I’ve tried organising armies various times in the past, and not always successfully (usually down to the desire to cram as many miniatures into an army as I can.) As a result, I thought I’d explain my thinking here and let people see what led me to the decision.
To summarize, Luftberg has a force of 11xRegular Infantry; 1xIrregular Infantry; 3xCuirassiers; 3xDragoons; 2xHussars and 3xArtillery batteries. Most numerous is the infantey, so I considered them first. The main aim for the brigades is for them to move independently on campaign, so they need to be plausible at putting up a decent fight individually.
The two accepted ‘rules’ that have evolved for Luftberg infantry commanders is that there should always be a reserve line behind the first to block breakthroughs; and second that close-range artillery support is a big advantage. One to one, the Aschenbach infantry will outshoot them, but artillery is usually good for clipping a few Strength Points (SP’s) off each attacker once they’re in canister range, and victories aren’t cheap – Aschenbach may break through, but if reduced from a start of 7SP’s down to about 3 or 4SP’s, they’re usually not able to take on a second line of 6SP Luftberg infantry.
So, we want an infantry brigade to allow this. After a bit of pondering, I decided I wanted four regiments per brigade so I could present a 2-regiment-wide double line (or if fighting alone the brigade could perhaps manage 3 regiments in front with one in reserve.) Onto this force, I attached one of the artillery batteries so I would have some ‘5+ to hit’ canister dice getting rolled, as well as ‘6 to hit’ from the infantry.
From numbers, I could get two full infantry brigades, plus a third of only three regiments. One of these regiments was decided as the Pilsen combined grenadier unit, which I decided would give it a bit of extra ‘heft’ to make up for being short a regiment – also, it got the last artillery battery.
One brigade I wanted to form was an ‘Advance Guard’ unit, filled with wild irregulars who could be a fast-moving raiding group, pillaging it’s way through the enemy rear. Croats were a guaranteed presence, as were some of the hussars. I pondered having a unit of regular infantry included, to act as the nucleus (perhaps my jaunty Hungarian regiment,) but I decided against it in the end. If the advance guard is going to be irregular, it needs to be all-out or not at all. I assigned both hussar regiments at the end. The force will be pretty poor on the tabletop in the open, but should prove a more tangly prospect in the rough, and a positive danger if it fights in combination with another regular brigade.
Last comes the cavalry, three each of Cuirassiers and Dragoons. I wanted two cavalry commands to put one on each wing in a major battle, where I typically split the difference between a heavier ‘attacking’ force (2 Cuir, 1 Dragoon) and a lighter ‘defending’ force (1 Cuir, 2 Dragoon.) However, here I finally decided against it.
Aschenbach cavalry units are typically 1SP stronger in combat than their Luftberg opposite numbers, and so consistently get outclassed. Pairing off just plays this game, so I decided to organise the cavalry by type into a Cuirassier brigade and a Dragoon brigade. The Dragoons will always be the underdogs (although far from a pushover) but now the Cuirassier brigade might just plausibly outpunch it’s opposite number and be able to swing a battle.
So, that’s my new Luftberg arrangement of six commands – two Infantry Brigades, a Guards Brigade, an Advance Guard, a Cuirassier Brigade and a Dragoon Brigade. Hopefully my thinking stands up to analysis, but as ever – the thoughts of others are welcome!