg, thanks. every time I look at St. Johns I'm
somewhat transfixed by the 2HCT/HG combo LHI, but then I end up with
a list that scares me more than it would scare any opponant. I'll
look again. :)

I did have this army in 15mm hand me my ass way back in 1990 in the
finals of the Historicon open. It was Bret Steiffel (sp) that ran it
with huge success (ended up second or first IIRC). I was running
Nikephorians and he litterally shot everything dead.

Plus it can be a big red army. I like red Wink
boyd

--- In WarriorRules@yahoogroups.com, "Greg Regets" <gar@t...> wrote:
> Kelly mentioned something about this army in a previous post, and
> suggested I chime in.
>
> First and foremost, there are obviously a ton of ways to play this
> thing, and it should be clearly stated that I'm playing it in 15mm
at
> 1600 points.
>
> The big advantage of this army in 15mm as I see it, is the ability
to
> spread an opponent out with a combination of very inexpensive
missile
> and light troops, combined with a shock component of two stand
units
> (both infantry and cavalry) that gain the added "feel" of extra
> movement, because they all march at the same speed. Many may not
> agree with this, but it's what I have evolved to after playing this
> army almost exclusively for over six years. Of course, when I
started
> playing it, the army had crummy knights, and missile impared
> crossbows. TOG 7.6 and Warrior did wonders. Wink
> Peace ... g

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