The Huns (Huw P-Y)

 

Although Attila is probably one of the better known lunatic fringe residents of the ancient world the Huns are a tricky army to use and should be approached like a rabid dog, with a considerable degree of caution and forethought.

 

Hunnic armies break into four types -

Attilan - massed germanic allies make this list very hard to work at less than 500AP and even then as it is dependent on massed Kn(F) from the allies and vassals and a mixture of Wb(S) and (O) which don't mutually support it is a list with many issues and one which although it hints at the possibility of success invariably fails to deliver.  To be avoided at most costs unless romantic ideals push you in this direction.

Uldin - Western Huns in 408 with a Sciri Ally, possibly the best fo the huns lists and capable of being used as a slightly less effective Mongol Army but with higher break points

Sabir - the presence of massed Wb(O) can act as a counter to the weakness of all LH armies, the inability to deal with heavy foot but can also act as a millstone depriving the bulk of the army of manouverability and making the game very deployment central, if you get it wrong then you're done for

Hepalthalites - Add Elephants which can be amusing but also terrain which this army can do nothing about, as well as reducing aggression.  There are better elephant armies to take and frankly the gains from a few random pacyderms do not offset the addition of vulnerable foot and compulsary difficult going.

 

If you're looking to use Huns as a starter though I'd say Uldin every time.  High aggression means you've a good shot at attacking, when you do avoid terrain, keep any peices you do place small and innocuous or go for gentle hills which can be of benefit if they land helpfully. 

 

Your basic ideas should be to mass against one wing of the opposition, get the Knights from the CinC Command and the Ally together and go for broke whilst delaying and skirmishing everywhere else.  The following list is one I've used over the years and has done me proud on most occasions; it has a few restrictions in that there is little capacity to deal with terrain, or indeed massed foot but try to be sneaky, work the flansk, apply pressure with the skirmish commands and don't be afraid to risk the ally into combat, the general when backed up by his knights and the other blocks of heavy cavalry can be effective and get you the opening you need.

 

Western Huns in 408 (Uldin)

 

Command 1

CinC I LH(S) - CinC -

4 I Kn(F) - Herul Vassals -

11 I LH(S) - Huns -

16 Els/16 EE

 

Command 2

Sub I Cv(S) - Sub -

3 I Cv(S) - Hunnic Nobles -

9 I LH(S) - Huns -

13 Els/ 13 EE

 

Command 3

Sub I LH(S) - Sub -

9 I LH(S) - Huns -

10 Els/ 10 EE

 

Command 4

Ally I Kn(F) - Sciri Allied Gen -

5 I Kn (F) - Sciri Noble Cavalry -

9 I Bw(I) - Sciri Archers -

1 I Ps(O) - Sciri Archers -

16 Els/ 15.5 EE

 

Deploy the CinC first, then the smallest command, remember the Ally is your punch so deploy him to be of use but also that he might be unreliable so shouldn't be exposed on a flank or without support.  The Cv(S) can provide a nive reserve force but can aslo provide a good flank guard to the Ally or the CinC for when the kn go in.  The CinCs' Kn can, deployed in a column with CinC in the rear be redeployed too just to help.  Remember it's irregular though, don't leave yourself in a position where a command will be vulnerable if you roll 1 on the pip dice so try to stay in blocks where possible and not to leave elements in a position where they could be trapped due to pip shortages.  Finally don't start a fight until you've got all the troops you need in position, you'll probably only get the one chance so try to make it count, and good luck.


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