Change of
Tactics.
The
Litmus Test
This past year my Middle Imperial Roman army have
fought battles as a single, double or triple sized command against the many
enemies I have collected to-date; Picts, Caledones, Marcomanni, Quadi, Carpi,
Moors, Sarmatae, Alani, Parthia, Arabo-Aramean, and Sassanid. This leaves the
Armenians and Pre-Islamic Arabs remaining in the queue for a thumping.
I have mentioned in a previous post how a number of rule
clarifications and improvements in 3.0 have increased the tempo of the game and
how this modified my tactics. Conversely, because the pace became faster I have
now seen the advantages to slowing down the pace of my opening game. What may
appear to my opponent as “slow” are actually the coiling moves of a viper
preparing to strike.
Pip
Allocation
Allocating the highest and lowest pip score to the
various commands with the older version was simply a matter of which command
needed to move often (mobile command) and the lowest score would go to the “reserve”
command. That changed when I began looking beyond the opening moves and to where
my high score would best be needed, the “middle game”.
Now the central command (CinC) receives the highest
score and the smallest of the three commands, the lowest. The reasoning for this
was the central and strongest command lacked the needed pips to generate
decisive moves and therefore struggled to finish the game. Games subsequent to
the change are much improved.
Size of
Commands
Further, I began re-evaluating the effectiveness of an
all mounted command. During the early 3.0 testing this command usually took a
beating. I remedied this by changing the composition of the command from a
purely mounted one to a mix of troop types; blade, auxilia, one archer, and
cavalry or in essence a battle group. Its purpose was to delay or frustrate the
opposition while leaving the other two commands to deal with the enemy. To fine
tune this we did a number of training sessions.
The training sessions focused on the effective
combination of troop types that needed low pip maintenance and were effective
in difficult terrain. An element each of blade, bow and auxilia with an element
of Psiloi dancing around and enemy flank worked well against warband strong
armies. With the general and a second auxilia element or cavalry unit this
becomes quite an effective command against enemy of greater strength.
Held together as a group this command can still be effective
while demoralized as bow can still be effective at distance shooting and
receive side support from blade. A blade’s factor may be reduced to 3, but this
does not mean it is incapacitated. The fight is still on.
Springing
Traps
I saw further improvement when I began to slow my
tempo down. Light Horse and Psiloi, under the right conditions, can make extra
moves and I did make use of this during the early stages of testing. As my
tactics improved, I found that LH and Ps were better employed during the middle
game and not launched full speed at the opening. Changing this, Light Horse
have been effective at slithering between enemy commands to frustrate enemy
reserve formations, or picking off a general or forming up to strike the rear
of an enemy battle line. Please note after multiple moves you may not approach
closer that 1BW from the enemy.
Psiloi do not move quite as far but do need the
advantage of ground to do such. This is one of the reasons I have redesigned my
terrain pieces as small to medium size; this reduces the chance that pieces
will be discarded during the placement phase and secondly, features spaced 1 ½ BW
from each other function as “stepping stones” allowing Psiloi to manoeuvre over.
In which command will you place LH and Ps is a matter
of preference and your style of game. Most Roman armies have too few LH, but I
have found it useful to have them with the central command and Ps deployed with
the flanking commands.
Enemy strengths and weaknesses:
The following revelations are based on the games played between the Middle Imperial Romans at its 2nd/3rd century opponents. There is one historical match up I have yet to do and that is a Civil War for which I have three western armies (S. Severus) ready to fight three eastern armies (rival claimant). To be honest, this is one match not high up on my list.
The following revelations are based on the games played between the Middle Imperial Romans at its 2nd/3rd century opponents. There is one historical match up I have yet to do and that is a Civil War for which I have three western armies (S. Severus) ready to fight three eastern armies (rival claimant). To be honest, this is one match not high up on my list.
Warband strong armies, such as the Marcomanni, Quadi (solid)
or Carpi, Britain (fast) should not be feared. Do keep in your mind you will
lose a blade element or two as “Fortuna” has her moments. Most effective troop
types to frustrate warband are Auxilia as these can go toe-to-toe with
barbarians in open or difficult ground unlike the Legionnaires.
Pike armed Picts are a novelty and have the same
shortcomings as warband strong armies; the use of elements to offer rear
support greatly reduces a command’s frontage. By turn three, certainly four the
Picts should be locked in combat with your battle line. It will soon become a
shoving match and invariably the Picts will lose patience and feed their
cavalry and chariots into battle. Now it is your turn to commit your reserves
and finish the battle.
Auxilia and Psiloi
strong armies, such as Armenia and the Moors should pose less a problem than
warband armies, but great care should be taken to not lose patience as
unsupported attacks may be your undoing. Such an army will more than likely
defend and have terrain advantage (difficult hills) so you will have to be
methodical when clearing defended ground. Archers and artillery are best at
clearing ground like this.
Cavalry armies with a majority of Light Horse can pull off interesting surprises. In my collection I
have Parthian and Alani armies and each time I fight against these two I
remember Alexander’s counter to the Massagetae. I recommend this. Further, Auxilia
are a factor 3 when fighting mounted and win on ties, so this significant
change should be capitalized by a Roman player.
Cavalry armies which have Knights and I include the two types, 3Kn and 4Kn (Sarmatae, Sassan
and Parthia) can be worrisome but you have more effective tools at hand, the
archers and artillery. As with warband armies, be prepared to lose some
legionnaires in close combat with knights, but do be ready to deal with the breakthroughs
the make. Knights move just as fast as Psiloi and become nervous when
confronted by a column of two deep LH.
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