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Ming Army List

 
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Joined: 12 Apr 2006
Posts: 32

PostPosted: Wed Aug 10, 2005 4:15 am    Post subject: Ming Army List


I was thinking of trying to put together a 1600 or 2000 pt Ming list, and a
I was hoping to hear some ideas from anyone, as well as see if anyone has
any good references on military history of that period.

One thing about the list is that it seems to have huge versatility, which
can be good/bad...and it makes me unsure how to go with it.

Specific questions I have are about artillery and hand guns. Simpler
question first, I've never used HGs, and don't know if they are worthwhile.

As for artillery, how much is too much? Quick math tells me the list allows
one to spend as much as 1270pts on it, so there is plenty to go around, but
how much do you really need? And how effective is it in game play?

As for the rest, there is the choice of allies...any or none? If I choose an
ally, which one works best?

Any ideas/advice would be appreciated!

Cheers,
Dan


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Joined: 12 Apr 2006
Posts: 120

PostPosted: Wed Aug 10, 2005 6:52 am    Post subject: Re: Ming Army List


I think the most important thing is to use the exploding cattle. I
have (since the appearance of this list) dreamed of modelling a cow
in mid-explosion. On the artillery front I personally feel if it aint
a bolt shooter its decidedly sub optimal. Light guns are too short
ranged, rocket launchers ridiculosly over priced and everything else
too stationary. I would certainly consider buying a shot of
incendiaries for all my foot archers and would probably have lots of
these guys (they combine nicely with the artillery) Hand guns can
also combine nicely with mass archery to cause waver tests and the
like but I believe the handgunners are just about the only infantry
in this list who cant have a shield and this is a bit of a problem
(especially for the LMI variety). I love the sheer range of gimmicks
this army gives you. Incendiaries, massed artillery, fixed defenses,
mobile wagons, exploding cattle, etc, etc. I would probably go for a
good range of gimmicks (as well as masses of chinese foot) rather
than going for an ally. You'll certainly get a more unique army this
way

Martin


--- In WarriorRules@yahoogroups.com, Dan Bass <dfbass@g...> wrote:
> I was thinking of trying to put together a 1600 or 2000 pt Ming
list, and a
> I was hoping to hear some ideas from anyone, as well as see if
anyone has
> any good references on military history of that period.
>
> One thing about the list is that it seems to have huge versatility,
which
> can be good/bad...and it makes me unsure how to go with it.
>
> Specific questions I have are about artillery and hand guns.
Simpler
> question first, I've never used HGs, and don't know if they are
worthwhile.
>
> As for artillery, how much is too much? Quick math tells me the
list allows
> one to spend as much as 1270pts on it, so there is plenty to go
around, but
> how much do you really need? And how effective is it in game play?
>
> As for the rest, there is the choice of allies...any or none? If I
choose an
> ally, which one works best?
>
> Any ideas/advice would be appreciated!
>
> Cheers,
> Dan
>
>
> [Non-text portions of this message have been removed]

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Frank Gilson
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Joined: 12 Apr 2006
Posts: 1567
Location: Orange County California

PostPosted: Wed Aug 10, 2005 7:30 pm    Post subject: Re: Ming Army List


You want to make use of the advantages that the Ming army offers you
above other lists. What are they?

1) 6 crew Stone Throwers - these are the most devestating artillery
available, and you can get 6 of them

2) Fire Lances for mounted and foot - EHC with Fire Lance are very
good, HI/MI LTS with Fire Lance are also

3) A reasonably cheap, if not the best, screen of LI and LC are
available

You've also got difficult choices to make. Do you run the Koreans?
Mongols? Burmese? none of these? More troops fit on 2000 points than
1600, of course.

Here is a 1600 point Early period list that attempts to exploit the
Ming advantages. Significant thanks go to Mark Stone for comments
and certain decisions.

2E CinC w/PA Reg A/B EHC/HC L,B,Sh/L,B w/Fire Lance
2E Sub w/P Reg A/B EHC/HC L,B,Sh/L,B w/Fire Lance
2E Sub w/P Reg A/B EHC/HC L,B,Sh/L,B w/Fire Lance
2E Reg A/B EHC L,B,Sh/L,B w/Fire Lance
2 units of 4E Reg C HI/MI LTS,Sh/LTS w/Fire Lance
2 units of 3 Reg C 6 crew Stone Throwers
2 units of 8E Reg D MI B,Sh/B
4E Reg D LMI CB,Sh/CB w/1 shot of Incendiaries
2 units of 2E Reg D LI HG
2 units of 6E Reg D LI B,Sh/B
3E Reg C LC B
2E Reg C LC B
1 segment of Stone Wall/Ditched Palisade
17 units, 3 commands, 31 scouting, 1601 points

Proper force marching and overall deployment is incredibly critical
to this army, as 380 of its points (stone throwers) don't do much
movement, if any, throughout the game. You would be marching them
into position on bound 1, then never moving them again.

The design is to use shooting to channel the opponent's army, while
attacking 'under your guns' using the Fire Lance troops (mounted and
foot.)

--- In WarriorRules@yahoogroups.com, Dan Bass <dfbass@g...> wrote:
> I was thinking of trying to put together a 1600 or 2000 pt Ming
list, and a
> I was hoping to hear some ideas from anyone, as well as see if
anyone has
> any good references on military history of that period.
>
> One thing about the list is that it seems to have huge
versatility, which
> can be good/bad...and it makes me unsure how to go with it.
>
> Specific questions I have are about artillery and hand guns.
Simpler
> question first, I've never used HGs, and don't know if they are
worthwhile.
>
> As for artillery, how much is too much? Quick math tells me the
list allows
> one to spend as much as 1270pts on it, so there is plenty to go
around, but
> how much do you really need? And how effective is it in game play?
>
> As for the rest, there is the choice of allies...any or none? If I
choose an
> ally, which one works best?
>
> Any ideas/advice would be appreciated!
>
> Cheers,
> Dan
>
>
> [Non-text portions of this message have been removed]

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