Ancient & Medieval Armies

For me, Ancients started c 1980 with the 20mm plastic Atlantic range that had just come out. Armed with a set of WRG 5th edition rules and Phil Barker's Airfix guide to Ancient Warfare from the local library we set off building Atlantic Greeks, Egyptians, Romans & Trojans and Airfix Gauls. That was a great time, fighting with the armies of Alexander, Ramesses, Caesar, Boadicea and Agamemnon, researching new lists, converting figures (ever seen a US cavalryman as a Sarmatian?), and discovering the variety, colour and allure of the Ancient period. I've been hooked on Ancients ever since. I have migrated mainly to 15mm now, but still retain a soft spot for soft plastic 20mm. In my opinion DBM is the best ruleset around today, so my armies are built for the DBM rules and army lists - here are my "morph" groups and the principal armies in them.

 


 

Lore of the Fast Knight

 

 

1. You shall always put cheap troops with the Irr Kn, such that the total breakpoint of the command art pretty close to the number of knights in it.

2. The main battle command shall always be that of the CiC, as he alone hath the pips to control it. However, harken unto me, Grasshopper, for tis but a pin! Yea truly, the main command is to divert yon foe so the other commands can do their work first. It therefore needeth the minimum number of looneys to persuade the enemy it can seriously bash through his line. 9-10 is enough. It needeth also enough to dissuade a serious attack by LH(S) or Cv(S) - so some Bw art a Good Thing!

3. There shalt be 2 other strike commands, 2 shall be their number. They must both be able to do serious damage. For mye Normans, a Kn and a Breton command normally take this role. The one attacketh one wing, the other skirmisheth with t'other wing - or hammers it if it be LH!

4. These 2 commands shall be bolstered with crap, yea, but they must also have some troops who are at the very flanks of thy army, to fendeth off the vile LH and Ps etc that thy enemy will attempt to use to divert thy Kn. LH are truly cool, as they can wasteth a lot of time and pips for thy enemy. Bw too are advantageous, in that they shooteth away yon formation, and wasteth many enemy pips.

5. Thou shalt also keep a small reserve command, because try as thee might, thy deployment will be erroneous, thy opponent may outmanouvre ye, or ye may even be outflanked. It is too hard to re-moveth Irr Kn about the place, thy only chance is a small command with its own dice in the rear, moved to the point of need. 

6. Impetuosity is thy foe before contact, thy friend afterwards. Thusly, get in contact fast! Then use thy pips to allow the rest of the army to get onto flanks, shoot of stragglers etc.

7. Beware ye of the temptation to make this army a combined arms force. An Irr Kn(F) army is a bunch of looneys with a support cast. Unless thou art very lucky, thy Kn(F) will blast off on bound one and disappear into yon horizon, and thy foot will be a huffin & a puffin to catch up. Big groups of support troops, and preferably on horses or with an extended reach - ie Bw - are what thee desire! For example, take the Ax(S) in the Bosporan list - they are of little value other than as filler as thy knights will go nowhere near shrubbery, and his shrubbery stuff will go nowhere near Kn. Thy tactic is to mask off said shrubbery with a LH or 2, while thy Kn go hell for leather at the stuff in the open!

8. At 400 ap thy army shalt always have 4 commands, else thee will be totally outmanouevered. At 350 thou canst have 3 or 4, 4 if ye enemy is a mobile army, 3 if not.

9. If thou art smart, thee wilt have chosen an army that can dismount its Kn. This allows you to dismount during the battle in times of real trouble (like when you are surrounded by hairy Mongol LH) or deploy as a foot army against ye troublesome foes such as Bw(S), Elephants etc. Though the 1.3 remounting rule art an aberration, most Irr Kn(F) armies that can dismount in ye lists would do so historically in either of ye above cases.

10. Above all, have courage. This is not an army for the control freak or the squeamish. The idea is to get it close enough in reasonable order to a solid bit of enemy, and let fly. It will take losses going in and fighting, but it also causes losses. When it goes right, ye will gloat over the carnage. When it goes wrong - well, its over quickly and the bar beckons!