Timurids - army advice

Started by rage13, June 10, 2020, 11:55:57 PM

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rage13

Hi. I'm new to MeG - my copy arrived today! So far i'm impressed with the rules and thought i'd look at an army - I love the new Khurasan Timurids and wonder whether anyone runs a Timurid army or had any ideas on a reasonable Magna / Maximus army?

Thanks in advance

AntiokosIII

I like the Timurids and have played a fair number of games with them,including one tournament. I think they are a reasonable competition army and a really fun army for friendlies. The do require you to consider your choices carefully, because you will never squeeze all the goodies you want into a mere 10,000 points.

My current TImurid list has a Talented/Professional CiC (Shah Rukh, 1405 AD), two Competent/Professional subs, and a Competent/Instinctive Turcoman ally general. I use 4 units of mounted Timurids with all available bells and whistles (Drilled loose cavalry, superior, SS, Skilledbow, ME).Boy, they are expensive! I then have the Turcoman ally (3 units of Formed Flexible cavalry, protected, experienced bow; a unit of 3 Elephants; and a unit of Timurid archers (8 stands PF drilled loose foot, Skilled bow, caltrops). That's it;9 TuGs. If I feel frisky I will drop the Archers down to 6 stands and lose the caltrops, and add a unit of poor skirmishing bow foot (to screen the hefalumps) or a unit of 3 stands of cattle stampede, which can occupy some space for 2-3 turns until somebody kills them.

The main assets of this army are speed, and 4 units of skilled shooty cav that can also fight if need be. The Timurid cav can shoot up knights and not get too upset if they get caught evading. I mean, it's bad, but not necessarily fatal. Against most protected lancers you can keep enough distance to get away with shooting them up and then charging home when they are weaker. The elephants and archers are there to support the flank of the main body of cavalry so that you don't get flanked before your shooting does some good. I've never faced anyone brave enough to take mounted into the Timurid archers with caltrops down, and even without the caltrops the nearby Elephants are usually protection enough. Foot can usually be avoided by shooting slows and drilled backups as needed.

The key is the Turcoman ally. If those boys get into the war (ie if you get at least one green on your first draw) they are there to slow down about half the enemy army, again delaying long enough to give the Timurid cavalry enough time to dismantle a flank. When the Timurids have won, that's how they do it.When I have lost with them,it's usually
Because I used the Turcoman contingent incompetently and allowed pressure on the Timurids too early.

Anyway, that's how I have run them. I've had some big wins and a few big losses; fewer of those because the army is maneuverable enough to escape it's doom most of the time. One of my favorite moments was when my opponent tried to charge off 2 Timurid cavalry with a unit of 3 elephants. I had 4 Green dice and rolled a skull and 3 wounds, creating a great source of Pachyderm Vindaloo post battle!

It's not a killer army. A powerbow foot army will make for a long day. Romans are difficult, especially in some terrain. You might have trouble with a big hairy barbarian army because you can't kill enough of them before you die from all the white dice. Not a killer army, but definitely a fun army. It could be very nasty indeed if I ever learn to play it properly!
Miniature Wargaming is the only completely honorable form of warfare ever invented by man.

nikgaukroger

Here is a Timurid that RJC used to win the London GT with last year. (Slightly tweaked to ensure it is 2020 legal)



Talented ally is the Kara Koyunlu general and the Competent ally the Turcomans.

The 4's of cavalry can be vulnerable and take some practice to use effectively - mind you that applies to all shooty cavalry  ;D
"The Roman Empire was not murdered and nor did it die a natural death; it accidentally committed suicide."

Simon Meg-Meister

First a warm purple welcome tot he Mortem et Gloriam journey. I am sure you won't regret it.  You can't go wrong without Timruid army one you have got the hang of it. 

But be aware shooty cav armies are hard to play well as a beginner... so patient and check non with the horse masters out there.

Si
Rolling Skulls in the land or Purple

nikgaukroger

Quote from: Simon Meg-Meister on June 11, 2020, 10:54:53 AM
But be aware shooty cav armies are hard to play well as a beginner... so patient and check non with the horse masters out there.

Patience and practice, and lots of both needed  8)

I think I lucked out a bit by using Sasanids quite a bit when I started out with MeG - the nellies and catafracts give you solidity and an offensive arm that allows you to learn the horse archer bit in a bit of "safety".
"The Roman Empire was not murdered and nor did it die a natural death; it accidentally committed suicide."

rage13

Thanks for the help. Just 2 questions -

1. Both of the suggested armies have 3 elephants - but the army lists say UG size is 2 - or have i misunderstood something?

2. If I have Shah Rukh in 1405 does that mean I can also use the hostage screen?

nikgaukroger

There are 2 lines for the nellies - one for Timur and one for Shah Rukh. Shah Rukh 1405 to 1447 can have up to 4 nellies in UG sizes of 2, 3 or 4; Timur is limited to 2 nellies.

Hostage screen is available in 1405 so Shah Rukh can use it.
"The Roman Empire was not murdered and nor did it die a natural death; it accidentally committed suicide."

lionheartrjc

Thanks to Nik for sharing my army list.

I really like this army but it is a tricky army to use.  You cannot afford to make any mistakes.  Maximise the shooting and don't let your opponent get behind you.  The trick in competitions is timing, when to switch from shooting to combat with enough time to win the game.  Go before you have done enough damage and your lack of numbers will tell.  To late and you end up with a draw.

Richard