by Terry Gore
Part 1: Descriptions of Armies for Medieval Warfare Part 2. The following army list descriptions will be included in subsequent editions of MW. I hope that they will be of interest to others as well. 9. Merovingian Franks: Late 5th to Early 7th A.D.Allied to the Romans at the Battle of the Mauriac Plain vrs. Attila were the Merovingians, named after their leader, Merovius. A very basic army, the Merovingians managed to fight successfully for well over a century against Huns, Germans and Arabs. Their mobile, veteran armored horsemen gave them a powerful arm with which to outmaneuver their German adversaries. By the early 7th century, their reliance on foot levies (heerban) allowed for the muster of huge numbers of these troops. Use the cavalry as primary attack forces, preferably on the flanks, with the foot holding the enemy in position in the center. This army is a definite challenge to use, but it is colorful and has an intriguing history. For experienced generals only. 10. Avars: Mid-4th to Early 9th A.D.The Avar tribal groups had been driven west by Turks. They assimilated the remaining Hunnish elements into their armies, and managed to subject Slavic tribes, Croats and Gepids in the process of moving as well. Their use of cavalry with lamellar armor (disputed, but I usually go with the contemporary texts), lance and bow backed by large numbers of light horse and Slavic foot (for rough terrain fighting) allowed for flexible tactics. Cavalry can be used at any point along the front, but a useful tactic would be to try for an enemy flank with the skirmish horse, backed by the Fully Mailed nobles while the tough Slavs, in wedges, assault the enemy center in a frenzied state. They will tie up large numbers of enemy, allowing you to outmaneuver (and outnumber) your opponent on one flank or the other. Not an army for the faint of heart. More experienced players should be able to give fits to their adversaries with this army.
11. Burmese: Early 6th to Early 16th A.D.The novelty of having strong, mobile firing platforms which are deadly in close combat (the Burmese elephants) should encourage the general in search of 'something completely different'. This army is versatile, but tough to coordinate. The usual tactic was to attack the enemy center with elephants backed by foot while the cavalry and more foot would go after the enemy flanks. This army is an experience to face. The elephants count as two close order (4 figure) firing stands each. This volume of bowfire can literally destroy a unit before it gets close enough to contact the elephants. Needless to say, enemy cavalry and knight armies are in a lot of trouble when facing Burmese. This army is good as well in delaying terrain, with plenty of open order spearmen and archers. Use of ships to sail up a major water feature and land a flanking force (use guards and skirmishers for this) can be a real surprise. A fun army for any level of player, but an experienced player can have a field day against many cavalry heavy armies. 12. Medieval Indian: Mid-6th to Late 16th A.D.The Hindu states of northern and central India fought continuous wars against Muslims, Ghaznavids and various other neighbors for a thousand years. The numerous lance and bow-armed cavalry are augmented by large numbers of poor quality foot. The elephants and White Hun skirmish cavalry round out the army. The Rathor fanatics, a religious sect, should be used from ambush or as a flank charge. Useful tactics for the Indians are similar to the Burmese. Perhaps a full scale advance along the entire front with the White Huns and Rathors forcing a flank would be successful. This army is of brittle morale, so make certain that the UI are in support range of each other or they will disintegrate at the first sign of trouble. Any level of player will feel fairly comfortable with this army, but the more experienced the commander, the better this army performs. 13. Vandal: Mid-5th to Early 6th A.D.The very word conjures up visions of destruction and mayhem. Geiserich is known for his leadership qualities, which led to his victory over and sack of Rome in 455. The huge numbers of heavy cavalry make this very much a one-dimensional army. Use of mounted camel skirmishers adds a small element of variety to the Vandal hordes, and the Moorish skirmish infantry and skirmish cavalry allow for a bit of versatility, but not much. What can you do with Vandals? Being mobile helps this army. You should be able to outmaneuver most foot armies. Once around a flank, the cavalry can do as they please. Screen your horsemen with skirmishers to avoid being shot up prematurely. This army is a challenge for any level of player. 14. Early Bulgar: Late 7th to Early 10th A.D.Descendants of the Huns, the early Bulgars managed to be subjugated to the rule of the Avars until their 'secession' in 638, whereupon they fought for their independence continually. Bulgar armies were never huge, but they were versatile. King Krum, in the early 9th century, commanded an army of Bulgars, Slavs and Avars. Large numbers of lance and bow-armed veteran nobles were augmented by similar numbers of horse archers and Slav spearmen. The army is very mobile and can fight in any terrain. The troops are all of at least average quality. Tactics were fairly straightforward. The foot would advance in wedge formation and hopefully attack the enemy center in a frenzied state while the horsemen would either overwhelm the flanks or exploit the successes of the foot. This is a good army for any level of gamer, but can be lethal in the hands of an experienced player. 15. Tibetan: Early 7th to Mid-9th A.D.The cataphract-heavy Tibetan armies managed to conquer large portions of both India and China. The powerful horsemen were bow as well as lance-armed and could overwhelm most cavalry armies with their irresistible charges. The foot were adequate and provided a supportive center from which the cavalry operated. This army is not good in rough terrain, surprising, considering the Tibetan topography--Tibet is not exactly an open plain. Use of mountain tribesmen is imperative. Tactics should revolve around how best to get the cataphracts into action without their being disordered at contact. Screening them with skirmishers is of primary importance. I would not hesitate to use them in the center with the foot on their flanks. They should do immense damage to whatever they hit. Note: avoid elephants at all costs. This army is all right for beginners as well as advanced gamers. 16. Maurikian Byzantine: Late 6th to Mid-7th A.D.This army is the best of the various byzantine armies throughout the Empire's history. The cavalry are superb, with heavy armor, elite or veteran status, and well-armed. The foot are steady and tough, capable of holding off virtually any type of attacker. Use of the Hun allies allows versatility and mobility. You even have the use of Slavs for rough terrain fighters. The cavalry are expensive, but they are worth it. I suggest a reading of Maurice's STRATEGIKON for tactics vrs. the wide variety of opponents historically encountered. The byzantines fought in supporting lines, foot usually in the center, bolstered by elite horse while the other cavalry would fight on the flanks. Use of ships to send artillery up a flanking river could prove interesting. A great army for beginners.
I will continue this series and trust that it will provide an introduction to a number of the more obscure armies which are available. Each army has a character and value all its own. In order to utilize my own limited numbers of figures, I use them interchangably; i.e. a horse archer can be used in virtually any army, as can skirmisher foot and many loose and close order 'barbarian foot'. The purist who gets upset because of a shield shape or pattern would do well to stay away from my games! Part 1: Descriptions of Armies for Medieval Warfare
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