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				|  | Warrior Ancient and Medieval Rules A Four Horsemen Enterprises Rules Set
 
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		| John Murphy Legate
 
  
 
 Joined: 12 Apr 2006
 Posts: 1625
 
 
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				|  Posted: Sun Feb 06, 2005 4:23 am    Post subject: TACTICS mixed LC |  |  
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				| The 15mm Moldavians got painted just in time for the local quarterly
 Warrior tourney - very happy with how they came out though I am
 still fixing bits of shipping damage and waiting on the transport
 elements which I got seperately. I am looking for some tactics
 pointers with them. Here is the list (letting all the oppoistion see
 it, oh well) - which having played it once I am committed to (and I
 would say happily) for the rest of the games.
 
 6 units 2E Irr A/B HK L,Sh - 1 a CinC/PA & 1 a SubG/P
 4 units 6E Irr C LC JLS,B,Sh (list rule for 1.5 ranks JLS)
 2 units 8E Irr C LI B,1/2-Sh
 1 unit required 4E Irr C LMI JLS,Sh
 1 unit 2E Reg B/C HC/MC L,B,1/2-Sh AllyG/P
 4 units 2E Reg C LC B,1/2-JLS,1/2-Sh
 
 So far, a very fun list to play, win or lose. A tad over 1600 points
 for 18 units with 106 scouting points, the Regs are an allied
 Crimean Tartar command, the Irregs can be split between the CinC and
 SubG as desired (I would likely continue with the CinC commanding
 the HK and the SubG commanding the LC/LI). I am looking back over
 Mark Stone's skirmisher article (again) and going over my ideas on
 how to mix in sequenced charges by the HK against heavier types
 either in the clear or through the LI. One problem I had last game
 though is, when faced with aggresive loose foot, getting my Irr LC
 evaded away and leaving the Reg LC alone to get shot up. Not that I
 expect to win the battle there (though I had hoped to work out a way
 to put in enough shooting between recalls to get a few waver checks
 forced) but it would be nice to more safely hold a flexible line in
 front of them. Maybe it just needs practice as when I look at it now
 afterwards I really can't fully understand why it happened that way
 if I spaced things out properly.
 
 Any thoughts?
 
 Good to be back btw
 
 
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		| Greg Regets Imperator
 
  
 
 Joined: 12 Apr 2006
 Posts: 2988
 
 
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				|  Posted: Mon Feb 07, 2005 7:30 pm    Post subject: Re: TACTICS mixed LC |  |  
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				| 1. Stop trying to get yourself in a battle line. Thats not what this
 sort of armies does well. All you really want to do with this army is
 fit, try to outflank, and pick a point to slam with your shock arm.
 You should be trying to do everything possible to get your opponent
 out of his battle line. Remember, you fight pretty effectively this
 way, and your opponent probably does not.
 
 2. I feel your list has too many large light units, hence not enough
 light units. No matter how big you make your Irr LC, they will be
 shot up by 4-on-a-stand foot archers. The key is the make those
 archers split fire at harder targets, or even better, make them shoot
 in whole at these targets. This is very hard to do when you are
 buying 6-stand Irreg LC and 8-stand light infantry.
 
 Putting #1 & #2 together, the real question is how do you pin
 effectivley, without getting your whole line shot up. The answer is
 easy and obvious enough ... only push every other unit forward. Those
 units will get shot and rally back, and the next bound you will push
 the other units forward while they rally, and so forth and so forth.
 If the enemy tries to pile up on the units pushed forward, he will
 tend to fragment his battle line to do it (please take note that this
 will rarely happen when you are playing skilled players). Either way,
 you have pinned effectively and can withstand the missile fire.
 Remember, your 15 CPF allotment is NOT a back account. As long as you
 have money left with your pin forces at the end of the game, it's all
 good. Typically, when employing this tactic, you will end the game
 with most of your pin units at 10-12 CPF, but your opponent will have
 wasted his archery doing it, and have scored no points for the effort.
 
 3. You are just about two dimensional with this list. You will either
 win with your lights or use your shock arm of cavalry lancers, or
 some combination of the two. I would suggest to you that two-thirds
 of your opponents will either, a) not be vulnerable to mass lancers,
 b) not be vulnerable to light troops, c) not be vulnerable to either
 one. That said, against two-thirds of your opponents, you are either
 one dimensional or none dimensional.
 
 I think you should be buying less lancers, and some of the combat
 infantry. You don't get much and it is not the best in the world, but
 thats the reason you are buying all those killer light troops. You
 get to pick your spot to attack, and the only way the enemy can keep
 you from this end is to throw his own lights out there, which very
 much serves your purpose. The infantry and lancers tend to be force
 multipliers for each other ... the sum of the whole being greater
 than the individual parts.
 
 4. The four stand LMI unit is useful to put in terrian favorable to
 you, but since you probably won't be rolling any, they will have to
 fill to roll of denying the enemy terrain favorable to them. A 4-
 stand unit is too small to accomplish this task. My thought is that
 you feel you are forced to buy them (you called them required) which
 is true. It would seem obvious that you do not really want them. My
 question would be, does taking them as a nothing unit, to save a
 handfull of points, serve any purpose? Spend a little more, and get
 something that you can learn how to properly use.
 
 
 Ok ... thats my book for today, and I hope some of thins might be a
 bit helpful.
 
 Greg
 
 
 
 
 
 
 
 
 
 
 
 
 
 --- In WarriorRules@yahoogroups.com, "John" <jjmurphy@s...> wrote:
 >
 > The 15mm Moldavians got painted just in time for the local
 quarterly
 > Warrior tourney - very happy with how they came out though I am
 > still fixing bits of shipping damage and waiting on the transport
 > elements which I got seperately. I am looking for some tactics
 > pointers with them. Here is the list (letting all the oppoistion
 see
 > it, oh well) - which having played it once I am committed to (and I
 > would say happily) for the rest of the games.
 >
 > 6 units 2E Irr A/B HK L,Sh - 1 a CinC/PA & 1 a SubG/P
 > 4 units 6E Irr C LC JLS,B,Sh (list rule for 1.5 ranks JLS)
 > 2 units 8E Irr C LI B,1/2-Sh
 > 1 unit required 4E Irr C LMI JLS,Sh
 > 1 unit 2E Reg B/C HC/MC L,B,1/2-Sh AllyG/P
 > 4 units 2E Reg C LC B,1/2-JLS,1/2-Sh
 >
 > So far, a very fun list to play, win or lose. A tad over 1600
 points
 > for 18 units with 106 scouting points, the Regs are an allied
 > Crimean Tartar command, the Irregs can be split between the CinC
 and
 > SubG as desired (I would likely continue with the CinC commanding
 > the HK and the SubG commanding the LC/LI). I am looking back over
 > Mark Stone's skirmisher article (again) and going over my ideas on
 > how to mix in sequenced charges by the HK against heavier types
 > either in the clear or through the LI. One problem I had last game
 > though is, when faced with aggresive loose foot, getting my Irr LC
 > evaded away and leaving the Reg LC alone to get shot up. Not that I
 > expect to win the battle there (though I had hoped to work out a
 way
 > to put in enough shooting between recalls to get a few waver checks
 > forced) but it would be nice to more safely hold a flexible line in
 > front of them. Maybe it just needs practice as when I look at it
 now
 > afterwards I really can't fully understand why it happened that way
 > if I spaced things out properly.
 >
 > Any thoughts?
 >
 > Good to be back btw
 
 
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