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Battle of Tanagra 457 BC


Athenians and Delian League

Myronides +1 Fight +2 Rally

CR: H3, L3; INT: 5; BP:5

Number
Type
Key
FV
Missile Prot
Weapon
8
PH Athenians
#
7[1]2
+2
Spear
1
PH Delians
#
7[1]1
+2
Spear
1
PH Argives
#
8[1]1
+2
Spear
1
HC (d) Athenians
#
3[0]0
+2
Spear
2
LC Thessalian
#
2[0]0
+1
Javelins
4
SI Athenians

3[1]2
+2
Javelins
1
SI Athenians

2[1]1
+2
Bow
2
SI Delians

3[1]2
+2
Sling


Peloponnesian League 
INT: 4

Necomdides +1 +1 Rally

Spartans *
CR: H1, L1; BP: 2
Number
Type
Key
FV
Missle Prot
Weapon
2
PH Spartates
#
8[1]1
+2
Spear
1
SI Helots

3[1]2
+2
Javelins

Corinthians
CR: H1, L1; BP: 2
Number
Type
Key
FV
Missile Prot
Weapon
4
PH Corinthians
#
6[1]1
+2
Spear
1
SI Servants

3[1]2
+2
Javelins


Beoetian League
CR: H2, :3; BP: 2
Number
Type
Key
FV
Missile Prot
Weapon
2
PH Thebens
#
7[1]1
+2
Spear
3
PH League Hoplites
#
6[1]1
+2
Spear
1
HC Theban Aristocrats
#
4[0]0
+1
Javelins
2
LC Thessalians
#
2[0]0
+1
Javelins
2
SI League Psoli

3[1]2
+2
Javelins
1
SI League Slingers

3[1]2
+2
Sling


Notes: The League is shown in contingents because that is the way it operated. If two out of the three contingents are broken, the League army breaks. Athenians had better command in this battle. They lost because 1/2 of their Thessalian mercenary cavalry defected at the start of the battle.

* The Spartates were the best drilled and trained troops in Greece. To represent this (it's not well represented in Armati) the following should be added:
1. Spartans can wheel and move.
2. Spartans can turn around and move 1/2 move. (Laconian countermarch) They are undressed though until they rally, OR stop for a turn. Or they may take a great wheel, be undressed until they rally, or stop for a turn. Rally comes at the end of the turn.
3. Spartans rally from a maneuver on a roll of 4-6. This roll is done after movement and before melee.
4. Any Greek unit facing a Spartan unit should be undressed. (This is optional but historically correct)
Hopefully this will give the Spartans their due as the best infantry in Greece.

Fatigue rules should be used.

On Hoplites
Hoplites are broken down into three classes
Best FV 8
Ok FV 7
Militia FV 6
The Corinthian and Boeotian League hoplites except the Thebans were untrained and thrown into the battle. All hoplites receive a +2 protection, because in a crouch with a hoplon it was very hard to hurt even an lightly armored hoplite. From the flank or rear it was another story. +1 PROT if fired on from the flank or rear. Give that horse something to do. Determine flank shots the same as Armati melees. Unit must have the whole unit behind the target's front line before it shoots.

Horse
Gives impetus.
If the Athenian Horse dismounts it becomes a 7 [1] 1 PH.
Theben horse may not dismount. (They carried no shields)
Cavalry Javelin range is 6".
The Thesslian horse has already defected. They are fighting with the league.
(In real life they defected during battle but that's messy to represent.)

Terrain
Ground was a valley surrounded by hills. I never walked Tanagra so i'm not sure. There may have been some patches of rough ground but they are not mentioned in the history. Take one Armati board. and leave it flat. No terrain. The River Asopus is on Athenian left, League's right, so no outflanking moves are allowed on those sides.

Victory
First side to lose. The League loses if two out three contingents break.
The Delians lose when broken.

Steve Phenow




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