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

Joined: 12 Apr 2006 Posts: 1373
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Posted: Mon Jun 07, 2004 6:20 pm Post subject: FW scrum |
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Yesterday Ambrose and I had enough time for a couple of FW games, but
not wanting to play the same old HYWE vs First Crusade seemed
logical. Ambrose had an idea that we ramdonly pick armies. Since
neither of us have figs for armies 1 through 123, we used 124 as
the first army. Each of us grabbed a handful of dice and rolled a
number in order to get an army. Ramdomly our armies turned out to be
Russ Vs. Nikephorian Byz and Early Ottoman vs. Sejulk Turk. Amazing
what randomness will not accomplish, but these pairs turned fairly
historic.
Both games were our usual bloodbath, and being that we were into fun
it was a particularly quick and painful pair of games for the figs.
For my part I couldn't roll dice for crap, so ultimately all plans
were shakey to marginal. Ambrose won both games, but the Russ vs.
Byz was a close run affair after I rode down his CNC: He rolled out
of it.
Army analysis. Fast Warrior is a different animal. What works in
Warrior doesn't always translate into this very small scale. For
example, having no mounted is not such a critical issue if all of
your foot are dual armed HI LTS/JLS/sh. Perhaps hoplites would fair
better in FW. Russ were tough, and even tough my Byz. had manuver
ability, there just wasn't any way to keep up momentum with so few
units. Where in Warrior you can use up to 4 or 5 units to pound an
area at times, in FW you have usually no more than 2. This was the
case for the Byz who had to use one LI and one LC to hold half the
board, then work the center with a sinle EHC unit, and punch the
other flank with the foot, SHC and EHC CNC. The plan didn't work out
well, even though my mounted won most of their combats; the Russ
foot were too tough to dislodge ultimately and Ambrose pulled it
out. Both of our CNC were killed fighting the good fight (mine from
two units at once, his LMI CNC from getting riden down by SHC. I
think the final score was 5-3 for Ambrose. I might point out that
his 4E LI B unit basically were heros that shot up and routed the LC
and LI of mine on that flank.
The second game was some kind of crazed lunacy. All mounted armies
on both sides means I move you move, I shoot you shoot. Ultimately
my dice now went south and both of my IrregA units did poorly, though
I did shake his CNC. Ambrose rolled like a champ and I mirrored his
rolls in the negative numbers. I had to contend with the list
options also which gave him all B/JLS armed LC and HC, while my list
contained such interesting items as IrgC MC B/sh and IregA LC
L/B/sh. One fact we found out is that "open" order IregA do not
charge rather than rally back (recall) after being shot for 2CPF! So
they were the first to go...damned Gaziz LC! My MC actually were the
only remaining units in tact after this game, and they both did
combat. I think the final score was 5-2 on this one.
I recommend players do this also. The best thing was learning troop
types I'd never play with (MC B/sh) and what they do in actual use.
Having to cope with internal adversity is what we typically try to
minumize amongst tournament players, so I suggest people try this as
a means of refreshing those skills.
Also when Ambrose drew Russ he was all eagar to try the 120p close
order charge rule, but I was hesitant. Here is a problem: D range
is 80p, so D armed skutatoi are marginalized in the expense and not
worth the points.
Wanax
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Chris Bump Legate

Joined: 12 Apr 2006 Posts: 1625
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Posted: Mon Jun 07, 2004 6:45 pm Post subject: Re: FW scrum |
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Wanax writes:
Also when Ambrose drew Russ he was all eagar to try the 120p close
order charge rule, but I was hesitant. Here is a problem: D range
is 80p, so D armed skutatoi are marginalized in the expense and not
worth the points.
Wanax
[CTB] Silly Rabbit.... The range of a missle weapon is not based on the
movement capabilities of said weapons' users' enemies. The range of a dart is
not 80 paces because the close order opponents only have a charge range of 80
paces. Do you consider it a problem with the rules that the dart range is only
80 paces when the Skuts are being charged by mounted or by loose order foot?
The possibility for a 120 charge range is just part of the meta game and does
not have anything to do with missle ranges and so really is no problem at all.
Chris
----- Original Message -----
From: Wanax Andron
To: WarriorRules@yahoogroups.com
Sent: Monday, June 07, 2004 10:20 AM
Subject: [WarriorRules] FW scrum
Yesterday Ambrose and I had enough time for a couple of FW games, but
not wanting to play the same old HYWE vs First Crusade seemed
logical. Ambrose had an idea that we ramdonly pick armies. Since
neither of us have figs for armies 1 through 123, we used 124 as
the first army. Each of us grabbed a handful of dice and rolled a
number in order to get an army. Ramdomly our armies turned out to be
Russ Vs. Nikephorian Byz and Early Ottoman vs. Sejulk Turk. Amazing
what randomness will not accomplish, but these pairs turned fairly
historic.
Both games were our usual bloodbath, and being that we were into fun
it was a particularly quick and painful pair of games for the figs.
For my part I couldn't roll dice for crap, so ultimately all plans
were shakey to marginal. Ambrose won both games, but the Russ vs.
Byz was a close run affair after I rode down his CNC: He rolled out
of it.
Army analysis. Fast Warrior is a different animal. What works in
Warrior doesn't always translate into this very small scale. For
example, having no mounted is not such a critical issue if all of
your foot are dual armed HI LTS/JLS/sh. Perhaps hoplites would fair
better in FW. Russ were tough, and even tough my Byz. had manuver
ability, there just wasn't any way to keep up momentum with so few
units. Where in Warrior you can use up to 4 or 5 units to pound an
area at times, in FW you have usually no more than 2. This was the
case for the Byz who had to use one LI and one LC to hold half the
board, then work the center with a sinle EHC unit, and punch the
other flank with the foot, SHC and EHC CNC. The plan didn't work out
well, even though my mounted won most of their combats; the Russ
foot were too tough to dislodge ultimately and Ambrose pulled it
out. Both of our CNC were killed fighting the good fight (mine from
two units at once, his LMI CNC from getting riden down by SHC. I
think the final score was 5-3 for Ambrose. I might point out that
his 4E LI B unit basically were heros that shot up and routed the LC
and LI of mine on that flank.
The second game was some kind of crazed lunacy. All mounted armies
on both sides means I move you move, I shoot you shoot. Ultimately
my dice now went south and both of my IrregA units did poorly, though
I did shake his CNC. Ambrose rolled like a champ and I mirrored his
rolls in the negative numbers. I had to contend with the list
options also which gave him all B/JLS armed LC and HC, while my list
contained such interesting items as IrgC MC B/sh and IregA LC
L/B/sh. One fact we found out is that "open" order IregA do not
charge rather than rally back (recall) after being shot for 2CPF! So
they were the first to go...damned Gaziz LC! My MC actually were the
only remaining units in tact after this game, and they both did
combat. I think the final score was 5-2 on this one.
I recommend players do this also. The best thing was learning troop
types I'd never play with (MC B/sh) and what they do in actual use.
Having to cope with internal adversity is what we typically try to
minumize amongst tournament players, so I suggest people try this as
a means of refreshing those skills.
Also when Ambrose drew Russ he was all eagar to try the 120p close
order charge rule, but I was hesitant. Here is a problem: D range
is 80p, so D armed skutatoi are marginalized in the expense and not
worth the points.
Wanax
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Centurion

Joined: 12 Apr 2006 Posts: 1373
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Posted: Mon Jun 07, 2004 7:48 pm Post subject: Re: FW scrum |
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This was my problem in this particular arrangement of FW. If I
couldn't get off at least 1 D shot at his 24 man HI LTS/JLS/SH unit,
then I wouldn't get the CPF needed to make him tired in the second
bound of contact, and I would still have to stand and receive his
impetous charge. yes he gets a negative factor since I am steady
receiving the charge, but I wanted the D toss. As it turns out, the
skuts broke eventually due to my dice inability.
Wanax
--- In WarriorRules@yahoogroups.com, "CHRIS BUMP" <cncbump@v...>
wrote:
> Wanax writes:
> Also when Ambrose drew Russ he was all eagar to try the 120p close
> order charge rule, but I was hesitant. Here is a problem: D range
> is 80p, so D armed skutatoi are marginalized in the expense and not
> worth the points.
>
> Wanax
>
> [CTB] Silly Rabbit.... The range of a missle weapon is not based
on the movement capabilities of said weapons' users' enemies. The
range of a dart is not 80 paces because the close order opponents
only have a charge range of 80 paces. Do you consider it a problem
with the rules that the dart range is only 80 paces when the Skuts
are being charged by mounted or by loose order foot? The possibility
for a 120 charge range is just part of the meta game and does not
have anything to do with missle ranges and so really is no problem at
all.
> Chris
>
> ----- Original Message -----
> From: Wanax Andron
> To: WarriorRules@yahoogroups.com
> Sent: Monday, June 07, 2004 10:20 AM
> Subject: [WarriorRules] FW scrum
>
>
> Yesterday Ambrose and I had enough time for a couple of FW games,
but
> not wanting to play the same old HYWE vs First Crusade seemed
> logical. Ambrose had an idea that we ramdonly pick armies.
Since
> neither of us have figs for armies 1 through 123, we used 124
as
> the first army. Each of us grabbed a handful of dice and rolled
a
> number in order to get an army. Ramdomly our armies turned out
to be
> Russ Vs. Nikephorian Byz and Early Ottoman vs. Sejulk Turk.
Amazing
> what randomness will not accomplish, but these pairs turned
fairly
> historic.
>
> Both games were our usual bloodbath, and being that we were into
fun
> it was a particularly quick and painful pair of games for the
figs.
> For my part I couldn't roll dice for crap, so ultimately all
plans
> were shakey to marginal. Ambrose won both games, but the Russ
vs.
> Byz was a close run affair after I rode down his CNC: He rolled
out
> of it.
>
> Army analysis. Fast Warrior is a different animal. What works
in
> Warrior doesn't always translate into this very small scale. For
> example, having no mounted is not such a critical issue if all of
> your foot are dual armed HI LTS/JLS/sh. Perhaps hoplites would
fair
> better in FW. Russ were tough, and even tough my Byz. had
manuver
> ability, there just wasn't any way to keep up momentum with so
few
> units. Where in Warrior you can use up to 4 or 5 units to pound
an
> area at times, in FW you have usually no more than 2. This was
the
> case for the Byz who had to use one LI and one LC to hold half
the
> board, then work the center with a sinle EHC unit, and punch the
> other flank with the foot, SHC and EHC CNC. The plan didn't work
out
> well, even though my mounted won most of their combats; the Russ
> foot were too tough to dislodge ultimately and Ambrose pulled it
> out. Both of our CNC were killed fighting the good fight (mine
from
> two units at once, his LMI CNC from getting riden down by SHC. I
> think the final score was 5-3 for Ambrose. I might point out
that
> his 4E LI B unit basically were heros that shot up and routed the
LC
> and LI of mine on that flank.
>
> The second game was some kind of crazed lunacy. All mounted
armies
> on both sides means I move you move, I shoot you shoot.
Ultimately
> my dice now went south and both of my IrregA units did poorly,
though
> I did shake his CNC. Ambrose rolled like a champ and I mirrored
his
> rolls in the negative numbers. I had to contend with the list
> options also which gave him all B/JLS armed LC and HC, while my
list
> contained such interesting items as IrgC MC B/sh and IregA LC
> L/B/sh. One fact we found out is that "open" order IregA do not
> charge rather than rally back (recall) after being shot for
2CPF! So
> they were the first to go...damned Gaziz LC! My MC actually were
the
> only remaining units in tact after this game, and they both did
> combat. I think the final score was 5-2 on this one.
>
>
> I recommend players do this also. The best thing was learning
troop
> types I'd never play with (MC B/sh) and what they do in actual
use.
> Having to cope with internal adversity is what we typically try
to
> minumize amongst tournament players, so I suggest people try this
as
> a means of refreshing those skills.
>
> Also when Ambrose drew Russ he was all eagar to try the 120p
close
> order charge rule, but I was hesitant. Here is a problem: D
range
> is 80p, so D armed skutatoi are marginalized in the expense and
not
> worth the points.
>
> Wanax
>
>
> Yahoo! Groups Sponsor
> ADVERTISEMENT
>
>
>
>
>
> --------------------------------------------------------------------
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> Yahoo! Groups Links
>
> a.. To visit your group on the web, go to:
> http://groups.yahoo.com/group/WarriorRules/
>
> b.. To unsubscribe from this group, send an email to:
> WarriorRules-unsubscribe@yahoogroups.com
>
> c.. Your use of Yahoo! Groups is subject to the Yahoo! Terms of
Service.
>
>
>
> [Non-text portions of this message have been removed]
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