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Digest Number 1236

 
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Ewan McNay
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PostPosted: Tue Mar 30, 2004 5:02 pm    Post subject: Re: Digest Number 1236


> Message: 3
> From: "Frank Gilson" <franktrevorgilson@...>
> Subject: Tlaxcallan w/ Spanish
>
> Pursuant to the previous discussion of this list. I have a version I
> would like critiqued. I'll list out the troops, then give my
> reasoning.
>
> CinC (spanish) w/PA in a 2E unit of Reg A HK L,Sh
> 2E unit Reg A HK L,Sh
> two 2E units Reg A LHI 1HCW,CB,Sh

If I recall correctly, these guys could be HG instead; if so
that's a choice I'd make.

> 2E unit Reg A Wheeled Guns
> ...that's the CinC command of 5 units
> Ally (Tlaxcallan) w/P in a 2E unit of Reg A/B 1HCW,B,Sh
> two 4E units of Reg D LI B
> 6E unit of Reg D LI B
> three 2E units of Reg D LI S,Sh
> 6E unit of Reg D LMI LTS,B,Sh
> two 6E units of Reg C LMI LTS,B,Sh
> 6E unit of Reg B LMI LTS,B,Sh
> four 2E units of Reg B LMI LTS,B,Sh
> 20 units in 2 commands with 10 scouting points
>
> I have the troops as LTS,B,Sh for two reasons. There are a lot of
> mounted lancers flying around, so LTS is my best choice to oppose
> them. Massed shooting out to 240 paces is powerful, and I can make
> great use of it with these guys. The latter point is most important
> to give the army as active an attacking role as possible.

Well, I'd vary things in terms of armament, both missile and hth,
in order to have more flexibility and generate a variety of
better matchups, and tactical flexibility - e.g. being shielded
while shooting. One possibility (not necessarily best) would be
to have the Reg B guys with LTS, targetted to face lancers, and
use the lower morale guys for other purposes, for example. I'd
probably delete the 6E LI unit - I think you have enough - and
work at least one unit of Otomi or similar in there b/c I think
you'll want the punch often enough to be useful. I'd probably
take sling as my primary missile weapon because I am generally
within 120p, if I wish to shoot, and like to be shielded while
doing so, plus not lose any impact if I'm in skirmish, and it's a
better weapon against my feared foes (knights).

None of this is list-killing, of course, but would be my initial
comments.

> From: Todd Schneider <thresh1642@...>
> Subject: Re: Re: Army list analysis
>
> Ewan,
>
> Thanks for the insight. Any chance you'll be
> reviewing this years list in the near future?

The doubles? If someone has those compiled, I probably would, yes.


> Message: 25
> From: "seanpatrickscott" <sscott04@...>

> As for dismounting, you'd think it would work, but everytime I
> dismount in front of bow, they seem to roll up 2 causing disorder if
> 24 figures (as with Derek) or halt (16 figures). And before
> commented, when I have so small and few units, 8 figs of SHI with
> THCW should do good against MI, B, and no shield... unless the MI
> roll up in prep shooting.

Well, yeah, that would suck Smile. And most of the knights are C
class, so taking the waver to charge rather than halt is not
pleasant.

> I did face Selucid, my first game. Dismount knight for pike,
> dismount LC for elephants (4E ir B LC JLS,SH to 2E Icr C MI, JLS,Sh)
> and (the only real way to beat Selucids) hunt thracians. Lists
> without thracians becomes very tough. Mark Hissen (?) played these
> Selucids.

Yes, I thought they were Mark's. Putting Thracians anywhere in
the open against you would be, ah, an error Smile. I would be
ecstatic if my elephants were facing a 2E MI unit, even if it has
JLS, I have to say! Pikes against dismounted knights I accept is
good for the knights (or at least OK) but again my job would be
to get some elephants on the scene (or win the battle elsewhere
first). Just a tough matchup for you.

> As I have come to believe that luck of the draw of opponents has a
> lot to do with winning a tournement, I decided that the SHK alone
> was better, especially with 1 list where you have the choice of
> having a mix of troops and not having enough of anything to be
> effective or have a one trick pony. Obviously I got sick of draws
> (with Italian foot) and decided to go for a win or loss. The games
> are not as quick as you think, as there are lots of combats to slow
> things down, although there are a lot of bounds (8-10). Also, a
> knight heavy army almost always guarentees a 2 or 3 point loss if
> not a win, which is good for touneys.

I agree with everything in this paragraph. Almost anyone can be
taken out of a tournament, especially a big one like the NICT,
by one early non-win. This was what happened to Tim and I (and
then I got Frank in the next round and that was a second
small-win non-event which just sealed things). And your comments
on the all-knights, all the time, list, echo mine on high variance.

p.s. How's the postdoc? :)

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