Swiss army?
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Swiss army?
Hi all, looking for a new army to paint for the Italian wars. I both like Swiss and Spanish but fear that the
Swiss might be too one-dimensional for tornaments.
Could any one with some beta testing experience tell me whether the practice has shown that the strengh
of the Swiss is easily cancelled through terrain and such ? Should i try the lighter Swiss version with a French
army with plenty of Swiss mercenaries for a more flexible one?
Swiss might be too one-dimensional for tornaments.
Could any one with some beta testing experience tell me whether the practice has shown that the strengh
of the Swiss is easily cancelled through terrain and such ? Should i try the lighter Swiss version with a French
army with plenty of Swiss mercenaries for a more flexible one?
Re: Swiss army?
spring wrote:Hi all, looking for a new army to paint for the Italian wars. I both like Swiss and Spanish but fear that the
Swiss might be too one-dimensional for tornaments.
Could any one with some beta testing experience tell me whether the practice has shown that the strengh
of the Swiss is easily cancelled through terrain and such ? Should i try the lighter Swiss version with a French
army with plenty of Swiss mercenaries for a more flexible one?
Not used or going to the Swiss, but I have faced many in the AM period. What |I found to powerful with the Swiss AM is the turn and move. You see pike blocks dancing about at least in FOG R that'll not happen. Handled well they will do well I would think in FOG R, at least its an army if painted for AM will do for FOG R as well. As to wheather they can stand the artillery in FOG R we'll have to see.
You can shoot at anyone within arc enemy lights can be ignored unless they are within 3mu of the guns (see page 107 and page 109) Medium and Heavy artillery can shoot over enemy artillery to targets beyond.spring wrote:Good to hear, i thought a good amount of skirmishers might help against artillery and shots (eventhough, i don't know yet, how
screening troops works in FoG:R)
I should add that your reports are as pleasant as usual to read madaxeman^^.
There fore I still think you'll get shot at by artillery hitting on 4s, 5 standard + for target more than 3 deep therefore 4's.
Ok that's less funny now^^. Shots (not artillery guns can ignore skirmishers too?). Will need some serious psychological training to getYou can shoot at anyone within arc enemy lights can be ignored unless they are within 3mu of the guns (see page 107 and page 109) Medium and Heavy artillery can shoot over enemy artillery to targets beyond.
There fore I still think you'll get shot at by artillery hitting on 4s, 5 standard + for target more than 3 deep therefore 4's.
use to play with half pike units because of shooting
Skirmish foot seems to have died out by the time of the 30 years war period in western European armys at least. From what I have read on Tim's site Lh don't fair to well either. I particularly liked the account of his mounted wing getting some rough treatment at the hands of the Ottoman's guns as he tried to redeploy them to face the Sipahi.
Seems guns are worth the points in this period.
Seems guns are worth the points in this period.
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Skullzgrinda
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Scrumpy wrote:Skirmish foot seems to have died out by the time of the 30 years war period in western European armys at least. From what I have read on Tim's site Lh don't fair to well either. I particularly liked the account of his mounted wing getting some rough treatment at the hands of the Ottoman's guns as he tried to redeploy them to face the Sipahi.
Seems guns are worth the points in this period.
But there are still quite a few in the early period of FOG R and when book 3 and 4 come out there will be more of those pesky LH around.
Dave
Talking about pike blocks of this period, do you expect any Landskenet pike units to be classified as
superior and determined?
superior and determined?
Last edited by spring on Tue Sep 14, 2010 2:47 pm, edited 1 time in total.
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nikgaukroger
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rbodleyscott
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12 is a bit small. Think 14 or 16 IMO (which counts as a "Grand Battle Group" which is treated the same as 2 BGs for attrition point purposes, army break point etc.)spring wrote:Thanks NikEnough to make 3 or 4 sup Keil units of 12 stands by chance? (thinking about either Imperials
or German maybe)...
Personally I would go for 10s or 14s.




