Warrior Warrior Ancient and Medieval Rules
A Four Horsemen Enterprises Rules Set
 
  FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups AlbumAlbum   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Peltasts

 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Warrior Ancient and Medieval Rules Forum Index -> Egroup Archives
View previous topic :: View next topic  
Author Message
Bill Chriss
Centurion
Centurion


Joined: 12 Apr 2006
Posts: 1000
Location: Texas

PostPosted: Fri May 28, 2004 1:32 am    Post subject: Re: Peltasts


--- In WarriorRules@yahoogroups.com, JonCleaves@a... wrote:
> Let's not have any judging of anyone's method of dice rolling or
other
> such preferences. Please return this thread to 'theory' or let
it end for you.
> J
>
>


Point taken, Jon. No offense or accusation intended.

So, allow me to radically change the subject:

The double-armed (LTS + JLS) peltast of the reg B or reg C variety.
I'd be interested in all the opinions I can get regarding what this
guy can and cannot, should or should not, be doing, e.g., who else
should be in his "pod" as Scott would call it? What units should
support him? What tactics exist for protecting him or using him
effectively agianst cavalry or in open terrain? When should he
skirmish (if ever) and when not? Or are these guys pretty much just
outclassed on the competition (open) table?


Greek


_________________
-Greek
Back to top
View user's profile Send private message  
Ed Forbes
Centurion
Centurion


Joined: 12 Apr 2006
Posts: 1092

PostPosted: Fri May 28, 2004 2:59 am    Post subject: Re: Re: Peltasts


I would count Reg B LMI/LHI LTS, JLS, SH as one of the best flank supporting
units you can get. These in brush would be hard for about anything to rout on
contact. They also do well in the open against all but SHK/EHK/SHC, and these
are a dice roll (as in not routing at contact). If they do not rout, they can
stick for a long time, if not outright win. As long as they do not run, they are
doing their job of protecting the flank.

Ed

>The double-armed (LTS + JLS) peltast of the reg B or reg C variety.
I'd be interested in all the opinions I can get regarding what this
guy can and cannot, should or should not, be doing, e.g., who else
should be in his "pod" as Scott would call it? What units should
support him? What tactics exist for protecting him or using him
effectively agianst cavalry or in open terrain? When should he
skirmish (if ever) and when not? Or are these guys pretty much just
outclassed on the competition (open) table?


Greek





Yahoo! Groups Links






________________________________________________________________
The best thing to hit the Internet in years - Juno SpeedBand!
Surf the Web up to FIVE TIMES FASTER!
Only $14.95/ month - visit www.juno.com to sign up today!

Back to top
View user's profile Send private message  
Greg Regets
Imperator
Imperator


Joined: 12 Apr 2006
Posts: 2988

PostPosted: Fri May 28, 2004 5:18 am    Post subject: Re: Peltasts


Given that they may charge together with elephants and at the same
range, these make a nice combination. Consider mixing a small light
infantry unit or two in this tag team to offer a)something to throw
at difficult matches, b)extend the frontage of this team, c)influence
enemy target priority.

Moog/Celtiberian style foot are an issue for this combination, but
this will be a challenge for just about anything in an
infantry/elephant based army. Perhaps you might get lucky and an
opponent might go "Moog Happy" and take so many that he gives you
some targets.

Terrain of importance is a nice choice for this troop type. I prefer
gentle hills with steep slopes, over brush. You can defend the edge
if you need protection, and play in the open on higher ground if this
is the best play. Quality players can make getting into skirmish in
the brush, somewhat problematic. In this role (assuming it's a role
worth throwing points at), I prefer small units in tag teams with
light infantry units, for the reason that a)you can throw in the
right number of units to accomplish the task without waisting
frontage you don't need, b) if you have multiple small units spread
out in the terrain, an opponent must decide to send in multiple
units, or not come at all. Again, all this is assuming there is a
reason to hold this terrain.

In 15mm, where the light cavalry/foot shooter combination can be a
going concern, these troops can actually have a reasonable effect, by
marching one segment, waiting until the enemy commits his archers,
then marching opposite. The archers will have to skirmish, and if he
moves aggressively he risks allowing you to close to 40p in skirmish,
and outshooting his shooters. If he hangs back, the cavalry will have
to hang back also, or risk fighting your cavalry from a position of
unease. All this assumes you have something good going on somewhere
else.

Some of your better Medieval foot types just hate these guys, for
instance English Longbowmen. In the open your 6@4 vs. 4@4 on a
frontage, and if he lays stakes, moving to 40p to skirmish/shoot is
not the worst thing that can happen.

Close order foot, obviously just waves at you.

I would avoid shock cavarly completely, unless you have something to
put in tag team that cavarly hates. You live and die on wavers tests.
No thanks! Waver tests are already bad medicine, without taking self
inflicted ones. If you do decide that making waver tests is your key
to victory against cavalry, consider a mixture of hard frontage and
some cheap stuff thrown out in front with B moral Peltasts behind.
Let the shock cavarly (read EHK/SHK's) break the cheap stuff and if
you make the tests, you can strike back against his flanks while he
is in pursuit. Then again, I'm giving advice that I would never do. ;-
)

When to skirmish is very much influenced by the position, and
disposition of enemy units, so it is very hard to give hard and fast
rules for this. You see many players use skirmish as nothing more
than a way to shave two factors off enemy shooting. To my way of
thinking, this is only using half the advantage, and at times
throwing away a benefit of not being in skirmish, because
shooting "might" hurt.

The big key to this troop type is to a)not buy too many, b)buy them
in a mixture of large and small units with a task based function, c)
start in column, and d)(most importantly) wait until the battle
developes a little before you determine their best function.

Sorry for typing a book ... greg



> So, allow me to radically change the subject:
>
> The double-armed (LTS + JLS) peltast of the reg B or reg C
variety.
> I'd be interested in all the opinions I can get regarding what this
> guy can and cannot, should or should not, be doing, e.g., who else
> should be in his "pod" as Scott would call it? What units should
> support him? What tactics exist for protecting him or using him
> effectively agianst cavalry or in open terrain? When should he
> skirmish (if ever) and when not? Or are these guys pretty much just
> outclassed on the competition (open) table?
>
>
> Greek

Back to top
View user's profile Send private message  
Ewan McNay
Moderator
Moderator


Joined: 12 Apr 2006
Posts: 2778
Location: Albany, NY, US

PostPosted: Fri May 28, 2004 6:12 am    Post subject: Re: Re: Peltasts


On Thu, 27 May 2004, hrisikos8 wrote:
> The double-armed (LTS + JLS) peltast of the reg B or reg C variety.
> I'd be interested in all the opinions I can get regarding what this
> guy can and cannot, should or should not, be doing, e.g., who else
> should be in his "pod" as Scott would call it? What units should
> support him? What tactics exist for protecting him or using him
> effectively agianst cavalry or in open terrain? When should he
> skirmish (if ever) and when not? Or are these guys pretty much just
> outclassed on the competition (open) table?

I like these guys a lot - and Scott H calls them 'super peltasts'
especially if B class. They're great in rough terrain, really losing only
to Moogs and even then shooting the Moogs silly if handled correctly.
They're great against enemy missile troops, including those behind stakes,
as has been noted - my fastest and most complete win ever was against a
WotR longbow army that set up in a corner, behind stakes, against my reg
LMI JLS army. And they're completely impervious to LC on a wing,
outshooting them and not being chargeable. Not only that, they can fight
in the line if/when needed, and are great against elephants... and so on.

In terms of pods, they work well in combination with LC to shoot up
opposing LC; will scare opposing HC away from charging, usually, unless
both C class and uneasy in the open. They work well with loose mounted
against enemy missile troops, absorbing missile fire almost as well as
Brigans if in skirmish. And they work well with LI in terrain.

The only problem is that B class peltasts are not usually found in good
overall armies!

Ewan

Back to top
View user's profile Send private message  
scott holder
Moderator
Moderator


Joined: 30 Mar 2006
Posts: 6070
Location: Bonnots Mill, MO

PostPosted: Fri May 28, 2004 2:50 pm    Post subject: RE: Re: Peltasts


I like these guys a lot - and Scott H calls them 'super peltasts'
especially if B class.

>Mark Hissam calls em "full service" peltasts. With all the talk over the last
1-2 years about missile armies dominating Warrior, I often chuckle at the
"hidden" countermeasure to all of that, full service or super peltasts. And as
Ewan pointed out, if played carefully, they'll take care of your elephant woes
as well. They have problems in troop type on troop type matchups (something
many of us try to avoid discussing) when meeting "better than super peltasts"
namely Roman Auxilia of various types or some of the New World monsters. And so
the circle goes.......

scott


_________________
These Rules Suck, Let's Paint!
Back to top
View user's profile Send private message   Visit poster's website
Display posts from previous:   
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Warrior Ancient and Medieval Rules Forum Index -> Egroup Archives All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You cannot download files in this forum


Powered by phpBB © 2001, 2002 phpBB Group