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Post by phippsy on Nov 19, 2016 12:15:33 GMT
For my sins I am fascinated by DBA 3.0 Ps and LH heavy armies ie Lusitanian, Numidian, Skythian. I was wondering if anyone had any tips on how to try and win v blade / spear / Knight heavy armies - and how to get into winning positions of killing 4 opponents elements....maybe the advice is to not choose such armies in the first place LOL. ButI have always supported the underdog. Generally these armies tend to be low aggression and can choose terrain to their liking - so the Numidians and Lusitanians are Hilly and can flood large pieces of difficult terrain, and skythians limit to an open board, but one still needs to kill the oppo elements somehow...thanks.
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Post by mthrguth on Nov 19, 2016 13:50:45 GMT
1. Know the rules. Particularly about double or subsequent moves, group move in bad going, lack of overlap against psiloi, doubling up of light horse, multi move for light horse, combat factors near the edge of the board, vacuuming single elements into bad going by contact with a group in bad going, and combat outcomes against LH and psiloi.
2. Take the enemy camp......
3. Downside to getting the terrain is that you set up first. So, if you set up to dominate on one wing the enemy will plop a line of hard troops in front of you. Set up on the other wing and bam, there he is in front of you. Might want to set up in the center and maybe a little bit back so you can use your speed on turn one, don't roll a one on the first pip roll; to move out against one end of the enemy line. Set up back so that you don't get frozen in place by the first enemy move.
4. Don't commit suicide. If a situation arises where you have enough bad going to hide your entire army; don't feel compelled to come out and challenge superior troops in the open. Play for 'pip starvation', maneuver for a small advantage on a flank, or set up a 2 vs 3 with an automatic kill against a knight while your opponent becomes frustrated that he can't get to you. In other words, be mentally prepared for a long, time consuming game.
5. Large pieces of terrain can be great; but some terrain pieces are so big that you can only get one per sector. Might want half size terrain pieces so that you can get two down in a sector and not lose any. think of the terrain as safe islands and 'hop' your psiloi from one to the other.
6. Use any special army characteristics to your advantage. Example you gave, Lithuanians-they dismount as bow! That can be an annoying surprise.....Bow will outshoot aux or psiloi in bad going, although it can be nerve racking...
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Post by phippsy on Nov 19, 2016 14:58:21 GMT
Thanks Mthygruf....appreciated. That all makes sense. On your last point, in the original text I had referred to Lusitanians (ie the Portuguese version of Ancient Spanish) that can have 6-9 element of psiloi.... Interesting some of the really suble rule aspects; around the phantom overlaps on board edge, group contacting element and bad going interaction, trying to vacuum in. I have noticed that many players just want to form up and charge with Knights and elephants etc - so drawing that out, avoiding contact until on own terms is sound....
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Post by phippsy on Nov 19, 2016 15:02:41 GMT
Mthrguth....bit of an auto- correct challenge on the last spelling...
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Post by Haardrada on Nov 19, 2016 21:45:11 GMT
Exellent post Mthrguth,I can only add a few other points to ponder....
Watch for armies with over 6Lh which can be a pip drain (Skythians in your choices), the best option is an alternative troop choice (Aux) or Allies if available (which can also be a pip drain).
Consider an army with high aggression ( again Skythians) as you can deploy after your opponent and can mass your attack on a single flank,or opposing troops that cannot destroy them.I have Hsuing nu that have all allied options to dilute the army if needed.I find the Cavalry armies don't have much sting and rely on overlaps.
Even if you do take a low agression army and choose terrain,consider types of terrain that restrict command distance which can isolate parts of your enemy army but are fine for Lh.
I partly disagree with Mthrguth about suicide tactics, a Lh General with support is an even match with an elephant and has a Qk ability....sometimes the risks are tempting.lol Also if you attack frontally in some games your opponnent expects you to, only to see you vanish to another flank as long as you stay out of his TZ.
As for Ps they are exellent at slowing enemy heavy foot, elephants and aint so bad against Lh either and can recoil through some troops.
Have fun trying things out as you will refine your tactics.
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Post by phippsy on Nov 19, 2016 22:21:23 GMT
Just on that with the reference to command distance. Under the PIP description last para on P8 of DBA3.0...command distance is 20BW if entirely LH. (Note full stop). Otherwise it is 8BW, but reduced to 4BW for troops entirely behind .....etc. does this mean that command distance is always 20BW for LH or is LH still subject to that 4BW restriction?
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Post by Haardrada on Nov 19, 2016 23:42:28 GMT
Command distance is 20 BW for Lh. "Otherwise" , it is 8 BW , but is reduced to 4 BW for troops entirely beyond....etc.
So on re-reading the word "Otherwise" may be the key word to indicate that a group or single element of Lh always have a Command radius of 20 BW?
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Post by timurilank on Nov 20, 2016 0:39:45 GMT
Just on that with the reference to command distance. Under the PIP description last para on P8 of DBA3.0...command distance is 20BW if entirely LH. (Note full stop). Otherwise it is 8BW, but reduced to 4BW for troops entirely behind .....etc. does this mean that command distance is always 20BW for LH or is LH still subject to that 4BW restriction? Reviewing the role of Light Horse on page 3 you will find the sentence beginning on line eleven useful.
"They were often used for wide flanking movement behind the enemy, operating semi-autonomously rather than under close control, so are permitted extra movement out of contact and are rarely affected by distance from the general."
We understand this to be 20BW in all circumstances.
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Post by phippsy on Nov 20, 2016 7:29:42 GMT
Interesting indeed. I had not picked up that subtlety.A good clarification. For a relatively short set of rules, amazing that such gems are interwoven in the general text, but are used to support defined sentences later that have some quantification in them ie the 20BW control distance. As Mthrguth (apologies on spelling if incorrect) - said up front.....'know the rules'.
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Post by timurilank on Nov 20, 2016 8:52:32 GMT
Interesting indeed. I had not picked up that subtlety.A good clarification. For a relatively short set of rules, amazing that such gems are interwoven in the general text, but are used to support defined sentences later that have some quantification in them ie the 20BW control distance. As Mthrguth (apologies on spelling if incorrect) - said up front.....'know the rules'. Very true. This is something that requires continually exploration and working on these projects has helped that along.
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Post by Antoine on Nov 20, 2016 15:05:42 GMT
I reduced the command distance to 4BW when across woods (etc.) even for LH.
If their command distance is always 20BW, it makes them much better
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Post by Spitzicles on Nov 22, 2016 20:02:06 GMT
Fellas,
My son and I have been running Hun and Mongol armies for the past 12 months with limited success. In addition to all of the above, which we practice and/or heartily agree with, I would add the following.
First, when attacking swarm your opponent - don't just send 2 or 3 Lh, send 4 or 6, that way you can better cope with casualties, and fight in waves when units flee. There should always be yet another Lh lurking somewhere, or returning to the fray, that will concern or distract your opponent.
Second, don't hesitate to dance about the battlefield, especially 700mm x 700mm ones. Make the enemy chase you, stretch their command radius, stress their command PIPs. And when one or both fray or falter, turn and pick off the unit(s) that are isolated or out of basic commanded range.
Third, in combat roll high! The lack of a quick kill punch means that many combats are just push and shove. A 6:1 split is mighty handy if you can pull it off.
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Post by medievalthomas on Nov 22, 2016 22:49:27 GMT
Remember: Speed Kills.
Fight Flanks and Camps.
Be Mist to the front.
TomT
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Post by phippsy on Nov 26, 2016 19:30:49 GMT
Evolving this topic - if you are in a supported combat as LH ie increasing your combat factor from 2 to 3, and a combat goes against you with a flee outcome, does this mean that the element in combat is destroyed, or does it flee through the supporting element or do both elements flee? Thanks Peter
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Post by Haardrada on Nov 26, 2016 21:07:56 GMT
Evolving this topic - if you are in a supported combat as LH ie increasing your combat factor from 2 to 3, and a combat goes against you with a flee outcome, does this mean that the element in combat is destroyed, or does it flee through the supporting element or do both elements flee? Thanks Peter Destroyed, so choose carfully what you match your double elements against.There was a thread on this on the old fanaticus and the conclusion reached there was to use doubled up Lh elements against elements that can double a single Lh element otherwise it was too risky. Note an overlap giving a -1 to the enemy element your facing does in a way count the same as doubling up and does not risk loosing the front Lh element to a flee result. Using the double Lh element plus an overlapping element can make a serious difference if timed correctly against the right enemy element.
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