beckerdo wrote:
This article describes the advantages and disadvantages of the various units.
Light units - These are the weakest units in the game. They don't hit hard. They rout far. Their only hope is if they are opposed to slow moving infantry or similar units. Keep your distance ad take cover in forest and broken ground. Evade when attacked.
Bows and slings - These are also weak units. Their one advantage is that they have the longest range. Keep your distance ad take cover in forest and broken ground.
Light cavalry - Very low punch. Extremely harmful retreats. One of the best uses of light cav is to mop up single units and to block the back door retreats while your infantry kicks down the front door.
My most successful forays into enemy lines has been with two medium/heavy units with a leader attached that are screened by two light units. The recipe is quite simple and easy to execute as there are so many cards that allow you to pull it off and most of the scenarios offer lines that are vulnerable to an attack of this sort.
To put it simply, you use your leader supported heavy/medium units to cut into enemy lines at a place that is far enough from enemy leader supported units that they will not be able to hit back on the enemy's turn. The job of your light units is to protect the flank closest to the nearest enemy leader and prevent an encirclement maneuver. If engaged they always evade as it prevents the enemy from taking ground and closing in on your wedge.
Your light units never CC, even against enemy light units, as a flag rolled against your safety screen can be quite inconvenient.
your opponent will likely spend his turn trying to maneuver his leader's units towards the incursion to effectively deal with your leader. On your next turn you push with the remnants of the attacking heavy/medium against the remnant of the section you chose to dissect, always taking ground when possible away from the enemy leader units.
When done correctly a gap will form between the wedge and the enemy leader's units and this is where you place your light units, effectively preventing his most effective units from entering the fray. Because your attacking units are taking ground as they go (on the second turn of your attack there should be soft targets) there is little or no battle back and gaps will appear to allow your lights to evade if engaged.
I’ve done this a few times and even when the initial push goes awry and my heavy/mediums are down to 2 or even 1 unit because of initial battle back (very unlikely as you´ll pick the spot to probe and are sure that you´re wading into auxes and mediums at most) I´ve always found it worthwhile to push ahead as soon as the line is cut the opposing units are not only softened up but often loose the ability to ignore flags which is what you need for your leader to take ground and attack again. As you know, a leader led heavy unit at the strength of 1 is just as devastating, against an unsupported non-evading units, as when it is at full strength.
The most important element in this sort of an attack is the light screen which when used correctly prevents the enemy from responding with his leader-led troops or inconveniently placed heavies. Light cavalry can make an excellent, very flexible screen and are useful to have hovering around ready to be placed between your attackers and possible threats.
beckerdo wrote:
Elephants - work best alone. Send them in first. Don't battle lights. Find heavies to combat. They are most effective in the midst of the enemy thanks to their rampage when they rout.
Through experience I found that it is very hit and miss to attack immediately with the elephants.
I found it much more rewarding to screen them with lights and then carefully maneuver them towards the enemy lines. Your enemy is unlikely to attack your screen with his heavies as then you can respond with your elephants after your screen simply evades away. Enemy lights are weak against your screen and give you time to pull off a maneuver. What you´re looking for to attack are Auxilliaries, medium or heavy units that are at least two away from a leader. In that way, if the unit is not routed, in which case you take ground and attack again, it will only hit on red on its battle back. The odds are
against rolling two red and
for rolling a flag which allows you to get free attacks on enemy units and withdraw surviving elephants out of reach of heavy units. The trick is to get the beasts into position and to lure away any nearby enemy leaders.
When it works, oh boy!
Last edited on 2006-06-23 18:26:10 CST (Total Number of Edits: 3)