Later Hoplite Greek Spartan List, post 400BC for Consideration

 

Command 1

CinC Reg Sp(S) - General upgraded to Spartan -

7 Reg Sp(S) - Hoplites upgraded to Spartan -

8 Irr Ax(S) - Thracians -

2 Irr Ps(I) - Javelinmen -

3 Irr Ps(O) - Slingers and Archers -

Command 21 Elements, 18.5 EE, breaks 6.5

 

Command 2

Sub Reg Sp(S) - Spartan Sub General -

7 Reg Sp(S) - Hoplites upgraded to Spartan -

8 Reg Ax(O) - Peltasts upgraded post 400 -

2 Irr Ps(I) - Javelinmen -

3 Irr Ps(O) - Slingers and Archers -

Command 21 Elements, 18.5 EE, breaks 6.5

 

Command 3

Sub Reg Sp(S) - Spartan Sub General -

7 Reg Sp(S) - Hoplites upgraded to Spartan -

8 Irr Sp(O) - Hoplites -

5 Reg Ps(O) - Cretan Archers -

Command 21 Elements, 18.5 EE, breaks 6.5

 

Command 4

Ally Irr Sp(O) - Greek Ally General -

9 Irr Sp(O) - Hoplites -

5 Irr Ps(I) - Javelinmen -

Command 15 Elements, 12.5EE, Breaks 4.5

 

Army 68 EE, Breaks 34

 

The Basic Principle is to deploy the All Spear sub-general first, with the Ally next to him to hold open ground, use the two other commands to attack either through or by Rough or Difficult going.  The Ps with the Spear command can proove usefull to screen some DGo as well.  The Ally is purely there to add some width as it's a narrow little army although reasonably competant against most opposition.  Watch for LH raiding the flanks, or ignore them and split off spartiate spear to cover the flanks and rear.  The Sp(S) are good against most things, the downfall is usually the Irr Sp(O) pursuing into the opposition.  Make sure they are well backed up by Sp(S) to rectify this situation, o, and try to keep a reserver, even if it's just the Generals and a supporting element if it is possible as this army doesn't react well to surprises or the odd adverse 6:1 situation.


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