It is with a great deal of trepidation that I make the following suggestions with respect to tactics. After years away from gaming, most of my over-weaning arrogance has disappeared. (Not). Tactics in Armati begin with divisional organization. To the extent that it is not possible to anchor both flanks of heavy divisions with rough terrain or woods, it is highly desirable, if not absolutely necessary, that all of your heavy divisions containing critical units be commanded. This is desirable due to the devastating effect of a flank attack on a critical unit by a heavy unit. Even a large heavy division can maneuver by wheel and about face to protect its flanks from hostile units. An uncommanded division does not have maneuver as an option. Therefore, it is desirable that all divisions containing critical units be commanded. If this is not possible, it is necessary to anchor the flanks of an uncommanded division on difficult terrain such as woods and rough ground which will at least make getting to vulnerable flanks much more time consuming. This sketch demonstrates the ideal position for an uncommanded heavy infantry division. If terrain is not available, one flank should be refused and protected by a combat effective division with reasonable maneuver capability and combat longevity - a small infantry division or a cavalry division. The other flank should be advanced and protected by the maneuver element of your army which should comprise your combat units with the best chance of defeating your opponent's flank forces and maneuvering on his flanks - small infantry or cavalry divisions again. The following sketch demonstrates the most common Republican Roman deployment: The size of divisions is important for a number of reasons. Small divisions are more maneuverable and thus have a better chance of achieving that devastating flank attack. The size of the divisions determines the number of independent maneuver elements available. The size of the divisions determines the potential for voluntary and involuntary splits. One must be very careful with skirmish infantry. Divisions that are made up of more than two skirmish infantry units are very vulnerable to having a hostile cavalry unit disperse a center unit causing an involuntary split - reducing your initiative by two. In the following diagram, the light cavalry can advance to contact only the center skirmish infantry unit and cause an involuntary split reducing the initiative of the player controlling the skirmish infantry by two. This is undesirable for two reasons. It degrades the ability of the player controlling the skirmish infantry from winning the turn initiative roll and choosing whether to move first or second - an important advantage. It also prohibits a voluntary split by a heavy division at a more critical time by using up two initiative points. (Remember a voluntary split is not possible once your initiative is reduced to one or zero by the combination of voluntary and involuntary splits). Skirmish infantry should be deployed on the flanks, in rough terrain or woods, or in front of targets that are more vulnerable to missile attack. My light infantry divisions are generally no more than two units in strength for ease of maneuver. I deploy them in difficult terrain, as the hinge between heavy infantry and cavalry, to the rear of cavalry to act as cavalry support, or to the flank and rear of heavy infantry divisions to delay hostile, flanking mounted divisions. Although often used, organization of a light division with a skirmish infantry unit and a light infantry unit is not generally desirable as light infantry can not move directly to the rear without doing an about face. Heavy infantry divisions should be no more than four units where possible. The ideal division is two units strong deployed with one section behind the other. This maximizes maneuverability and combat punch. A two-inch wheel on a frontage of 80 mm is a significant change in direction. When attacking an enemy infantry unit organized with its sections side by side, your organization in depth gives you two opportunities to inflict casualties with any casualties received by you spread between two units. It takes eight casualties to break your attack versus four to break the hostile unit. The same advantages apply against warbands and mounted units with the additional advantage that impetus does not destroy your unit. I attempt to keep light cavalry divisions organized in the smallest number of units. One unit is ideal. Two is acceptable. More than two is unwieldy for the best tactical employment. In general, missile armed light cavalry units should operate with one section behind the other for maximum maneuverability and minimum exposure. However, if your opponent also has light cavalry, it does not hurt to organize the sections side by side in order to acquire the one factor melee advantage for being wider. Sometimes elephant units organized in a division with heavy cavalry and deployed slightly to the rear of the heavy cavalry unit allows an opportunity to force hostile cavalry to attack your cavalry and then face a support charge by the elephants. Beware of being forced into charging enemy infantry, however. Armati is not a forgiving game. Poor organization or poor tactics are more difficult to recover from than in other games. Back to Saga #54 Table of Contents © Copyright 1996 by Terry Gore This article appears in MagWeb (Magazine Web), available on the Internet World Wide Web at http://www.magweb.com |