Listening to the stories of this stranger had stirred our appetites, and we eagerly began to devour our meal. I invited the old man to sit next to me. I still thought that this Tamerlane was more myth than man. Surely he had been beaten in battle at least once.
The man has the cunning of a wolf and the composure of an owl. In some battles he strikes hard at the center of the enemy line, while in others swift horsemen outflank the opposition. They then feign a retreat to bait the enemy into a trap – a storm of arrows.'
When Tamerlane decided to cross the Khyber Pass into India, a different and terrifying challenge faced him. The armies of the Delhi Sultanate ruled the battlefield through their powerful elephants, monstrous beasts known to crush a horseman with a single foot! Drawing up his lines, the clever warlord waited to spring his latest trap.'
Scenario instructions Edit
Starting conditions Edit
- Starting Age: Castle Age
- Starting resources: None
- Population limit: 200
Main objectives Edit
- Wait for the battle to begin.
- Defeat Shah Tughlug's army.
- Destroy the 5 Castles in Delhi.
Secondary objectives Edit
- Raid outlying Indian villages and Monasteries.
- Tamerlane's forces can advance to the Imperial Age and support a population of 200.
- Tamerlane's forces have a large supply with them, but it will not last forever. Delhi must be taken before the timer (representing your provisions) runs out.
- Proper troop management will determine the course of the initial battle. Use the speed of your Light Cavalry to flank the enemy and target their vulnerable ranged units.
- The mountains and forests in the south and west to the map are abundant with resources, while the plains surrounding Delhi are an ideal location for military buildings.
- Outlying villages and Monasteries are providing the garrison in Delhi with supplies. Eliminating them would be wise.
Your scouts report:
- Operating out of three military camps, Tamerlane's army (1, Purple) has begun its siege of Delhi and has arrayed itself on the plains outside the city in anticipation of a battle.
- The army of Shah Tughlug (5, Orange), stands between Tamerlane and Delhi. Shah Tughlug's forces consist of cavalry, infantry, Skirmishers, Light Cavalry, and elephants.
- In the north lies the fortified city of Delhi (3, Grey). Its garrison (4, Green) will field armies of camelry, Skirmishers, swordsmen, and elephants in an effort to slow the Timurid advance.
- Outlying Indian villages and Monasteries (Cyan, Blue) supports the defense of Delhi by sending supplies to the city. Plundering these will help the Timurid cause considerably.
- Player (Tatars)
- Timurid Army (Tatars)
- Delhi (Indians)
- Delhi Garrison (Indians)
- Shah Tughlug (Indians)
- Outlying Villages (Indians)
- Outlying Villages (Indians)
Once again, the player starts the scenario in a pitched battle. Use the elephants as damage soakers to aggro most of the orange player's units, while the Pikemen, Cavalry Archers, and Steppe Lancers follow from behind and describe two arcs with the Light Cavalry to attack the enemy's Skirmishers/Elephant Archers, and the player should win with most of their force standing. The Pikemen suffered the most, Kashik being damaged but numerous, and 5 elephants left. Note that the initial battle is essential for the player to save time. The more units survive, the more time the player has to raid the outlying villages and prepare the final battle to Delhi.
- Blitz and boom
The player can really devastate the outlying villages. Immediately send all the Light Cavalry southwest to destroy both Monasteries (circumvent their infantry to kill the Monks). Send the rest of the army straight south to destroy the Lumber Camp. Boom on 3 Town Centers. Build 1 Monastery to collect both Relics. Once Lumber Camp is destroyed, send all the troops towards blue player (the elephant will drag behind, but speed is key). Once the Monastery raid is also complete, send the Light Cavalry to the blue player, which should arrive with the elephants. After the blue player's initial counter attack, snipe his Town Center while the Cavalry Archers fends off the extra units created. Once the elephants and Light Cavalry arrives, destroy the few remaining towers and defeat the player. Reach Imperial Age.
Send some villagers to build several Stables, Archery Ranges, Monasteries, and Castles. Train some Trebuchets with a Monk, Cavalry Archers supported by Light Cavalry and Steppe Lancers. Use the monk to convert the green player's elephants and destroy the enemy base.
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The Indian army relied on the charge of its dreaded elephants to shock their enemies and drive them into disorder. No stranger to the art of war, Tamerlane knew this.'
In a stroke of genius, he loaded the camels in his baggage train with straw and wood and set them aflame, whipping them towards the enemy lines. The sight terrified the elephants, who doubled back and trampled their own men.'
The battle was a rout. Two hundred years' worth of Indian treasure was loaded onto a train of wagons and carried back to Samarkand. In response to an uprising, Tamerlane's armies reduced the jewel of Northern India to a charnel house. Death and fire mingled in a putrid stench that enveloped Delhi for weeks.'
Still, Tamerlane was not satisfied—there was unfinished business to the west.'