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Warrior Ancient and Medieval Rules A Four Horsemen Enterprises Rules Set
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Todd Kaeser Centurion


Joined: 12 Apr 2006 Posts: 1218 Location: Foxborough, Massachusetts
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Posted: Fri Feb 13, 2015 3:22 pm Post subject: Riverine Trading Cities - African Warrior - list 5 |
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Here's the list I've put together - need to keep Warrior thoughts going.
List 5 in African Warrior:
I went Moroccan
CinC 2E Reg B HK, L,Sh - 161 (no PA - he'll be fighting and why have additional waivers and it costs 30 for reg)
Sub - same - 103
2E Reg B HK L,Sh - 88
2x 2E Urban Lancers Ir B EHC/HC L,Sh - 85 (170)
nice mounted force - able to shoot gaps and such and HK can weather a little bit more than the EHC.
3x 2E Ghulam Cav Reg C LC Jls,Sh - 42 (126) - scouting and gaps/flank marches/stalling wing
4E Ghulam Spear Reg C LMI Jls,B,Sh - 90
4E Songhai Boatmen Reg C LMI Jls,S,Sh - 90 - can be bow instead depending upon preference)
4x 4E Arma Muskets Reg B LHI/LMI 1HCW,HG,Sh - 122 (488) - modern firearms w/ 160p range and they can fight pretty well as LHI and having 1HCW.
6 units of shooter/fighter combo - decent force size and capable of some serious damage with the modern firearms. They'll get waivers for free b/c of HG - fun troop
6E Urban Milita Bow Reg D LMI B 1/2 Sh - 70 - cheap space and missiles
6E Tribal Skirmishers Ir D (1E C) LI Jls,Sh - 51 - nice terrain filler - can push other LI out and can hold a woods/rough hill all day allowing main force to not be bogged down in terrain.
Options: what to do with Urban Militia requirements - 8 elements.
I whet originally with this
2x 4E Urban Militia Reg D LMI Jls,D,Sh - 74 (158)
or you could go with a space eater 12E Ir D MI LTS 1/2 Sh - 97 saving 61 points
- could use extra points for LI or a 6E unit of Reg D LMI B 1/2 Sh for 70
I really like the loose urban milita to be honest as they can get out of Dodge and possibly push in terrain. The close foot is a target that may cause combat to occur - although they could be sent on a flank and just be movable terrain. With the close foot you can actually take up more space AND get another 6E Reg D LMI B 1/2 sh unit - ok, you talked me into it
1585 points _________________ Nolite te Bastardes Carborundorum
"Don't let the Bastards Grind You Down" |
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jamiepwhite Recruit

Joined: 21 Apr 2006 Posts: 213 Location: Florida
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Posted: Mon Feb 16, 2015 2:20 am Post subject: Some ideas |
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Taureg camel lancers
Make the HC camel proof and use the units together
I liked the line where you could have ID MI LTS JLS D 1/2 Sh. ID does a great job of throwing darts at their opponents. You could shrink the HG units to two element units to go between the blocks of LTS JLS D and look for free waiver tests. |
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Frank Gilson Moderator

Joined: 12 Apr 2006 Posts: 1567 Location: Orange County California
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Posted: Thu Mar 05, 2015 11:10 pm Post subject: |
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Solid Army...I would definitely have a huge MI unit for 'mobile terrain'...Key to your victory chances will be shooting with your HG and keeping armored lancers off all your medium foot. |
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