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Late Crusader

 
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Dwyight
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PostPosted: Wed Sep 10, 2008 2:32 am    Post subject: Late Crusader

I would appreciate feedback on the below list for the 2,000 point team tournament.

1) CinC, PAS+2 RegA EHK L, Sh / 1) RegB HK, L, Sh
2) IrrB, HK, L, Sh
2) IrrB, HK, L, Sh
2)IrrC, HC, L, B, Sh /2)IrrC, MC, L, B, Sh
2)IrrC, HC, L, B, Sh /2)IrrC, MC, L, B, Sh
6) IrrC, LC, L, B, Sh
6) IrrD, LI, B
6) IrrD, LI, B
1) SG, RegA, EHK, L, Sh /1) RegB HC, L, Sh
1) RegA, HK, L, Sh / 1) RegB, HC, L, Sh
1) RegA, HK, L, Sh / 1) RegB, HC, L, Sh
2)IrrC, HC, L, B, Sh /2)IrrC, MC, L, B, Sh
2)IrrC, HC, L, B, Sh /2)IrrC, MC, L, B, Sh
6) RegC, LC, L, B, Sh
6) IrrD, LI, B
6) IrrD, LI, B
1) SG, RegB, EHK, L, Sh/ RegB, HC, L, Sh
4) RegC, HI, LTS, Sh
4) RegC, HI, LTS, Sh
4) IrrD, HI, CB / 4) IrrD, MI, CB
4) IrrD, LMI, JLS, Sh / 4) IrrD, LMI, JLS, / 4) IrrD, LMI, B
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jamiepwhite
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PostPosted: Thu Sep 11, 2008 2:32 am    Post subject: Some points

The first two commands are 8 units each, this should be broken up into two odd numbers of units for each command, such as 7 and 9. Personally, I'm reluctant to mix HK and HC in the same unit, being disordered is painful for that unit. EHK and HK is ok, just I avoid back ranks of HC. Last, the 6 element unit of regular light calvary should be broken up into three two element units. Last, the Oracle of Jacksonville would probably suggest that you consider single staff elements, it helps to avoid that temptation to send your CinC into combat and then roll -3.

Jamie
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Todd Kaeser
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PostPosted: Thu Sep 11, 2008 1:21 pm    Post subject:

I agree w/ much that Jamie says. However, I don't mind the CinC being in a combat unit.

I like the small units of Reg LC. I would also make the crossbowmen regular (military order) - they are so much more manuverable IMO.

I would have more of the EHK/HK as Jamie states - they are much tougher and less likely to die. The morale of the army is pretty fragile so you don't want them to rout easily.

Just my 2 cents.

Todd Kaeser

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Frank Gilson
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PostPosted: Thu Sep 11, 2008 4:55 pm    Post subject: standard

I didn't point out your list...but on your CinC you have listed a PAS standard...

Sacred standard for regulars? at 130 points? This is almost entirely a waste...as a 20 point Army standard, used appropriately, can locally achieve the eager status needed for some key units. Your CinC seems listed as Regular A, though, which would suggest the late period during which no S standard is even available?

Dump the Sacred standard...and use the points elsewhere.

I also agree with no HC back rank for a knight unit...HK is much better, especially when you consider the possible need to dismount.

I prefer you keeping 1/2 of your foot sergeants as Irr D for the cost savings.

Reg LC as 2 element units is best...just learn how to use them properly (as they can get you into bad trouble if you let them be shot up and routed).
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Todd Kaeser
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PostPosted: Sat Sep 13, 2008 1:34 pm    Post subject:

Dwyight,

I am in no way a great list maker, but the Later Crusader list is one I've looked at many times before. The list I'm going to throw out there is just for you to look at another way to run the army and maybe you'll like it, maybe not. Either way I'm just hoping it helps you in your decision. Please don't take offense.

CinC 2E Ir B EHK/HK L,Sh + PA - 178
5x 2E Out. Kn Ir B HK L,Sh (91) - 455
2x 4E Out.Turkopoles Ir C LC L,B,Sh (81) - 162
4x 6E Foot Sold. Ir C HI/MI LTS,Sh (121) - 484
2x 6E syrian archers Ir D LI B (37) - 74
6E Euro archers Ir C LI B - 49

Military Order Sub Reg A EHK/HK + P - 130
2E Mil Kn Reg A HK L,Sh - 94
4x 2E Mil Ord. Turko Reg C LC L,B,Sh (50) - 200
6E Mil Ord Foot Ser. Reg C HI/MI Cb - 106
2E Assassin Fida Ir A LMI Jls,Sh - 61

57 scouting, 1993 points.

The Mil. Order Sub can also command Outremer troops so you could play w/ the commands.

I don't think Richard is worth the additional 27 points to be regular.

HK is just about as good as EHK (the generals are front EHK for added protection and it only costs 12 points total b/c they are both generals). You get 8 units of knights that are all capable of dismounting if you come across a Chinese army or pike army.

I personally like the CB unit to be Mil. Order and run down one of the flanks. It is regular and much more maneuverable IMO.

I agree w/ Frank that the 2E units of Reg Turko are great, but can get shot up and therefore die. I love them anyway.

I thought the 2E unit of assassins added some flair and also a decent woods/rough terrain unit that the army sorely needs. It is also small enough to run gaps or ambush.

I like the 4 units of Foot in 6E units and backed by MI. More cost effective than all HI and the 4 of them can push an larger area on the table w/ knights in the gaps.

Just my thoughts and I hope this was helpful.

Sincerely,

Todd K

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Mark Stone
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PostPosted: Wed Sep 17, 2008 10:17 pm    Post subject:

Don't take the Turcopoles as HC/MC. Just take them as LC. They make great LC, but they make lousy shock troops, particularly when you could be buying more kngihts instead.
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scott holder
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PostPosted: Tue Sep 23, 2008 6:16 pm    Post subject:

What Mark said. Short of Mongol LC, I'd take lance and bow-armed LC over just about anything. These guys will setup your battle so that your knights can attack where you want them to.

scott

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