By Graham Briggs

 

 The Aztec list in DBM is not for the faint hearted, and you might not win many games with it. The bad news is that:

 

- the main troop types are Bd(I) and Hd(S). These are vulnerable to good mounted, good foot or warbands, all fairly common troop types.

- it has no mounted of its own, so finds it difficult to seize the initiative.

- it has compulsory impetuous troops, 32 elements of them, so it likes to get itself in trouble.

 

So why would anyone want to use such an army? Well, there are non gaming reasons for a start. It's a very striking army visually with the elite troops covered head to toe in bright feather costumes, bearing paper and feather banners and wielding weapons edged with volcanic glass. The generals get to use groovy titles such as Tilancalqui (Master of the House of Darkness). The history is very interesting, and contains one of the few examples of an "unhistoric" wargmaes encounter: stone age society meets 16th century Europeans. Also, there are many excellent figure ranges available - in many scales.

 

In DBM terms, what advantages does the army have to give it the best possible chance? Well, there aren't that many but here goes:

 

- three regular sub generals and a CiC, combined with high aggression. At least you'll be able to pick the match ups, such as they are, and get the benefit of the first moves. And the four regular dice will help to control the irregulars.

- lot's of blades, even if they're not too good. Large numbers of Bd can drag down quite a few opponents.

- A few superior warbands. The Cuaciqueh provide something of a cutting edge against solid enemy foot.

- decent bad terrain forces. Lots of HdS are difficult to shift in bad going and there's PsO too. I don't favour the 10 WbF that are available; not enough to be a good strike force but enough to lose you a command.

 

 

A suggested army list at 400 points.

 

CiC, Reg Bd(I), 21 Reg Bd(I), 5 Irr Ps(O). 24.5 element equivalents (EE)

Sub general, Reg Bd (I), 10 Wb(S), 5 Reg Bd(I), 6 Reg Bw(I), 5 Irr Ps(O). 24.5 EE 

Sub general, Reg Bd(I), 30 Hd(S), 1 Ps(O). 16.5 EE

Sub general, Reg Bd(I) 3 Irr Bd(I), 1 Irr Ps(O). 4.5EE

 

Notes on design.

 

I've put lots of Bd with the CiC so he can push them hard at the enemy. 21 Bd is enough for a wide line with a second line a short distance behind for support. Use one Ps as a spacer between lines of Bd. The others are always handy to have.

 

I've maximised the WbS to give them some impact plus put some Bw with them. The idea being that the Bw help the Wb against mounted and the Wb/Bd help the Bw against foot. It gves you one part of the line where the enemy can't chance their arm with a cavalry charge without thinking twice.

 

I've taken the minimum Hd and put them all in one command to save command and control problems elsewhere. If you can find some bad going for it to fight in then any enemy that wants to take it out has to kill 11 HdS to bag the third bigges command. While Wb will do this (so best avoid them) it's quite difficult for Ax and Ps to do that quickly, and they'll need quite a few elements to cope with the Hd numbers. If you can tie down more than 60 army points of the enemy you're up n the deal.

 

The small command is mostly a pip dump, but you can use the general to go and fight, just don't fight with anyone else. This is the only command where the general should plan to fight.

 

Notes on use.

 

Put down lots of terrain to slow down enemy mounted, and give the Hd something to fight in.

 

Ideal deployment would be Hd in rough going on one flank, Wb in the centre and the CiC's blades on the other flank, with the tiny command in reserve. You must deploy the Hd first. Put the tiny command down next so that the other two get decent match ups.

 

Ideal tactical approach would be to get ther three main commands fighting at the same time. Your troops will be weaker than the enemy, so drain his pips instead. If you're able to get the majority of 26 Bd, 10 WbS and 30 HdS fighting at the same time, you should get to fight some of the enemy's weaker stuff. Once you're down to the short strokes, 4 regular pip dice and some guy's who'll do the right thing spontaneously may leave the enemy with insufficient pips to react.

 

 

Setting realistic goals

 

To my recollection, Aztec has never won a DBM competition, and frequently comes near the foot of the table. So it's probably best to set a targets such as coming above halfway, or not coming last, taking a command off the enemy, etc. Even if you do get thumped repeatedly, at least the army will be pretty! (Edit by Larry Essick, I have won with Aztec at 200 AP.  In fact, to date I have never lost with the Aztecs.  They are 5 wins, 1 mutual destruction, and 0 losses.)

 

(Huw P-Y) To be honest, they are one of the prettiest armies in DBM, just also one of the least effective.  Nonetheless actually winning a game or taking a command off the enemy can fill you with a real sense of achievement... 

I have an alternative view based upon a lot of thought and practice attempts (and even competition outings):

 

Aztec 1375 AD

 

Command 1

CinC Reg Bd(I) - General -

10 Irr Wb(S) - Cuachic -

8 Reg Bd(I) - Suit Wearers -

5 Irr Ps(O) - Skirmishers -

24 Els/21.5 EE

 

Command 2

Sub Reg Bd(I) - General -

18 Reg Bd(I) - Suit Wearers -

5 Irr Ps(O) - Skirmishers -

24 Els/21.5 EE

 

Command 3

Sub Reg Bd(I) - General -

1 Irr Bd(I) - Warrior Priests -

16 Irr Hd(S) - Clan Warriors -

7 Irr Ps(O) - Skirmishers -

25 Els/13.5 EE

 

Command 4

Sub Reg Bd(I) - General -

1 Irr Bd(I) - Warrior Priests -

16 Irr Hd(S) - Clan Warriors -

7 Irr Ps(O) - Skirmishers -

25 Els/13.5 EE

 

The basic idea for this was to swamp the flanks with horde - command sizes look low but you do have to take 9 elements of either Horde or Psiloi off the commands to get them - to allow the blades and Warband to do their thing. 

 

Aim to attack or defend with lots of terrain, the Horde can actually do a very good job of defending steep hills, woods or rough going and can be quite tricky to get rid of especially if you use the Psiloi in support, if nothing else they can tie up a flank or two very nicely.

 

The Blade should NEVER - and I mean this NEVER - be deployed either in one line or in a deep block.  2 lines is the way to go, spaced by either a psioli for advance or better yet two psiloi to allow for recoils and redeployments.  They will, when in combat need a lot of pips to keep under control but heck, that's the joy of regular commands.

 

The Warband, well, as Graham says avoid the (F) ones like the plague but also don't be tempted by the ability of Wb(S) to go deep against mounted.  As long as the opposition has some heavy foot or Bw about keep the Wb in a line and plough forwards.  Use the Bd and the Ps to flank the Wb line (from the CinC and the Blade command) and remember takign casualties is all part of the fun.  If they get in then you get to wreak havoc, if not then the other player may well be tempted to spend far too much time trying to cover his perceived weaknesses to worry about yours and you never know, you might well get an opportunity.  I never actually fought with mine in all honesty as they usually ended up being used as a lure/distraction and to be fair they did it well.

 

It has to be fair given me a lot of good games and most of them have gone to the wire but the Bd are fragile, the Wb can forge ahead without restraint and Cv(S) can make a real mess of your front line.

 

Try at your peril really, if you like painting fantastically pretty armies then go for it and enjoy the look of surprise and wonder on your opponents face when you put it out on the table against him :)

 

Another alternative* (by Larry Essick)

 

Itzcoatl

 1 x Reg Bd(I) CinC

 1 x Irr Bd(I) Warrior Priest

 8 x Irr Wb(S) Cuachic

 6 x Irr Wb(F) Otomi

 20 x Irr Hd(S) Clan Warriors

 12 x Irr Ps(O) Skirmishers

 48 Els/32 EE/Break 11

 

Ahuizotl

 1 x Reg Bd(I) SG

 2 x Irr Hd(S) Clan Warriors

 1 x Irr Bt(O) War Canoe

 2 x Irr Bt(I) Canoe

 3 Els/2EE/Break 1

 

Cuauhtemoc

 1 x Reg Bd(I) SG

 1 x Irr Bd(I) Warrior Priest

 12 x Reg Bd(I) Suit Wearers

 24 x Irr Hd(S) Clan Warriors

 8 x Irr Ps(O) Skirmishers

 48 Els/32 EE/Break 11

 

Nezahualcoyotl

 1 x Reg Bd(I) AG

 2 x Reg Bd(I) Suit Wearers

 10 x Irr Bw(I) Archers

 13 Els/13 EE/Break 5

 

*Originally posted list from memory.  Corrections now shown.

 

Alright, 112 elements, 79 EE, army breaks on loss of 39.5.  Ahuizotl goes on WW if available.  Itzcoatl and Cuauhtemoc are in the center.  Nezahualcoyotl is usually on the outside (away from the WW).

 

PIPs go initially to Itzcoatl to help control the Wb(F).  It can run behind the Wb(S) to provide support, allowing you to extend the line of Wb(S).  Ahuizotl can flank march if desired.


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