Editor's note: sorry to the 182 viewers who saw a blank page - the article was written, but didn't get pasted in on time. :-)
Good morning gamers,
We're back in our Back to Basics series today and we're looking at a part of the game that became much more balanced in the current edition of the game: cavalry!
When you could buy a horse or armored horse for 10-15pts/hero, there was basically no reason NOT to buy it. Now, for basic mounts costing 20-25pts/hero (more for elite cavalry options, like the White Warg) and with the addition of the Sharpshooter keyword on many bow-armed heroes, buying a horse is still usually a good idea, but you might choose to pass on it if you don't think you can keep the mount alive.
While we'll be covering the basics of how cavalry work today, you can find more tactical discussions about how to use cavalry in our Cavalry Charge formations series (which was written for the last edition of the game, but the mechanics haven't changed and the articles are still very much applicable to the current edition of the game).
Moving Your Cavalry
It won't come as any surprise to start off by saying that cavalry move faster than your everyday, run-of-the-mill infantry. Sure, there are things like Wild Wargs that move as fast as a horse can and are TECHNICALLY infantry, but man-sized models (and shorter ones) are going to move 4-8" and cavalry will be faster than that (10-12"). This extra movement usually means that a) they can reach a far-flung objective in a turn or two, b) can get around the enemy flanks to charge vulnerable units, and c) if equipped with ranged weapons, they can usually "kite" away from enemy infantry while still shooting at them (moving at half speed, as we talked about in the Shoot Phase post).