by Terry L. Gore
It is difficult to get started with the WRG 7th system without help. I was lucky. When I first became interested in playing ancients back in the early 70's, William Connolly, Gary Comardo and Dave Armor were already involved with the WRG system (2nd Edition). They helped me learn the rules and as further editions came out, I tried to do my part to help others learn. At least once every week or so, I receive a letter asking for help, either in designing an army or in deciphering the rules. I believe the latter situation will be covered by a new associate editor and I will attempt to address the former in this, the first of a series on playable armies, designed for use with the WRG 7th rules. These armies will be historically accurate and well-balanced, as well as solid tournament contenders. Let me start with my own personal favorite cavalry army, the Normans of Robert Guiscard. Part I The Normans in Italy [WRG List 102]A good, basic army for players of any level of expertise is list 102. You get plenty of high morale, wedging Heavy Cavalry, able to deal decisively with most opposing horsemen of an contemporary army -- certainly historically accurate as the battles of Monte Magiore, Civitate and Durazzo attest! Besides the powerful horsemen, large numbers of archers, both light infantry and light medium infantry, are available to take care of opposing skirmishers and light horse. The list also offers some light cavalry and rough terrain troops (LMI with javelins), which make the army a definite force to contend with. Unlike the 'mainland' Normans 'Duking it out' in France and England (that was an awful allusionary pun!), the Italo-Normans found themselves enlisting huge numbers of conscripts and mercenaries (Lombards, Sicilian Greeks, Saracens) to flesh out their armies. The main contingent of any Italo-Norman army continued to be the impetuous, deadly heavy caballarii, Just like back home. Let's take a look at the makeup of a good Italo-Norman army which should do quite well in a wargame. First of all, you must realize that this army will be a bit unpredictable. I would require you to purchase the maximum number of Irregular A (fanatic) cavalry... 15 figures. The disadvantage of having Irr. A's is that their units will always charge the first enemy unit they see. Remember, though, that a large portion of the Norman caballarii were only a few generations removed from their Viking forebearers and continued to react as such (i.e. charge the nearest enemy in reach!) I don't feel that it is historically correct to design an army without these fanatical fighters. One thing you don't want to do is put them in your generals' bodyguard units. Contrary to Victorian historian conventional wisdom, the bodyguards of the Norman commanders exhibited a remarkable control and dexterity, often feigning a retreat after a charge, halting pursuit if the commander so ordered and refraining from pursuing an enemy into certain ambushes. meaning they certainly were NOT Irregular A fanatics! It is no fun watching your CiC enticed into impetuously charging a LI unit because they moved to within 180 paces (HC charge range). So keep' your generals with the high morale 'B' class fighters. Okay, so you're going to use Irr. A HC. How do you put them in units? The WRG list 102 allows you 15 of then. Your Norman caballarii fight in wedge. Put Irr A's in with each cavalry unit; an element, leading the unit, of three figures (not generals' bodyguards, though!). Not only will your caballarii never be Uneasy (an advantage of Irr A's in the front rank), but with a plus roll on the melee random die, you get to add another +2 to your total tactical factor. This allows you to at least have a chance at beating heavier (and more expensive) enemy knights. Psychologically, it's not a bad idea to let your opponent know that you have 'a few' Irr. A units floating around -- it'll give him something to think about! Next, you'll want to consider getting a unit of light cavalry. The advantage of these troops lies in their scouting/screening potential. It's not a good idea to start the game with all of your troops deployed and none of your opponent's! A 10 figure LC unit costs you 85 points, gets you a big 15 scouting points and gives you a very mobile force which can be used for pinning your opponent deep on a flank or flank marching off-board (a neat surprise having these guys show up in the enemy rear!). So far, you've got some very deadly, wedged horse and a mobile LC unit. So now what do you do? Buy as many archers as you can get! You'll get two units of 16 LI armed with bows, a unit of 24 LI with crossbows and two units of 24 LMI Lombard archers armed with bow and shield. The LI will screen your HC and also hold their own against enemy missile troops (being in large units, they can take a lot of punishment) as well as provide plenty of firepower. The Lombards can fight as well as shoot,g having, shields. they are vulnerable to enemy missile fire if allowed to shoot without being in skirmish order, however. Use then in a 'combined arms' attack with your HC, they are great in supporting the cavalry attacks and can wade in on subseqent rounds of combat... impetuously! To round out the Normans in Italy, buy a unit of Slav infantry (actually, they'd be Sicilian/Greek mercenaries in this particular force) so you have troops to fight in rough area like woods. You might also consider a 16 man unit of Swabian HI armed with 2HCN/Shield. These guys provide a strong reserve and a rallying point for your troops should they decide to run away! This should do it. Here is a good, well-rounded and fairly accurate Italo-Norman army of the aid-late 11th century.
Bodyguard of 5 Irregular B Norman Caballarii, HC L/Sh @ 45 2iC Bohemond N/P as Norman Caballarii @ 55 Bodyguard as above @ 45 3iC Roger N/P as Norman Caballarii @ 55 Bodyguard as above @ 45 5x 8 Norman Caballarii HC 1/2 Irr. A, 1/2 Irr. B L/Sh @ 410 1x 6 Norman Caballarii HC Irr. B L/Sh @ 79 1x 10 LC Irr. C JLS/Sh @ 85 2x 16 LI Archers Irr. C Bows @ 114 1x 24 LI Crossbowmen Irr. C Crossbows @ 73 2x 24 LMI Lombards Irr. C B/Sh @ 194 1x 18 LMI Spearmen Irr. C JLS/Sh ("Slavs") @ 79 1x 18 MI Swabians Irr. C 2HCW/Sh @ 105 Finally, Just a quick note on terrain setup. Most gamers with attacking cavalry type armies opt for 'clear' terrain. With the Normans, you'll want to pick a gentle hill (for line-of-sight and visibility advantage placing it near your center line) and three areas of brush. If facing a light cavalry army, pick a major water feature to constrict the battlefield. Use the brush and push your LI and LMI into it -- they don't have to waver test for being charged by mounted troops while in the brush and close order foot can't hurt them, being disordered by just stepping into the rough stuff. Remember, your own cavalry can charge their full allowance in the brush and, while becoming disordered, will still be able to protect your archers. Back to Saga v5n5 Table of Contents Back to Saga List of Issues Back to MagWeb Master Magazine List © Copyright 1991 by Terry Gore This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |