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Post by snowcat on Oct 26, 2019 6:51:30 GMT
Which army do you have in mind Snowcat? See above. 
Avar.
(I'd probably take the 2LH option just for the sake of a little all-mounted variation, but for some reason I prefer this idea to taking the optional subject Slavs even with the added appeal of a stone thrower Art in 626AD.)
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Post by paddy649 on Oct 26, 2019 7:14:30 GMT
African Vandals - 12 x 3Kn always appealed to me.
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Post by snowcat on Oct 26, 2019 7:16:23 GMT
African Vandals - 12 x 3Kn always appealed to me. The army that guarantees you get to the bar the fastest! 
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Post by Haardrada on Oct 26, 2019 7:38:06 GMT
Having a Timurid army I can vouch for the already mentioned problems..I also have them with my Hsuing nu which are mainly LH with some Cav and an odd Ps if you take it.
However, the Timurids do have a partial solution in that you can take an Elly for a "little" punch and 2xBw elements (3 are possible if you take the Black Sheep Turkomen Allies). If you can move these in support of Cavalry their shooting can distract the enemy Bw who have to shoot back at them as a target priority allowing you to close with the Bw without a shot if you can angle it right.... You may even disrupt the Bw line by forcing a recoil before your Cav contact.... Unfortunately with either Avar list you don't get access to much Bw.
Ax for my Hsuing nu I use the later Southern Hsuing nu that is more balanced and has some Kn for a little punch and has some light foot troops.... I may add some Han Allies to the Early list to give it a Kn element with a couple of Cb elements to add more firepower.
Good luck whatever army you choose. š
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Post by snowcat on Oct 26, 2019 12:03:05 GMT
Good luck whatever army you choose. š Thanks, I'll probably need it. 
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Post by martin on Oct 26, 2019 12:46:32 GMT
African Vandals - 12 x 3Kn always appealed to me. Itās appeared at the Welsh Open and also Tarrington in recent history....as snowcat says, yes, a quick game ensues, one way or another. Littoral makes them a fun defender, on the rare occasions that happens (aggr 3)
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Post by paddy649 on Oct 26, 2019 13:22:57 GMT
At least if they did do a littoral landing the opponent would know what the landing force would be in advance.
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Post by menacussecundus on Oct 26, 2019 14:59:26 GMT
Bows are rock to cavalry scissors. To charge bows, you have to move within 4 BW. Bows can move 1 BW then shoot 3 BW. Therefore, the bows will get 2 shots. One when you move into range, then one on their turn. They will be firing at a distance, so can gang up. Potentially this allows a 4-1 bow shotx2 before you get in your first charge, at 3 vs 4. ................ I don't think this is correct. The Bw move so that the Cv are in range and shoot. Next bound the Cv charge into contact (possibly minus one of their number if the Bw have ganged up on one when shooting). The Bw don't get a second shot.
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Post by Spitzicles on Oct 27, 2019 1:40:46 GMT
Bows are rock to cavalry scissors. Maybe on the 30 inch optional board, and paradoxically maybe with some woods to try to cut down the enemy field of fire and maybe try to get the bows tangled in the woods. Beware of Bw in woods, they can shoot up to 1/2 base width into and out of woods. I have learnt this lesson the painful way!
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Post by Spitzicles on Oct 27, 2019 1:47:06 GMT
I think the increased movement and range of 3.0 had really shrunk the board. It hurts CV, and is brutal to LH. I think CV can still win by concentrating forces. 3.0 also reduced the movement of Lh from 5 base widths to 4, making their movement the same as Cv. I can understand the reasoning, but its really reduced the effectiveness and attraction of Lh, and Lh predominant armies.
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Post by snowcat on Oct 27, 2019 4:09:49 GMT
I think the increased movement and range of 3.0 had really shrunk the board. It hurts CV, and is brutal to LH. I think CV can still win by concentrating forces. 3.0 also reduced the movement of Lh from 5 base widths to 4, making their movement the same as Cv. I can understand the reasoning, but its really reduced the effectiveness and attraction of Lh, and Lh predominant armies. What was the reasoning?
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jeff
Munifex
Painting II/12 Alexandrian Macedonians
Posts: 28
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Post by jeff on Oct 27, 2019 5:35:40 GMT
I love LH in 2.2. The ability as a lightly armed soldier on a horse to move twice as fast as blades can make up for a lot of combat deficiencies. Cv could absolutely pick their battles with 4" movement. Bow could still move 2" and shoot 2", so Bow always got a shot in, but Cv destroys bow by choosing the condition of the fight. Lightly armed men on horseback should absolutely move much much further than a formation of heavily armed foot.
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Post by snowcat on Oct 27, 2019 6:16:05 GMT
I love LH in 2.2. The ability as a lightly armed soldier on a horse to move twice as fast as blades can make up for a lot of combat deficiencies. Cv could absolutely pick their battles with 4" movement. Bow could still move 2" and shoot 2", so Bow always got a shot in, but Cv destroys bow by choosing the condition of the fight. Lightly armed men on horseback should absolutely move much much further than a formation of heavily armed foot.So why was the contrary rationale accepted?
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Post by somecallmetim on Oct 27, 2019 9:22:35 GMT
Iām confused. I donāt have the rules in front of me, but donāt light horse move faster than heavier foot?
Still, I am following this thread with great interest. I am trying to work out how to beat Late Crusader with various Muslim armies, who are predominately Cav.
ps I now see you said āa lot furtherā. Fair enough.
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Post by Spitzicles on Oct 27, 2019 10:30:48 GMT
Iām confused. I donāt have the rules in front of me, but donāt light horse move faster than heavier foot? Still, I am following this thread with great interest. I am trying to work out how to beat Late Crusader with various Muslim armies, who are predominately Cav. ps I now see you said āa lot furtherā. Fair enough. SomeCallTim,
To clarify what I think we're writing about: in v2.2 at 15mm scale, Heavy Foot moved 1 inch, Cavalry moved 4 inches and Light Horse moved 5 inches; and now in v3.0 Heavy (or Steady) Foot move 2 base widths, and Cavalry and Light Horse both move 4 base widths.
Given Bow can now move up to 1 base width and still shoot up to a range of 3 base widths, this is the equivalent of a move by Cavalry and Light Horse. So both these troop types need to halt more than 4 base widths from Bow to avoid being shot at.
I played in a Crusader period campaign last year as the Seljuk Turks. Its hard going against Crusader armies. Towards the end I opted to continually push what Bow I fielded forward into the opposing mounted or Bow, hoping for the best, and support them with whatever cavalry I could. Before that I threw my Cavalry at the Crusader knights, backing them up/supporting them with Light Horse behind or on a flank. The latter didn't seem to work too often. Good luck!
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