Warrior Warrior Ancient and Medieval Rules
A Four Horsemen Enterprises Rules Set
 
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Later Ottoman Challenge
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Todd Kaeser
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Location: Foxborough, Massachusetts

PostPosted: Thu Oct 17, 2019 7:02 pm    Post subject:

I wanted to do my take before I read any of the others:

Looking for mobility and quick strike I am avoiding the close foot and using as much loose shooter/fighters and cavalry shooters and strike cavalry.

CinC Reg A/B EHC L,B,Sh + PA 207
Sub - same - 137

2x 6E Sipahis Ir D (1C) 2E HC L,B,Sh, 2E MC L,B, 2E MC B - 118 (236)

2x 6E Akinji ir D (1C) LC B - 63 (126)

4E Jannies Reg B (1A) LHI/LMI LTS,B,Sh - 122

2x 4E Jannies Reg B (1A) LHI/LMI 2HCT,HG,Sh/Jls,B,Sh 130 (260)

2x 8E Azib Ir D LI B - 41 (82)

Serbian Ally Ir B EHK/HK L,Sh 143
2E Ir B HK L,Sh - 91
2x 2E Ir A HK L,Sh - 97 (194)

Should be 1598
60 Scouting

Todd

Could also take away the Sub and get another Jannie unit BUT there is the possibility you set up first and lose the advantage a 3rd general gives.

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Todd Kaeser
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PostPosted: Tue Nov 23, 2021 1:05 pm    Post subject:

Quote:
Unit 9:
4 elems Solak Guards Reg A HI 2HCT/2HCW,B,Sh

Unit 10:
4 elems Solak Guards Reg A HI 2HCT/2HCW,B,Sh


Mark - did Scott ever clarify that the Solaks are able to fight from the back rank with 2HCW or do they have to be 2HCT?

Todd

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Frank Gilson
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PostPosted: Tue Nov 23, 2021 3:08 pm    Post subject:

Todd,

That’s a Bill thing…most of the two full rank stuff is him.

I believe he did confirm.
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Todd Kaeser
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PostPosted: Mon Dec 20, 2021 5:04 pm    Post subject:

Ran it over the weekend vs. Teuts

Obviously,k on this forum we've seen numerous ways to run the army - I guess this is one army that you have to figure out what works for you.

My thoughts - LOT is a grind army. Shooting and bulk of units is very, very capable of grinding down an opponent. The big blocks of foot bow and mounted bow (LC and MC) can just push/grind/kill enemy units. Jannies are super tough (obviously) and are some of the best foot in the game.

Fun list - certainly an "A" list these days. I'm sure it will be in just about all of the Open and NICT tournaments from now on.

Todd

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Frank Gilson
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PostPosted: Tue Dec 21, 2021 6:10 pm    Post subject:

Todd Kaeser wrote:
Ran it over the weekend vs. Teuts

Obviously,k on this forum we've seen numerous ways to run the army - I guess this is one army that you have to figure out what works for you.

My thoughts - LOT is a grind army. Shooting and bulk of units is very, very capable of grinding down an opponent. The big blocks of foot bow and mounted bow (LC and MC) can just push/grind/kill enemy units. Jannies are super tough (obviously) and are some of the best foot in the game.

Fun list - certainly an "A" list these days. I'm sure it will be in just about all of the Open and NICT tournaments from now on.

Todd


I agree. We have two Later Ottomans in our 1600 point open event on Roll20 right now...played by Mark Stone and Greg Hauser.

The army is full of super efficient troops and some real power.

Irr D(1 element C) LC L,B is cheap and highly effective in big blobs.

Irr D(1 element C) MC L,B as well.

Decent selection of cheap light infantry...you can get Irr D(C) MI B,Sh/B in big units.

You can even get a blobby Irr D(C) LMI JLS,Sh/JLS unit for a woods or steep hill...cheap filler that's hard to dislodge.

Frank
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theblackprince
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Joined: 21 Nov 2018
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PostPosted: Mon Jan 10, 2022 12:27 pm    Post subject: LOT weaknesses

To "Red Team" this a bit, I try to make the less flexible IrrD MC and LC units my target. If you charge the LC, they pretty much have to evade and that then clears a wide stretch of frontage to look to get onto the flanks of other units.

I would also say that this army runs the risk of the "Byzantine" problem- too much very good stuff so that one is tempted to buy a little bit of everything. This seldom goes well in my experience- jack of all trades master of none.
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lilroblis
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PostPosted: Mon Jan 10, 2022 3:39 pm    Post subject: Ottoman Challenge

Dave good point - I think like any army you have to decide what you need to do and how, and what you are prepared to buy to prevent others stopping that strategy - and then play true to concept - that works for me at least. IN the last 3 years 60% of the games I have lost were lost because I broke my own strategy rules/ and or deployed in a losing position - it was not the troops fault but the generals. I can think of maybe 2 games where the dice cost me a well played game, and a bunch where the dice exposed a poor setup/strategy-
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