I decided on the Umayyad Arab list (III/31, DBMM) set in 680 AD. My A List was the one that I used the most during play test. It consisted of four commands, three Arab and one Central Asian Ally, and was designed for maximum mobility:
Reg Cv(O) - CinC
9x Irr Cv(O)
3x Irr Cv(S)
6x Irr LH(O)
19 EE - Breaks on 7
Reg Cv(O) - SG
8x Reg Ax(S)
4x Reg Ps(O)
4x Irr Bw(O)
2x Irr Ps(O)
16 EE - Breaks on 5.5
Reg Cv(O) - SG
12x Irr Sp(I)
6x Irr Ps(O)
16 EE - Breaks on 5.5
Irr Kn(F) - AG
4x Irr Kn(F)
4x Irr LH(F)
6x Irr Bw(I)
15 EE - Breaks on 5
The theory was to use the allied command and the CinC's command to double team one of the enemy's commands. The spear would anchor some part of the line, and could double as a pip sink, since it wasn't designed to do fancy moves. The Dailami command would dominate bad going and be a threat to light troops and bows.
The B list was a hammer to balance the first list's rapier. It consisted of three large Arab commands:
Reg Cv(O) - CinC
14x Irr Cv(O)
7x Irr Cv(S)
3x Irr LH(O)
25 EE - Breaks on 9
Reg Cv(O) - SG
4x Irr Cv(O)
8x Irr Bw(O)
9x Reg Ax(S)
3x Irr LH(O)
25 EE - Breaks on 9
Reg Cv(O) - SG
16x Irr Sp(I)
8x Irr Ps(O)
21 EE - Breaks on 7
The theory here was pretty simple. The spears anchor the center, the Dailami attack through terrain on one flank, the cavalry attack in the open on the other. The big commands assured that I could take a lot of punishment before breaking. The huge cavalry command would give me a good shot at dominating one of the flanks. The biggest downside, of course, was that the commands were pretty clumsy. Looking down 21 cavalry stands can be pretty scary, but I often found that I could only engage with half of them, so I had a lot of guys standing around doing nothing. That said, losing all of the Cv(S) wasn't enough to break the command, so it could fight for a long time.
I'll describe my games in the next post. Slight spoiler, things did seem to go according to plan, except for the game that was played in the mist! :)
The Sultan orders his troops forward! |
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