Some time ago I wrote this guide:
http://www.twcenter.net/forums/showt...e-False-Center

Since that time, I've experimented with this tactic repeatedly and found it to be an overwhelmingly effective and flexible attack formation, usable by almost any faction (but especially the greeks). This update is to discuss some variations or refinements I've found that make the False Center work even better.

The basic template for a false center army is:

3 cheap cavalry
2 mobile infantry (ideally with spear/shield)
8 defense infantry
4 slingers
3 peltasts

The basic principles behind the False Center are:

1. Fight using low tech, cost effective, non noble/elite units. Every unit should be available early game in expendable quantities.
2. Fight against any opponent, including horse archer swarms, mass numbers of low quality troop zergs, or high quality armies like thracians/romans.
3. Don't attack in the traditional manner -- IE, flank around the outside, because the AI often has so many numbers and so many troops in reserve this is impossible/difficult.
4. Instead, hold the flanks against their mass movements and lure then into the center for a concentrated attack and breakthrough.
5. Fix and Flank, fix and flank, fix and flank.

IMPROVEMENTS TO HOLDING ELEMENTS:

Hoplites or equivalent are the basic core (needs at a minimum 10 armor, a shield, and decent morale/defensive stats). Phalanxes are fine in limited numbers, such as hoplite - phal - phal - hoplite. Sword infantry are rarely useful, because they don't move as compactly and because they tend to die easier. 200 upkeep per unit is about ideal, depending on your faction, but these are usually your finest troops.

IMPROVEMENTS TO CAVALRY BLOC

After reading Caesar's On War, I decided to copy one of his tactics. I split off two thureos spearmen (cheap, medium quality spearmen with a shield and one javelin) to escort the cav. Because the thureos are high speed, they can keep up with the cav and provide a screen against the enemy cav. Basically, they are an independent blocking group, either to tie up expensive priority targets like cataphracts or to use as a flanking element. Using these to tie up dangerous opponents, you can slip your cav into their weak backlines to slaughter missile troops.

Note the false center rarely if ever uses cav charges to the back of infantry. You simply cannot afford that high quality cav. Instead, use them to cause chaos, eliminate light missile troops, and toss javs into the backs of people. Avoid melee with anyone if possible, that's what the therous is there for.

IMPROVEMENTS TO SLINGERS

I've come to believe the rhodian/baelaric slinger is the best unit in the game. Nothing else gives you the bang for the buck utility that these beasts give. In addition to forcing the enemy to come to you, blasting any opposing missile troops or stray cav, they are also intensely deadly as a flanking unit. Once all units are tied up, you can often swing your entire slinger line around their flank and volley them in the back. Thanks to high ammo (and ammo upgrades -- a huge priority for the false center), you can often fire all game long and still have ammo left for the death blow.

IMPROVEMENTS TO OFFENSIVE TROOPS

I've experimented with a lot of different troop types for the center. The worst choice seems to be offensive infantry, who typically hit hard and then tie up, forming a solid line without flanking potential. Another interesting potential is slingers in front and gastraphaltes in back, and just plain volley out anything that moves. While this works great on soft troops, eventually you meet opponents with enough armor to withstand the volley and then the center well and truly collapses. Another interesting alternative is armored elephants. Arrow support at first combined with a good rampage charge. It takes careful positioning, but if you can avoid trampling your own lines this can be devastating. I ravaged several legions using this method as Carthage. The main problem is either you rout everything and take no losses or else all your elephants die and you can't replace them. That leaves me back to the first option, and imo, the best option - peltasts. They are bulky and take up a lot of space, have fair armor/melee skills, can provide an initial volley, and once the field thins they can regularly provide punishing side volleys and/or additional meat into the grinder. Considering how useless peltasts usually are, I find this to be their ideal use.

Some screenshots of two battles in play:

http://imgur.com/a/4GaSC


Any thoughts?