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Mongol Army - Updated version
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Rajmahal
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Joined: 17 May 2006
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PostPosted: Fri Jul 25, 2008 11:41 am    Post subject: Mongol Army - Updated version Reply with quote

Hi guys,

I created an updated version of the Mongol list after giving it a lot more thought and doing further reading on it.

I decided to make it a cavalry-only army. I know that Mongols did fight on foot ... but that wasn't the norm and I figure for those special scenarios, players can create their own units with the CCF.

I decided to borrow the marrian rule Disciplined and apply it to the melee units. This is because Mongol armies were exceptionally well disciplined and coordinated. It's really the defining characteristic of the army. The generals had excellent control of their troops, they performed complex manoevres such as feigned flights and if one warrior in a group of 10 fled in battle ... all 10 were put to death after the battle as punishment.

To represent these qualities, I gave the characters and troops higher than normal human leadership, gave the melee troops Disciplined (which is unusual for cavalry) and gave the archer unit the natural ability (to represent feigned flights, stirrups allowing archers to shoot even at full gallop, excellent training, etc.).

The mongols themselves aren't amazing fighters ... being fairly lightly armoured and riding weak horses. However, the dedicated heavy cavalry are decent ... roughly on par with barbarian medium cavalry, but with disciplined and high morale.

I decided to remove the contravercial Bahadur unit and just move him down to a character. If a player really wants a unit of Bahadur, then can have a unit of heroes on horseback.

The army list has shrunk considerably but I think it's concentrated into more of a focussed Mongol-themed army. Let me know what you think.

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The army list file is called the "Horse-lords of Chagatai". The name is also up for discussion/change.

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Zinkala



Joined: 01 Oct 2006
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PostPosted: Fri Jul 25, 2008 12:28 pm    Post subject: Reply with quote

I've been reading up on mongols lately in my little bit of spare time. I also checked out the army lists I have for them in all the various game systems I have. Didn't give me a lot of ideas for a list but it was a start.

I like the basic list that you've come up with and wouldn't mind an expanded list sometime representing eastern asian mongols. They had some interesting weapons and adapted their tactics quickly to overcome the chinese, koreans and south east asia. I didn't know until a few days ago that they even attacked Java! Shocked Some of the strategic advantages they had aren't really possible to simulate on the table top at our scale.

Disciplined sounds like a good choice. They were possibly the most disciplined army in history. They didn't take over most of Asia and a huge piece of Europe because their enemies were weak.

Did they use the grenades from horseback? Seems like a tricky thing to do.

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Rajmahal
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PostPosted: Fri Jul 25, 2008 3:58 pm    Post subject: Reply with quote

Zinkala wrote:


I like the basic list that you've come up with and wouldn't mind an expanded list sometime representing eastern asian mongols. They had some interesting weapons and adapted their tactics quickly to overcome the chinese, koreans and south east asia. I didn't know until a few days ago that they even attacked Java! Shocked Some of the strategic advantages they had aren't really possible to simulate on the table top at our scale.



That's one of the challenges I've encountered when coming up with this list. The mongols were a fantastic army ... but many of their advantages are difficult to represent on the AoA battlefield. Things like excellent spy network, ability of armies to cross terrain really quickly, self-reliance of warriors, excellent communication lines between generals and soldiers and so on are hard to write rules for in AoA.

In terms of their weapons, I've tried to include the Naptha grenates, triple crossbows and boiling oil/tar catapults. I understand that they took a lot of interesting seige weapons and some missile weapons from the chinese, which I've tried to replicate here. Things like smoke grenades and things can't really be represented ... though the army has access to Illusion and Ice magic so it could do some interesting things to disrupt the enemy.

Quote:

Disciplined sounds like a good choice. They were possibly the most disciplined army in history. They didn't take over most of Asia and a huge piece of Europe because their enemies were weak.


Definitely. One of the things I want to get away from is the incorrect stereotype of them being a horde army of poorly equipped, barbarian horsemen that won through sheer numbers.

Quote:

Did they use the grenades from horseback? Seems like a tricky thing to do.


Probably not. But I didn't want to create a lone infantry unit just for that weapon. I figure a little artistic licence is okay in a fantasy game. I'm still torn as to whether to give them infantry. I'd like to have them feel like a Mongolian army ... even if it doesn't have every option that was available to most Mongolian generals. I also took away the Kharesh, as I think they were used more in assaulting fortifications ... though, admittedly I'm not 100% sure.

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Zinkala



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PostPosted: Fri Jul 25, 2008 8:27 pm    Post subject: Reply with quote

Individually they would be much like any other human warrior. The discipline and speed are their main tactical advantages IMO. Weapons and armour were nothing special other than some interesting Asian war machines.

If you're going for a western army like the Golden Horde you're probably on the right track. Little or no infantry and not many of the exotic war machines. They ripped a hole through Russia with normal ballistae and trebuchets because the Russian defenses were designed to stop the typical nomads. They weren't good enough for a dedicated siege with large numbers of troops in the assault.

Kharesh are interesting but not really suited to the theme you're after. If a person really wants them just use the DE slave stats. I haven't read any reports of them using gunpowder weapons in Europe, just in Asia. So the specialised infantry is out too I guess. If infantry was included it would just be an unmounted version of the cavalry you've done. The stats seem pretty decent as they are.

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Fiend



Joined: 18 May 2006
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PostPosted: Sun Jul 27, 2008 6:49 am    Post subject: Reply with quote

I like the list. I think that you should keep the list as cavalry-only. It makes it different from others.

I may have spotted a mistake. Under Horse-Drawn Triple Crossbow, it says 3 shots. Is that right?

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Rajmahal
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PostPosted: Sun Jul 27, 2008 10:16 am    Post subject: Reply with quote

Yep, it's meant to fire off 3 shots in one go ... a little like the elf multi-ballista.

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Wozza



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PostPosted: Mon Jul 28, 2008 9:59 am    Post subject: Reply with quote

elven multi-balista's only have one shot - they just do lots of individual hits if they hit!

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Rajmahal
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PostPosted: Mon Jul 28, 2008 10:00 am    Post subject: Reply with quote

Yeah, you're right ... I forgot. Not sure why I thought it was multiple shots.

I suppose I could change to be in line with the multiballista.

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lameth



Joined: 02 Feb 2008
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PostPosted: Mon Aug 25, 2008 5:31 pm    Post subject: Reply with quote

Today I have tried the Mongol list against my Lyoness played by Astijan. The list worked very well, my horse archers were supported by 2 Titans and 10 Dire Wolfs.

We have agreed to play without objectives, till one player gives up. At this time, this was the case, when the rest of the Lyonesse Army was surrounded by the Hordes of the Chagatai Horde:

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The Spell lists are a problem in my opinion. For teh Ice Spell list: Ice Blast should be Lve. 3 not Lev 2.
I also think air and nature fits better then ice and illusion for a Mongol themed list.

I think Astijan has some points too, he would like to mention Wink
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Astijan



Joined: 05 Aug 2008
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PostPosted: Mon Aug 25, 2008 6:12 pm    Post subject: Reply with quote

lameth wrote:
I think Astijan has some points too, he would like to mention Wink


That does sound a lot worse than it is. Very Happy Wink

The Mongols are a tough army to play against due to their overreliance on horse archers. Don't get the following comments wrong, I think the units fit perfectly into the theme, but therein lies there problem in the game:

The horse archers are hard as rock because they are completely streamlined to the single purpose of their effectiveness. They're fast, they've got an excellent range of Str(2) missile attacks, which are natural on top of it. No unneccessary load in form of unused melee attacks, no real need for armor, no junk to increase their cost without really increasing their effectivity.

This destills down to an army of units which are capable of shooting at ranges where no screened ranged unit might fight back effectively, while still be able to dodge each and every advance of the opponent, simply because they've got the fastest human cavalry (elves can top this).

The only defense against this list, I can think of, would be a completely tailored anti-mongols army. Given the Loynesse list, even the counters I've thought of afterwards are counterable by te mongols list without any real effort (screens in front of longbowmen are neutered by small sacrificial RaF units that draw the screen open and so on).

Infiltrators, missile units which are their own screens (Tyrosaurs with their Armor 2-fixed for example) and horse archers are the best counters I came up so far. I've not checked the monsters, yet.

It's simply the combination of speed, missile efficiency and natural attacks on an as cheap as possible model. But as I've said before, I don't have any clue how to solve this issue without messing up the theme of this list. Sad

Ice Blast is a little bit overpowered as a level 2 spell (2d6 eldritch, elemental hits).

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warhound



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PostPosted: Tue Aug 26, 2008 2:09 am    Post subject: Reply with quote

I'll look at the mongol list later but my first observation from the photo was that it looked like a warhammer battlefield. At the London Gamers tournaments and club games, there is a large sprinkling of terrain as it makes for a more tactical game and the units are not hindered by it to the same extent as in warhammer. Does everyone else tend to play on open battlefields?

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lameth



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PostPosted: Tue Aug 26, 2008 3:44 am    Post subject: Reply with quote

What you see on the photo is nearly only the deployment zone of the Lyonesse Army. There were 7 pieces of terrain. I think that is enough. Battles were fought in terrains, where the armies could be deployed and moved.
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warhound



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PostPosted: Tue Aug 26, 2008 4:19 am    Post subject: Reply with quote

It wasn't a criticism, just an observation out of curiosity. I know most historical battles were fought in open terrain, I've just found that battlefields with a bit more terrain make for much more interesting tactical games. This is especially true in AoA where units can 'interract' with terrain features and make good use of them. This is in start contrast to Warhammer where terrain is hugely prohibitive. 7 pieces sounds like a good number for a standard game.

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Astijan



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PostPosted: Tue Aug 26, 2008 6:02 am    Post subject: Reply with quote

The terrain wasn't the problem. Like Lameth said, there was enough of it. The mongols just got past it rather quickly.

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warhound



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PostPosted: Tue Aug 26, 2008 6:17 am    Post subject: Reply with quote

Any chance you can post army lists with the exact force compositions?

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