by Terry Gore
This is a quick primer for those new players who would like an idea of how to put together a 525 point tournament army for either AW or MW. These are nothing more than my recommendations, based upon three years of tournament play using both systems. You should start out by doing some basic research in order to find out how your particular army performed historically. This research will also help you with your units, army tactics and also let you read about the personalities who led your army to victory or otherwise. Of course, we have included some really bare bones information about each army, but this is not the same as finding things out on your own. First and foremost, you have to determine the sizes of units for your army. Also, how many units you intend to field. Are you comfortable with many small, maneuverable, but fragile units, or do you like a more compact and controllable army with large, more resilient units? Perhaps a combination of the two? If you opt for a large number of small units, you will need more generals for command control. My basic rule of thumb is that for each five or six units, you will need a general. So for an army of fifteen units, you should have three generals, one of whom is the commander-in-chief. Even this is optimistic, as you will inevitably have one or two units per command that will not have orders each turn. As units become involved in close actions or are lost, this is less a problem as the battle progresses, but initially, it can be frustrating to have many of your units uncontrolled. So, depending on how many generals you want to invest your valuable army points in, this will dictate to some extent your army make-up. Next we come to the question of unit types. Cavalry for instance. Cavalry are expensive. They cost at least twice as much as comparable foot, and often have less strength points (figures per stand). Should you use cavalry if they are not required, but allowed? The answer is yes. They have several benefits. Mobility and speed is the first. Their value as a close combat unit, especially in MW is another. They also provide a deterrent to many enemy troops types, notably loose order foot that don't fare well against them. Cavalry should be kept in maneuverable small units. I prefer two to four stand units. This allows you to bring enough 'hitting power' to bear on an enemy unit while also letting you have plenty of scope to move freely and maneuver around on the battlefield. How about skirmishers? You should have at least one unit of them to screen your better quality troops from enemy missile fire. I usually employ two or three units of from four to six stands each. This gives them some staying power as the inevitable casualties arise while still giving you coverage to protect the more valuable shock troops. Skirmish cavalry are useful in a number of ways. Their very fast movement can literally pin a slower enemy close to his baseline and allow you the advantage or army maneuver over a slower opponent. They also are capable of standing up to enemy horse and even some foot, though don't count on them winning! They will buy time for you, however, and if losing a close combat, can always retreat, usually outrunning their opponent. The bulk of your army will consist of foot units (unless using a cavalry army, such as Skythians or Huns). Close order foot are slow, hard to maneuver and tough to utilize effectively if they start the battle off on a flank where no enemy are. I use them in units of four, six, eight (if pike-armed) or nine (if they have long spears) stands each. This gives them plenty of punch, depth and staying power. If your close order troops are unarmored or lightly armored you must screen them with skirmishers. Heavy infantry are less vulnerable to any but close range missile fire. The thing to do with close order foot is to close with the enemy as soon as you can and lock up with him. Judicious use of shieldwall/locked shields, defend orders or charges will keep your close order foot in the thick of the battle. Loose order foot should be used on the flanks to occupy and control delaying terrain and to keep the enemy from the same. I use them in units of from four to six stands each. They also are great for frenzied charges, with a greater charge distance than close order. Sometimes, I'll mix in a couple of small loose order units with my close order units to lock an enemy with a charge, enabling my slower close order types to get into contact on their own terms. I hope that provides a little help. There is much more of course, archers, other missile troops, artillery, supply, etc., but these will be left for another time. Back to Saga #82 Table of Contents Back to Saga List of Issues Back to MagWeb Master Magazine List © Copyright 2001 by Terry Gore This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |