The HOTT Tactical Manual
Army Design
Roger Court writes:
Rule Two of wargaming: keep your army as simple as possible (Rule One is "never split your forces", but that's another story). If your army is stuffed full of different troop types, it becomes difficult to play properly.
Bad Goblin Army:
1 Hero General
1 Blade (Bodyguard)
2 Warbands
1 Behemoth (Hill giant)
1 Artillery (Catapult)
1 Lurker
1 Shooter (Goblins w. bows)
1 Flyer (Goblins on Giant Bats)
1 Rider (Hobgoblin mercs. on horseback)
On paper, really flexible. In practice, unable to support itself.
Good Goblin Army:
1 Hero General, for punch
3 Riders, to support the Hero
4 Warbands, to hold the flanks and handle bad going
6 Hordes. to provide mass.
Options: 1 less Riders/Warbands, 2 more Hordes.
Simple, and it works. Make sure everything in your army has a clear, simple purpose. Plan what you'll do if it gets destroyed (the simplest contingency being to use Numbers). If you can't include something in sufficient quantity, it probably doesn't belong in your army list.
Alan Saunders writes:
Avoid having clerics and Pal;adins in the same army as Magicians; they affect your Magicians just as much as they do those of the enemy. Lots of aerials and Magicians don't mix well, as they both use up PIPs.