200AP, DBM 3.1, Alexander, Winner Strongbow's Shield Open 2006
COMMAND A
1 x Reg Pk (S) C-in-C
6 x Reg Pk (S)
1 x Reg LH (O)
2 x Reg Ps (S)
1 x Reg Ps (O)
9.5 EEs/Break 3.5
COMMAND B
1 x Reg Cv (O) Sub-general
2 x Reg Cv (O)
1 x Reg Kn (F)
1 x Reg LH (O)
16 x Reg Pk (O)
6 x Reg Ax (S)
3 x Reg Ps (O)
25 EEs/Break 8.5
This army is based on a very simple principle - maximise the Pk! Its high aggression ensures that you'll mainly move first. Just smash the big command into a part of your opponent's line protecting 1 flank with the Ax and the other flank with the CnC's command. Note there is a major weakness in this army, if the CnC's command breaks then you can "draw" 1-9 or "win" 6-4 under the 10-0 scoring system. This just means that you have to not be aggressive with the small command and plan to win all your games 10-0. It worked for me, 40/40 (probably the first and last time I'll ever do that). The reason for the silly/dangerous CnC's command is that only the CnC can be re-graded as Pk. The few Cv/Kn/LH are generally used as a reserve except the LH in the CnC's command can skirmish an opposing mounted arm on (don't bother trying this vs enemy foot). This army will be narrow so you'll generally want to invade through steep hills placing a (max) size 1 hill and a size 0.5 hill when invading.
A 400AP Alternative (from Larry Essick)
Alexander
1 x Reg Kn(F) CinC
2 x Reg Kn(F)
12 x Reg Pk(S)
8 x Reg Pk(O)
2 x Irr Sp(O)
25 EE/Break 9
Perdiccas
1 x Reg Cv(O) SG
3 x Reg Cv(O)
12 x Reg Pk(O)
6 x Irr Ax(S)
22 EE/Break 8
Craterus
1 x Reg Cv(O) SG
1 x Reg Lh(O)
1 x Irr Lh(O)
12 x Reg Pk(O)
6 x Irr Ax(S)
2 x Reg Ps(S)
2 x Reg Ps(O)
23 EE/Break 8
This is a very large army with 72 elements, 70 EE, breaking on 35 losses. It relies on the Pk for its punch -- obvious from the troop selection. The normal deployment is with Alexander in the center and Perdiccas and Craterus on either flank. As a high aggression army, I normally pick H(S) if they are in the opponent's terrain and try to get a full 3 features worth out on the board. This gives places for the Ax and Ps to operate while providing some security for the Pk. The Kn(F) are strictly a reserve, useful to exploit gaps and help the Pk by flanking enemy. Look to use the Lh in Craterus's command in much the same way, particularly against mounted where the Pk will almost always force a recoil or flee.
Another 400AP Alternative
Command 1
CinC Reg Kn(F) - CinC as Alexander -
8 Reg Sp(S) - Hypaspists -
4 Reg kn(F) - Companions -
3 Reg LH(O) - Prodromoi -
4 Reg Ps(S) - Agrianian Javelinmen upgraded to regular -
4 Reg Ps(O) - Cretan Archers -
24 Els/22EE
Command 2
Sub Reg Kn(F) - Sub General -
16 Reg Pk(O) - Pezetairoi -
3 Irr LH(O) - Paionians -
20 Els/20EE
Command 3
Sub Reg Cv(O) - Sub General -
3 Reg Cv(O) - Thessalian Cavalry -
10 Irr Sp(O) - Allied Hoplites -
8 Irr Ax(S) - Thracians -
22 Els/22EE
A slightly different version with spear and pike for frontage, the pike command (2) is the offensive block, 16 Pk can be surprisingly manouverable and the spear from the remaining commands add frontage to your attack with the mounted there purely to provide a reasonable flank guard. Having a LH reserve can be helpful as being skirmishers they are not too inhibited by pip costs to relocate and pikes aren't usually too pip intensive to run. The Ax and Ps cover rough and difficult going and allow you to focus upon your front line. The Sp(S) can be very tough and are capable of standing up to most things frontally, and by going down first can act as a focus for the opposition to worry about. It's a reasonably tough little force IMO.