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Warrior Ancient and Medieval Rules A Four Horsemen Enterprises Rules Set
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Frank Gilson Moderator

Joined: 12 Apr 2006 Posts: 1567 Location: Orange County California
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Posted: Sat Apr 24, 2004 2:19 am Post subject: Later OttomanRe: Another List to Pick Apart |
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My comments interspersed below:
--- In WarriorRules@yahoogroups.com, Todd Schneider
<thresh1642@s...> wrote:
> I don't own any of these figs, but for some reason the
> Late Ottoman List has caught my eye, so here what I
> banged out today:
>
> CinC 2E Reg A EHC L, B, Sh w P Standard @210
> 2 x Sub Gen 2E Reg A EHC L, B, Sh w 1E Reg B HC L, B,
> Sh P standard @140, 280 total
> 2E Qapu Reg B EHC, L, B, Sh @ 100
Gosh all this Reg cav with generals is expensive. I regard them as
too expensive, in fact, for the value they usually provide on this
army.
> 4x Sipahi Irr C 1/2 HC, 1/2 MC L, B, Sh @ 73 points
> each, 292 total
Why do the rear ranks have shields? There is likely a better way to
buy these guys.
> 2x Akinji 6E LC 1/2 B, Sh, 1/2 B @ 85 points each, 170
> total
> 2x Janissary 6E Reg C 1/3 HG, LTS, SH; 1/3 CB, LTS;
> 1/3 B @ 106 points each, 212 total
> Janissary 6E Reg C 1/3 HG, 2HCT, Sh; 1/3 CB, 2 HCT;
> 1/3 B @ 138
> Janissary 6E Reg C 1/3 HI, B, Sh, 2/3 MI B
Not an unreasonable way to buy Janissaries if you wish to rely on
them heavily...but the last unit should have a middle rank of MI CB.
> 2 x 10E Azab Bowmen Irr D LMI B @ 45 points each, 90
> total
Just say 'NO' to Irr D LMI B in most cases, especially on 1600
points, and especially when they can be LI!
>
> Total Commands: 3 Genrals and 13 Bodies, 1598 points
> Scouting Points: 66
>
> It's not a terrain friendly Army, with no loose order
> troops, but good use of the LI and LC should Mitigate
> that.
> The Sipahi are Skirmisher/Counterpunch units.
> The HG/CB/B armed Jannisary's have an opportunity to
> shake most any opponent at 80P, and Knight units on
> contact if they roll even.
>
> As slow moving as the Janissaries are, IMO it would be
> worht it to force march their command forward,
> interpseres with Sipahi and other cav to keep the
> enemey somewhat honest.
>
> My Two cents, feel free to poke away.
>
> Todd
Here is a way I have seen the list organized, and why:
CinC w/PA & 2 Reg A EHC L,B,Sh & 3 Reg B HC L,B,Sh (201)
Sub w/P & 2 Reg A EHC L,B,Sh & 3 Reg B HC L,B,Sh (131)
This uses up the required Reg B HC and our generals.
3 units of 18 Irr C MC L,B,Sh/L,B/B (363)
These guys can skirmish and fire 12 figures at 80p, or 6 at 160p.
They count as 15 figures...their general purpose is to shoot up
enemy LC (with supporting LC), possibly charge them, kill
unsupported enemy LI, and attack certain other types of infantry, as
they are lancers.
12 Irr A LC L,B,Sh/L,B (121)
A very surprising unit for most people to have to face. With a
little support from other cavalry or shooters it fights enemy LC or
LI extremely well.
12 Irr D LC B (61)
Cheap unit of LC...suited for operation with other LC or the MC.
16 Reg C HI/MI LTS,B,Sh/LTS,B with 2 elements of stakes (102)
32 Reg C MI B,Sh/B with 4 elements of stakes (130)
These are the Janissaries.
Remember that Handgun does not fire outside of 80p, rendering
Janissaries so armed very "avoidable" given that they are close
order foot. Bow "works fine" against knights, and very well against
Elephants, reaching out to 240p is key for close order missile
troops.
3 units of 16 Irr D LI B (123)
Enough scummy throw away LI to act as a reasonable screen, but not
too much.
18 Irr A LMI JLS,Sh (115)
Go Iaylars! Seriously, this gives one good terrain exploiting unit
if that's necessary, and an anti-elephant unit, if none of those
options exist...use it to support the janissaries or your cavalry.
12 Reg D LC B (70)
4 Reg C LC JLS,B,Sh/B (42)
12 Irr B HC L,B,Sh/L,B (133)
This is 1592, I can spend the last 10 points to buy one segment of
ditch if I want...but there's no particular reason to do that.
16 units, 2 commands, 98 scouting points
Frank
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Todd Schneider Centurion

Joined: 12 Apr 2006 Posts: 904 Location: Kansas City
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Posted: Sat Apr 24, 2004 2:31 am Post subject: RE: Later OttomanRe: Another List to Pick Apart |
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The 10 E of Bow were supposed to be LI…Fingers got in the way of my
typing…and looking back I don’t think the MC in the Sipahi Units have Sh,
I’ll have to look at my notes.
Your list look interesting, but doesn’t really fit my style of play,
actually, Mounted Heavy Armies aren’t my style of play…I like the options
you get with the Ottomans though.
Todd
_____
From: Frank Gilson [mailto:franktrevorgilson@...]
Sent: Friday, April 23, 2004 6:19 PM
To: WarriorRules@yahoogroups.com
Subject: [WarriorRules] Later OttomanRe: Another List to Pick Apart
My comments interspersed below:
--- In WarriorRules@yahoogroups.com, Todd Schneider
<thresh1642@s...> wrote:
> I don't own any of these figs, but for some reason the
> Late Ottoman List has caught my eye, so here what I
> banged out today:
>
> CinC 2E Reg A EHC L, B, Sh w P Standard @210
> 2 x Sub Gen 2E Reg A EHC L, B, Sh w 1E Reg B HC L, B,
> Sh P standard @140, 280 total
> 2E Qapu Reg B EHC, L, B, Sh @ 100
Gosh all this Reg cav with generals is expensive. I regard them as
too expensive, in fact, for the value they usually provide on this
army.
> 4x Sipahi Irr C 1/2 HC, 1/2 MC L, B, Sh @ 73 points
> each, 292 total
Why do the rear ranks have shields? There is likely a better way to
buy these guys.
> 2x Akinji 6E LC 1/2 B, Sh, 1/2 B @ 85 points each, 170
> total
> 2x Janissary 6E Reg C 1/3 HG, LTS, SH; 1/3 CB, LTS;
> 1/3 B @ 106 points each, 212 total
> Janissary 6E Reg C 1/3 HG, 2HCT, Sh; 1/3 CB, 2 HCT;
> 1/3 B @ 138
> Janissary 6E Reg C 1/3 HI, B, Sh, 2/3 MI B
Not an unreasonable way to buy Janissaries if you wish to rely on
them heavily...but the last unit should have a middle rank of MI CB.
> 2 x 10E Azab Bowmen Irr D LMI B @ 45 points each, 90
> total
Just say 'NO' to Irr D LMI B in most cases, especially on 1600
points, and especially when they can be LI!
>
> Total Commands: 3 Genrals and 13 Bodies, 1598 points
> Scouting Points: 66
>
> It's not a terrain friendly Army, with no loose order
> troops, but good use of the LI and LC should Mitigate
> that.
> The Sipahi are Skirmisher/Counterpunch units.
> The HG/CB/B armed Jannisary's have an opportunity to
> shake most any opponent at 80P, and Knight units on
> contact if they roll even.
>
> As slow moving as the Janissaries are, IMO it would be
> worht it to force march their command forward,
> interpseres with Sipahi and other cav to keep the
> enemey somewhat honest.
>
> My Two cents, feel free to poke away.
>
> Todd
Here is a way I have seen the list organized, and why:
CinC w/PA & 2 Reg A EHC L,B,Sh & 3 Reg B HC L,B,Sh (201)
Sub w/P & 2 Reg A EHC L,B,Sh & 3 Reg B HC L,B,Sh (131)
This uses up the required Reg B HC and our generals.
3 units of 18 Irr C MC L,B,Sh/L,B/B (363)
These guys can skirmish and fire 12 figures at 80p, or 6 at 160p.
They count as 15 figures...their general purpose is to shoot up
enemy LC (with supporting LC), possibly charge them, kill
unsupported enemy LI, and attack certain other types of infantry, as
they are lancers.
12 Irr A LC L,B,Sh/L,B (121)
A very surprising unit for most people to have to face. With a
little support from other cavalry or shooters it fights enemy LC or
LI extremely well.
12 Irr D LC B (61)
Cheap unit of LC...suited for operation with other LC or the MC.
16 Reg C HI/MI LTS,B,Sh/LTS,B with 2 elements of stakes (102)
32 Reg C MI B,Sh/B with 4 elements of stakes (130)
These are the Janissaries.
Remember that Handgun does not fire outside of 80p, rendering
Janissaries so armed very "avoidable" given that they are close
order foot. Bow "works fine" against knights, and very well against
Elephants, reaching out to 240p is key for close order missile
troops.
3 units of 16 Irr D LI B (123)
Enough scummy throw away LI to act as a reasonable screen, but not
too much.
18 Irr A LMI JLS,Sh (115)
Go Iaylars! Seriously, this gives one good terrain exploiting unit
if that's necessary, and an anti-elephant unit, if none of those
options exist...use it to support the janissaries or your cavalry.
12 Reg D LC B (70)
4 Reg C LC JLS,B,Sh/B (42)
12 Irr B HC L,B,Sh/L,B (133)
This is 1592, I can spend the last 10 points to buy one segment of
ditch if I want...but there's no particular reason to do that.
16 units, 2 commands, 98 scouting points
Frank
_____
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