DBM 3.0, 400AP

By David Taylor

 

Nikephorian Byzantine 976 AD

Army EE 53.5 Dem 27 399AP

Command 1

EE/BP 16/5.5

1 x Reg Cv(S) CinC

6 x Reg Bw(X) Skoutatoi & Archers

6 x Reg Bw(O)  - DBE

4 x Reg Ps(S) Akontistai

4 x Reg Ps(O) Skirmishing archers

2 x Reg Art(O) Bolt-shooters on wagon

6 x Irr Bg(I) Immobile Baggage

Command 2

EE/BP 10/4

1 x Reg Cv(S) Sub-general

6 x Reg Cv(S) Tagmatoc kavallarioi

3 x Reg Lh(S) Prokoursatores

Command 3

EE/BP 4/2

1 x Reg Cv(S) Sub-general

1 x Reg Cv(S) Tagmatoc kavallarioi

2 x Reg Lh(F) Flank guards

Command 4 (Bagratid Armenian Allies)

EE/BP 23.5/8

1 x Irr Kn(F) Ally General

3 x Irr Kn(F) Nakhararks

2 x Irr Cv(O) Azatks

2 x Irr Lh(F) Skirmishing Azatks

12 x Irr Sp(I) Foot warriors

6 x Irr Ps(O) Archers

1 x Irr Ps(S) Skirmishers

2 x Irr Bg(I) Immobile Baggage

 

Note: This is a list by a very good player for a very good player. It is hugely vulnerable because of the large allied command and brittle Byzantine commands.

 

I completely agree a with the above and would never recommend the army structure above.  I reciommend something like the structure below for a new player:

 

First command

Cv(S)   Reg G     1 C-in-C                                    30.0

Cv(S)   Reg       5 Tagmatic or picked Thematic Kavallarioi   50.0

Bw(X)   Reg       2 Skoutatoi                                 14.0

Bw(O)   Reg       2 Archers                                   10.0

Bd(O)   Irr       6 Varangian Mercenaries                     30.0

LH(S)   Reg       2 Prokoursatores                            14.0

Ps(O)   Reg       1 Skirmishing Archers and Slingers           2.0

Cmd Elts:  19 EEs: 18.5   Dem.Lvl: 6.5   Subtotal: 150.0

 

Second command

Cv(S)   Reg G     1 Sub-General                               30.0

Cv(S)   Reg       3 Tagmatic or picked Thematic Kavallarioi   30.0

Bw(X)   Reg       4 Skoutatoi                                 28.0

Bw(O)   Reg       4 Archers                                   20.0

Art(O)  Reg       1 Bolt Shooters on each end of a wagon       8.0

Ps(S)   Reg       3 Akontistai                                 9.0

Ps(O)   Reg       3 Skirmishing Archers and Slingers           6.0

Cmd Elts:  19 EEs: 16.0   Dem.Lvl: 5.5   Subtotal: 131.0

 

Third command

Cv(S)   Reg G     1 Sub-General                               30.0

LH(F)   Reg       2 Outflankers and Flank Guards               8.0

Ps(S)   Reg       1 Akontistai                                 3.0

Cmd Elts:  4 EEs: 3.5   Dem.Lvl: 1.5   Subtotal: 41.0

 

Ally command

Kn(F)   Irr A     1 Georgian Ally General                     14.0

Kn(F)   Irr       4 Georgian Aznauri                          36.0

Sp(I)   Irr       4 Georgian Spearmen                         12.0

Bw(O)   Irr       4 Georgian Foot Archers                     16.0

Cmd Elts:  13 EEs: 13.0   Dem.Lvl: 5.0   Subtotal: 78.0

 

Total APs: 400.0

Generals: 4

Army Elts: 55 EEs:  51.0    Defeat Lvl: 25.5

 

List Notes

Command 1 and 2 have the same number of elements so either can be placed first.  With this list structure and an aggression of 4 you should be able to outdeploy enemy defenders.

 

The functions of the third command are: to support Command 1 and 2, a pip dump, a command that can go on table early to not give too much away, a flank march with not much committed (other than a regularr die), a hidden command behind tiny terrain pieces to feign a flank march and to slow down enemy mounted marching.  With one or two pips it should be able to perform most of these roles simultaneously.  Just make sure that both light horse are never committed as.  Force the enemy to use lots of pips to try and kill the general if you have to - the light horse shoudl not be in reach.

 

The forth command (ally) is an answer to foot the cav dont like too much, as a bit of fun, as a 4th command and as a general all round nuisance.  The 4 knF can be launched and forgotten or coddled into controlled combat alongside the CavS. 

 

One of the three mounted groups should be a reserve in column (preferably the 3Cv with the general from Command 2).  

 

Heavy foot will target your BwX.  This is what the varangians are for.  Used in defence is a better role as being ireg and slow they are unlikely to be able to keep up with the complex speedy, sweeping manouvers of the cavalry strike commands.

 

If you are caught on a billiard table the psiloi are paired in command 2 to defend against light horse (with O behind S they are factor 3S and LH have to roll 3 up to get the quick kill). 

 

You dont have any real answer to lots of terrain but if you are lucky the blade can be ambushed along the edge of a wood orchard or gully.  Auxillia will likely steam into these places to avoid you cav and its great to have them pull up short after seeing varangians caharging out of terrain to slaughter them.

 

Command 3 and 4 should never be broken.  Force yoru enemy to break commands 1 and 2 to break your army.  If they can do this they deserve the win.

 

People with war wagons will target your BwX so shatter them with the artillery. The art can shoot in all directions so it a great flank protector,  particularly if set at a 45 degree angle.

 


Page Information

  • 1 year ago [history]
  • View page source
  • You're not logged in
  • No tags yet learn more

Wiki Information

Recent PBwiki Blog Posts