DBMM Forum
General Category => General Discussion => Topic started by: william on June 21, 2009, 12:41:26 AM
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;D Well there is a possibility of playing 2 Irish 200ap comps this year, one themed and one open ( there is even a third but travelling from Cork to Belfast for 1 day is a bit of a push )
Previously in DBM I would usually work on a three irregular general army ( and 1 had to be an ally ) for these comps. and did OK, TBF I am looking at something similar for the Themed comp (IIRC the wrath of the Northmen: Vikings/Normans and enemies.
I was just wondering what posters might thing would be the optimal command structure for 200AP armies?
IMHO it might be 3 regular dice (including regular train command) and an irregular ally, interestingly there seems to be more 'Magic' train commands ( while we still have them ) available for 200ap as a lot of artillery is listed as o-3 which when halved and rounded up becomes 0-2 for 200ap games, the minimum size for trian commands in 200ap games is 2 IIRC.
;) Might be an interesting debate for the summer silly season ( still working on becoming a Kn(S) poster then on to Exp(O) or WWg(S) )
William
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William
I have played a lot of DBMM200 - but mainly at 240AP and 25mm on a 6' x 4'
at 240AP I found you could generally use your normal 3 command army and simply half it and round up - this gives you a good feel to how a 400AP version would work - so its a format oft used when experimenting (or time is tight)
Its certainly not a format for the faint hearted as the games tend to be quiick and decisive - teaches you to use your 2ME troops well
Kind Regards
David Mather
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;) I am starting to get a picture of a few 2 ME elements with generals and baggage and a lot of 1/2 ME troops to do the actual fighting.
William
PS took the mighty Cm(S) last year, they are cool and make a nice big army except one has to fight with those 2ME troops.
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;D So this years Strongbow shield, 200AP open, I took a regular army with a CinC, Sub, Train and an irregular ally, it worked very well IMHO. Until regular train commands get the bullet that is.
An opponant took three regular commands with an Inert General ( a good few Knights ) and that worked as well.
Reg Ax(S) appeared to be the best buy, regular Ps value for money and Irr Lh(S) to threaten flanks.
I will probably try an irregular command stucture for the next 200AP to make a comparision.
William