Photo Credit: Sepulcher of Heroes
There are many stunning models in Forge
World’s Iron Hills range, and yet the Iron Hills
Goat Riders still manage to stand out. They’re not cheap (either in points
or real money), but your investment is rewarded in-game. With a beefy stat-line,
an 8” move, heavy armor on rider and steed, and a Strength 4 lance (okay, War
Spear), they are a versatile and invaluable part of any dwarf army (and can be fielded
in two: the
Iron Hills and Erebor Reclaimed).
Below the jump, we’ll jump into their profile (including their
signature special ability, Devastating
Charge) and look at why they prove so dangerous (and resilient) on the
table-top, as well as some basic tactics for when to commit your Goat Riders to
the fray (and when you might want to rein them in). Plus, our signature series
maths!
Iron Hills Goat Riders: The Basic
Profile
We’ll start with the obvious strengths: Goat Riders are one
of just two warrior profiles in the game that combine Strength 4 with a Lance
(Mahud Raiders being the other). Strength 4 wounds Defense 5 or 6 on a 5+, and
a lance converts that to a 4+ (or a 50% chance to wound). This means that, on
the charge, a Goat Rider will have two dice to win the duel, and if the model is
an infantry model (or is otherwise trapped or knocked prone—more on that
later!), we will have four dice to wound, which will wound most enemies on a 4+.
Very dangerous (especially over short distances).
Photo Credit: motherofdragonlance
The Mahud Raiders offer more offensive firepower and
tactical flexibility. In addition to their impressive ability to wound in
combat, they also have the cavalry-standard 10” movement that allows them to out-run
all (non-marching) infantry and most monsters. Their 10” move (a full 2” more
than the Goat Riders have) also pairs well with their 12” range blow-pipes and excellent
3+ shoot value, allowing them to skirmish with enemy infantry (or other cavalry
and their mounts) for a turn or two before they commit to the charge.
Once they do charge, the Raiders’ Impaler special rule allows them to inflict a single Strength 4 hit
on any model they charge (regardless of size). You roll this hit against the
target’s Defense (and because it’s a hit, enemy heroes can use Fate to negate
it), but it’s a single D6 roll that will usually wound on a 5+ (if the target
is D6 or below). They are especially dangerous against enemy cavalry models, as
a Raider inflict a S4 hit on both the rider and the mount.
Goat Riders don’t have that same shock impact or mid-range versatility,
but they do pack more staying power. A Mahud Raider has a Defense 5 rider and a
Defense 4 mount, which means most enemy infantry will wound the rider on a 5+,
and the camel on at least a 5+ (Strength 4 infantry will wound the camel on a
4+). The Goat Rider’s mount is Defense 5 (only Dain’s War Boar and Fell Beasts
have higher Defense on non-War Beast mounts), and the rider is a hearty Defense
6, which is low for dwarves (no option for a shield) but on-par with the best
heavy cavalry in the game: only Easterling Kataphracts can get higher, and only
in their mounted-Shieldwall
formation (Gleaming Horde), which in
practice is very hard to keep up in combat.
Defense 6 is also good insurance against Strength 3 infantry
(most standard infantry are Strength 3), who will be sorely tempted to go after
the goat (wounded on 5+) instead of the rider (wounded on 6s). Strength 3
cavalry (of which there are a lot) will face the same dilemma, and even
Strength 3 cavalry with lances (Knights of Dol Amroth and Knights of Minas
Tirith) will only wound the rider on a 5+, which is a tall order when you’re
only rolling one attack die. The Goat Rider, for what it’s worth, will wound
the rider on a 5+ normally (Strength 4), and a 4+ if it charged them (war spear).
The Goat Riders also have the Dwarf-standard Fight 4. This
not only gives them a clear advantage in Fight Value against many infantry
models (goblins, orcs, hobbits, and non-elite men), but it also gives them an
edge against most enemy cavalry models as well: Knights of Minas Tirith (without
Boromir), Riders of Rohan (without Theoden), Haradrim Raiders, Mahud Raiders, and
Warg Riders all top-out at Fight 3, and even your elite cavalry (Mordor’s
Morgul Knights, Rohan’s Royal Guard (without Theoden), Harad’s Serpent Riders,
mounted Citadel Guard) and elite infantry (Uruk-Hai, elite Gondor/Mordor) are
usually only going to manage tied Fight Value (elves being the glaring exception).
The goats themselves also have Mountain Dweller, a niche rule that allows them to treat difficult
rocky terrain as open ground (fantastic for cavalry models, who really
don’t like moving through difficult terrain of any kind) and lets them re-roll
jump, leap, and climb tests. This gives them a sneaky-good chance (28.6%,
instead of a 16.7% chance like all other cavalry) of being able to leap over a
barrier and continue their movement (even to charge), as they have essentially
two chances of rolling a “6” on their jump/leap tests (6, 1, 2, 3, 4, 5, 6, or
2-of-7 chance). It’s not what I’d call “reliable,” but it’s definitely an advantage
that other cavalry don’t have.
Finally, let’s not forget that Goat Riders are a healthy
Courage 4 base (Courage 5 if you squeeze a war horn into an allied contingent,
like Army of Thror or Thranduil’s Halls), and can become Fearless if they’re within 12” of Dain Ironfoot (thanks to his Lord of the Iron Hills special rule).
This makes them excellent for grabbing (and holding) far-flung objectives,
which dwarves typically struggle to do (mostly due to their reduced movement,
although Courage 4 will fail courage tests sometimes, too), and also allows
them to consistently charge Terror-causing
troops, monsters, or even heroes without having to worry about fluffed courage
tests.
All in all, we have a pretty elite heavy cavalry profile, at
about the points cost we usually pay for elite heavy cavalry profiles. So how
do they perform in combat?
Goat Tactics Part I: Charging
Infantry
Like most cavalry, Iron Hills Goat Riders are at their best
when charging infantry models, although this is more complicated than just throwing
cavalry models into blocks of infantry (which is almost
always a terrible idea).
As a point of reference, here’s how effective our vanilla
Iron Hills dwarves are at killing their opponents (Fight 4, Strength 4, Defense
8 in Shieldwall, two-dwarves on two
opponents in their preferred shield wall formation):
Iron Hills Shield / Spear with
Shieldwall (F4, S4, D8) vs. Opposing Shield / Spear Ranks
|
||||||||
Orc Sh/Sp (F3, S3, D5)
|
Morannon Sh/Sp (F3, S4, D6)
|
Corsair Sh/Sp (F4, S3, D4)
|
Uruk-Hai Sh/Sp
(F4, S4, D6)
|
Men Sh/Sp (F3, S3, D6)
|
Dwarf Sh/Sp (F4, S3, D7)
|
Iron Hills Sh/Sp (F4, S4, D8)
|
High-Elf Sh/Sp (F5, S3, D6)
|
|
Duel Win %
|
61.03%
|
61.03%
|
50.00%
|
50.00%
|
61.03%
|
50.00%
|
50.00%
|
38.97%
|
Kill %
|
33.91%
|
33.91%
|
37.50%
|
27.78%
|
33.91%
|
15.28%
|
15.28%
|
21.65%
|
Death %
|
6.22%
|
11.91%
|
7.99%
|
15.28%
|
6.22%
|
7.99%
|
15.28%
|
9.75%
|
Kill Ratio
|
5.45
|
2.85
|
4.70
|
1.82
|
5.45
|
1.91
|
1.00
|
2.22
|
Iron Hills Shield / Spear with
Shieldwall (F4, S4, D8) + Iron Hills Banner
|
||||||||
Orc Sh/Sp (F3, S3, D5)
|
Morannon Sh/Sp (F3, S4, D6)
|
Corsair Sh/Sp (F4, S3, D4)
|
Uruk-Hai Sh/Sp (F4, S4, D6)
|
Men Sh/Sp (F3, S3, D6)
|
Dwarf Sh/Sp (F4, S3, D7)
|
Iron Hills Sh/Sp (F4, S4, D8)
|
High-Elf Sh/Sp (F5, S3, D6)
|
|
Duel Win %
|
71.93%
|
71.93%
|
59.54%
|
59.54%
|
71.93%
|
59.54%
|
59.54%
|
47.16%
|
Kill %
|
39.96%
|
39.96%
|
44.66%
|
33.08%
|
39.96%
|
18.19%
|
18.19%
|
26.20%
|
Death %
|
4.48%
|
8.58%
|
6.46%
|
12.36%
|
4.48%
|
6.46%
|
12.36%
|
8.44%
|
Kill Ratio
|
8.91
|
4.66
|
6.91
|
2.68
|
8.91
|
2.82
|
1.47
|
3.10
|
In their basic ranks, an Iron Hills shield wall manages to dispatch Fight 3 enemies with a very favorable kill-ratio (5.45 base, 8.91 with a nearby banner). Fight 4 opponents are more challenging, especially if they have Strength 4 and higher defense: against Uruk-Hai, the dwarves “only” manage a kill-ratio of 2.68 with a banner (which means they’re slightly more than two-and-a-half times more likely to kill than be killed). So are Elves (with their Fight 5), although the dwarves can still manage favorable kill ratios if they have banner rerolls and stay locked in Shieldwall to mitigate the elves’ Strength 3 attacks.
The Goat Rider on the charge trades that Defense 8 advantage
(which is a significant advantage) for two offensive advantages over the
shieldwall: the war spear basically converts those two Strength 4 hits into
Strength 6 hits (which will wound most standard infantry (D5/D6) on a 4+), and
knocks enemy infantry prone (which means they’re treated as trapped, giving the
Goat Rider them four to-wound dice—each with a +1 to wound—instead of two). As
a result, even though the Goat Rider’s defense goes down, it is still looking
at very favorable kill ratios:
Iron Hills Goat
Rider, Charging + War Spear (F4, S4, D6, 2A) [S3 targets Goat]
|
||||||||
Orc (F3, S3, D5)
|
Morannon (F3, S4, D6)
|
Corsair (F4, S3, D4)
|
Uruk-Hai (F4, S4, D6)
|
Man (F3, S3, D6)
|
Dwarf (F4, S3, D7)
|
Iron Hills (F4, S4, D8)
|
High-Elf (F5, S3, D6)
|
|
Duel Win %
|
74.54%
|
74.54%
|
66.20%
|
66.20%
|
74.54%
|
66.20%
|
66.20%
|
57.87%
|
Kill %
|
69.88%
|
69.88%
|
65.39%
|
62.07%
|
69.88%
|
53.13%
|
53.13%
|
54.25%
|
Death %
|
8.49%
|
8.49%
|
11.27%
|
11.27%
|
8.49%
|
11.27%
|
11.27%
|
14.04%
|
Kill Ratio
|
8.23
|
8.23
|
5.80
|
5.51
|
8.23
|
4.72
|
4.72
|
3.86
|
Here, the worst-case kill-ratio our Goat Rider
has is almost 4.00 (3.86 times more likely to wound than be wounded by a Fight
5 high elf warrior)—and that’s spotting that elf a 5+ to wound our mount
(instead of the 6 needed to wound the actual rider). Our best-case scenario is
to go after models with lower fight than we have, where our double-dice to win
the fight have a decided advantage: we’re 8.23 times more likely to wound than
to be wounded by a Morannon orc, for example. Not too shabby.
As with all other models, the goat rider’s chance to win the
fight—and thus to wound—goes up substantially if we also have the benefit of a
banner: this gives our goat rider three dice to win the fight (two attacks +
one reroll), to our opponent’s one. The result are favorable kill ratios
ranging from better than 5-to-1 (high elves) to more than 13-to-1 (Fight 3 orcs/men),
and a kill % as high as 77.47%:
Iron Hills Goat
Rider, Charging + War Spear + Banner (F4, S4, D6, 2A) [S3 targets Goat]
|
||||||||
Orc (F3, S3, D5)
|
Morannon (F3, S4, D6)
|
Corsair (F4, S3, D4)
|
Uruk-Hai (F4, S4, D6)
|
Man (F3, S3, D6)
|
Dwarf (F4, S3, D7)
|
Iron Hills (F4, S4, D8)
|
High-Elf (F5, S3, D6)
|
|
Duel Win %
|
82.64%
|
82.64%
|
74.31%
|
74.31%
|
82.64%
|
74.31%
|
74.31%
|
65.97%
|
Kill %
|
77.47%
|
77.47%
|
73.39%
|
69.66%
|
77.47%
|
59.63%
|
59.63%
|
61.85%
|
Death %
|
5.79%
|
5.79%
|
8.56%
|
8.56%
|
5.79%
|
8.56%
|
8.56%
|
11.34%
|
Kill Ratio
|
13.39
|
13.39
|
8.57
|
8.13
|
13.39
|
6.96
|
6.96
|
5.45
|
Now, all of the above assumes that we’ve charged our goat
rider into a single infantry model—where cavalry models are at their most
advantageous. What happens if we run our goat rider head-log into a standard
shieldwall (front rank of shields, back rank of spears)? Well…
Iron Hills Goat
Rider, Charging + War Spear (F4, S4, D6, 2A) [S3 targets Goat]
|
||||||||
Orc Sh/Sp (F3,
S3, D5)
|
Morannon Sh/Sp
(F3, S4, D6)
|
Corsair Sh/Sp
(F4, S3, D4)
|
Uruk-Hai Sh/Sp
(F4, S4, D6)
|
Men Sh/Sp (F3,
S3, D6)
|
Dwarf Sh/Sp (F4,
S3, D7)
|
Iron Hills Sh/Sp (F4, S4, D8)
|
High-Elf Sh/Sp (F5, S3, D6)
|
|
Duel Win %
|
61.03%
|
61.03%
|
50.00%
|
50.00%
|
61.03%
|
50.00%
|
50.00%
|
38.97%
|
Kill %
|
57.22%
|
57.22%
|
49.38%
|
46.88%
|
57.22%
|
40.12%
|
40.12%
|
36.53%
|
Death %
|
21.65%
|
21.65%
|
27.78%
|
27.78%
|
21.65%
|
27.78%
|
27.78%
|
33.91%
|
Kill Ratio
|
2.64
|
2.64
|
1.78
|
1.69
|
2.64
|
1.44
|
1.44
|
1.08
|
So these kill ratios are far less favorable than the ones we
looked at in single-combat: in fact, they’re worse than the kill ratios that
our Iron Hills dwarves notched on foot, by a fair margin. The biggest culprit
is our Death %: because our goat rider is now Defense 6 (or Defense 5, for
Strength 3 warriors who target the goat), we’re looking at a Death % of
somewhere between 21% and 34%. To put that number in perspective, our Iron
Hills Warriors in Shieldwall (Defense
8) had Death %s between 6% and 16%--that’s a sizeable survivability advantage.
The Goat Rider still notches excellent Kill %s (ranging from 36% to 57%), but it’s
not enough of an increase to off-set our lower defense. In other words, the
jump from D6 to D8 is huge.
The other big thing is the even number of dice (two for the
Goat Rider, vs. two for the shield/spear rank). While our Goat Rider still has
an advantage against Fight 3 opponents, the margin has shrunk (from ~75%/25% to
~60%/40%). Fight 4 opponents are now 50% likely to win the fight (and thus 50%
likely to deal wounds to our Defense 6/5 rider/mount. And our Fight 5 opponents
are now getting to wound two to-wound dice more than 60% of the time (and
needing only a single 5+ to wound the goat).
Now none of this should surprise us. All cavalry in SBG tend
to lose their effectiveness once infantry begin rolling the same amount of dice
against them (or more), especially if the infantry has tied or higher fight value. Adding a friendly banner to the equation
helps tips the balance again in the Goat Rider’s favor, but it’s still not
enough to give a single Goat Rider a decisive advantage in combat against an
organized shield wall:
Iron Hills Goat
Rider, Charging + War Spear + Banner (F4, S4, D6, 2A) [S3 targets Goat]
|
||||||||
Orc Sh/Sp (F3,
S3, D5)
|
Morannon Sh/Sp
(F3, S4, D6)
|
Corsair Sh/Sp
(F4, S3, D4)
|
Uruk-Hai Sh/Sp
(F4, S4, D6)
|
Men Sh/Sp (F3,
S3, D6)
|
Dwarf Sh/Sp (F4,
S3, D7)
|
Iron Hills Sh/Sp (F4, S4, D8)
|
High-Elf Sh/Sp (F5, S3, D6)
|
|
Duel Win %
|
71.93%
|
71.93%
|
59.54%
|
59.54%
|
71.93%
|
59.54%
|
59.54%
|
47.16%
|
Kill %
|
67.43%
|
67.43%
|
58.81%
|
55.82%
|
67.43%
|
47.78%
|
47.78%
|
44.21%
|
Death %
|
15.60%
|
15.60%
|
22.48%
|
22.48%
|
15.60%
|
22.48%
|
22.48%
|
29.36%
|
Kill Ratio
|
4.32
|
4.32
|
2.62
|
2.48
|
4.32
|
2.13
|
2.13
|
1.51
|
And then there’s the not-so-small matter of enemy banners.
If an opponent has a banner in-range of the fight and we do not, even a single
warrior can improve his odds of surviving an encounter with a Goat Rider
significantly. And if a Goat Rider attacks a standard shieldwall supported by a
banner, even low-fight opponents have a very good chance of killing the goat
rider—and high-fight models are more likely to wound than to be wounded (which
is the exact opposite of what we’re looking for):
Iron Hills Goat
Rider, Charging + War Spear (F4, S4, D6, 2A) [Enemy Banner, S3 targets Goat]
|
||||||||
Orc (F3, S3, D5)
|
Morannon (F3, S4, D6)
|
Corsair (F4, S3, D4)
|
Uruk-Hai (F4, S4, D6)
|
Man (F3, S3, D6)
|
Dwarf (F4, S3, D7)
|
Iron Hills (F4, S4, D8)
|
High-Elf (F5, S3, D6)
|
|
Duel Win %
|
61.03%
|
61.03%
|
50.00%
|
50.00%
|
61.03%
|
50.00%
|
50.00%
|
38.97%
|
Kill %
|
57.22%
|
57.22%
|
49.38%
|
46.88%
|
57.22%
|
40.12%
|
40.12%
|
36.53%
|
Death %
|
12.99%
|
12.99%
|
16.67%
|
16.67%
|
12.99%
|
16.67%
|
16.67%
|
20.34%
|
Kill Ratio
|
4.41
|
4.41
|
2.96
|
2.81
|
4.41
|
2.41
|
2.41
|
1.80
|
Iron Hills Goat
Rider, Charging + War Spear (F4, S4, D6, 2A) [Enemy Banner, S3 targets Goat]
|
||||||||
Orc Sh/Sp (F3,
S3, D5)
|
Morannon Sh/Sp
(F3, S4, D6)
|
Corsair Sh/Sp
(F4, S3, D4)
|
Uruk-Hai Sh/Sp
(F4, S4, D6)
|
Men Sh/Sp (F3,
S3, D6)
|
Dwarf Sh/Sp (F4,
S3, D7)
|
Iron Hills Sh/Sp (F4, S4, D8)
|
High-Elf Sh/Sp (F5, S3, D6)
|
|
Duel Win %
|
52.84%
|
52.84%
|
40.46%
|
40.46%
|
52.84%
|
40.46%
|
40.46%
|
28.07%
|
Kill %
|
49.54%
|
49.54%
|
39.96%
|
37.93%
|
49.54%
|
32.47%
|
32.47%
|
26.32%
|
Death %
|
26.20%
|
26.20%
|
33.08%
|
33.08%
|
26.20%
|
33.08%
|
33.08%
|
39.96%
|
Kill Ratio
|
1.89
|
1.89
|
1.21
|
1.15
|
1.89
|
0.98
|
0.98
|
0.66
|
The bottom-line: If you’re facing an opponent with an entrenched
standard shield wall, resist the urge to smash your goat riders into them in a
head-on charge, as either your goat or your rider is likely to die. Save those
head-on charges for your own Iron Hills shield wall (preferably with the Shieldwall buff active and a friendly
banner), as they’re superb at doing so. While their defense is good, Goat
Riders—like all cavalry models—don’t have enough to withstand sustained strikes
from enemies who can strike them back.
Which leads us to…
The Advanced Profile: Devastating
Charge (and its Timing)
I left Devastating
Charge out of our basic profile discussion for two reasons. First, it is a
situational ability; the odds are that we won’t have access to it 2/3 of the
time. Second, when it does fire, it opens up a bunch of
tactical alternatives for us… but we don’t know if those options are available
to us until the ability fires; this means we have to commit the Goat Rider to
combat without knowing for sure what tactics we’ll have access to. Here’s the
rule text (Armies of the Hobbit, p. 30):
Devastating Charge [Active] – The
force of the Goat Rider’s charge is enough to knock even the most surefooted of
foes to the ground.
When this model Charges into combat
against one or more Man-sized (or smaller) models, roll a D6 for each. On a 5+,
that model is immediately Knocked to the Ground.
The rule for Knocked
to the Ground is found on page 62 of the main Rules Manual, but the biggest
thing is that a model knocked to the ground is knocked Prone. The timing here is important: unlike other cavalry models
which will knock infantry models prone on a turn in which the cavalry model
charged (provided no other cavalry models join that same fight), Devastating Charge can knock a
man-sized model to the ground immediately (on the roll of a 5+).
Since that roll happens before the fight is resolved (usually
during the Move Phase, less usually during the Fight Phase if the Goat charges
as part of a Heroic Combat), man-sized models who are knocked prone due to Devastating Charge start the combat
with some significant disadvantages.
As everyone knows, the most significant disadvantage about
being prone is that the model counts as being trapped, which means any model
in-combat with it will get to roll double dice to-wound if it/they win the
fight (Rules pp. 62 and 47). This is still a major disadvantage against Goat
Riders (as we saw above, the odds of surviving four Strength 4 to-wound dice,
each with a +1 to-wound, is not good), but it’s not the greatest disadvantage
conferred by Devastating Charge
(since a Goat Rider that whiffs on its Devastating
Charge roll will still get those double to-wound dice as long as they win
the fight (and aren’t counter-charged by enemy cavalry models).
What makes Devastating
Charge so tactically rich is that its timing (we’re usually knocking models
prone in the move phase, instead of the fight phase) unlocks other key disadvantages
associated with being prone that we usually don’t get to take advantage of. Here’s
just one example: a prone model has no control zone (Rules p. 32), which means enemies
can move within 1” of them unimpeded, as long as they don’t come into base contact
with them (Rules p. 33). If the model is knocked prone in the Fight Phase (by a
cavalry charge, for example), this almost never matters: for one, the model is
probably going to die anyway (double to-wound dice, after all); for another,
the model is going to have to back away in addition to being prone (and
probably going to die anyway); and unless we’ve called a heroic combat (either in
that fight or a fight near it), we’re unlikely to be moving models within 1” of
that prone model, until at least the next round (if there’s a next round, assuming
we get to move first).
The situation can be entirely different if we knock a model
to the ground during our move phase (especially early
in our move phase). If the model was blocking access to an important hero, a
banner, or holding a flank to protect spearmen, our own infantry (or cavalry)
forces can subsequently pass through its control zone (or even jump over it on
the roll of a 2+ (Rules p. 33), in order to try to reach—or at least pressure—that
priority target. Our own models can also usually see over prone models (Rules
p. 32), and almost certainly will be able to see over any man-sized models who
are knocked prone. Since the Move Phase precedes the Shoot Phase, knocking a
model prone in the Move Phase may allow our sharp-shooters line of sight to
priority targets (heroes, banners, mounts, other archers, Bard’s children) that
our opponent thought were safely obstructed.
Being prone also has an adverse effect on many war gear
options. Taking out enemy banners can be tricky, especially since any non-hero banner-bearer
can pass their banner to another friendly warrior in base contact if they are
slain. A simpler solution: knock the banner-bearer prone in the move phase (models
can’t benefit from a banner if its bearer is prone, Rules p. 89), then resolve
that banner fight last (preferably after forcing adjacent models to move away
from the banner bearer in previous fights). You not only deprive the enemy of the
banner’s bonuses, but you’ve made it more difficult for your opponent to
recover the banner if you successfully wound its bearer. Models with ranged
weapons cannot shoot in the Shoot Phase if they are prone (Rules p. 36), which
means knocking a crossbow prone will deprive it of shooting for at least two
turns instead of one (it can’t shoot while prone, Rules p. 36, can’t shoot in
the same turn it moves, Rules p. 88, and a prone model can only stand by
spending half its maximum movement allowance, Rules p. 33). Being prone also usually
changes a model’s line of sight, which may limit their ability to cast spells (Rules
p. 93), although in the case of Goat Riders, a caster won’t be casting spells
anyway if they’re hit with Devastating
Charge (because they’ll be engaged in combat).
Being knocked prone during the Move Phase also significantly
reduces the odds that our Goat Rider will be slain in combat. A model that is
prone during combat still gets to roll attack dice to win the duel, it does not
get to roll any dice to wound its opponent (in this case, the Goat Rider). This
leads to some pretty… uneven… kill ratios that tip heavily (and sometimes
infinitely) in the Goat Rider’s favor (more on those below). To make matters
worse, the prone model still has to back away if it loses
the duel, while remaining prone (Rules p. 35); so if that model was holding an
objective before it was hit with Devastating
Charge, the Goat Rider can still force it away from the object (if not
killing it outright with four Strength 4, +1 to-wound dice). And if the model
happens to win the duel, it gets to stand up, but doing so costs it half of its
maximum allotted movement (Rules p. 32). Usually this won’t matter, unless the
model knocked prone is a hero (like Elendil or Thorin, King Under the Mountain)
who called a Heroic Combat. They can still do that, but it’s harder to win the
combat (they don’t get to make strikes, after all, so they’re reliant on their
mates to score the kill) and even if they manage to do so, they’re much easier
to contain (or avoid) because their subsequent charge threat range (after they
stand up) is reduced to just 3” (or less, in Thorin’s case).
Which leads us to the richest tactical use for Devastating Charge: countering big
(man-sized) heroes. A hero like Boromir on-foot with banner is very hard to
take on head-on, with even a very large hero (he has enough Might to turn any “1”
to a “6,” with 3 attacks, wounds, and fate to go with a beefy Defense 7 if you
take a shield… and a shield! And Heroic Defense!). But with a little luck, a
single Goat Rider that rolls a 5+ on Devastating
Charge can effectively neutralize Boromir (no friendly models—including himself—benefit
from the effects of his banner, and while he can still shield to roll 6 dice to
defend himself, he gets to make no strikes if he wins the duel—and if he loses,
whatever attacks him is rolling double-dice to-wound). And since the Knock to
the Ground hinges on whether you roll a 5+ (and only on whether you
roll that 5+), Boromir—and all his heroic stats and resources—can’t do anything
to prevent it from happening. And if one Goat Rider fails to knock Boromir
over, you can attempt a second Devastating
Charge (and a third, and so on), as long as you have room to get to Boromir
and enough Goat Riders (or heroes riding Goats) in reserve. It’s not exactly
Strength 4 impact hits from Mahud Raiders, but it can potentially be more disruptive
to your opponent.
Goat Tactics Part II: Deploying Devastating
Charge
Let’s start with the simplest combat example: here’s how a
Goat Rider fares against a single opponent, if it succeeds in rolling the 5+ to
knock the model prone immediately:
Iron Hills Goat
Rider, Charging + War Spear (F4, S4, D6, 2A) [5+ Knock Down]
|
||||||||
Orc (F3, S3, D5)
|
Morannon (F3, S4, D6)
|
Corsair (F4, S3, D4)
|
Uruk-Hai (F4, S4, D6)
|
Man (F3, S3, D6)
|
Dwarf (F4, S3, D7)
|
Iron Hills (F4, S4, D8)
|
High-Elf (F5, S3, D6)
|
|
Duel Win %
|
74.54%
|
74.54%
|
66.20%
|
66.20%
|
74.54%
|
66.20%
|
66.20%
|
57.87%
|
Kill %
|
69.88%
|
69.88%
|
65.39%
|
62.07%
|
69.88%
|
53.13%
|
53.13%
|
54.25%
|
Death %
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
Kill Ratio
|
oo
|
oo
|
oo
|
oo
|
oo
|
oo
|
oo
|
Oo
|
While our Goat Rider’s Duel Win % and Kill % haven’t changed
(they’re still pretty good against a single opponent), you’ll notice that its
Death % has dropped to 0% across the board: this is to reflect that a model
that is knocked prone can only stand up if it wins the duel—it cannot make strikes
(and thus can’t wound the Goat Rider or its mount). This leads to an infinite Kill
Ratio (“oo”), in the Goat Rider’s favor.
Devastating Charge
doesn’t insulate a Goat Rider from damage if it charges head-first into a standard
shield wall (remember—only models actually charged by the Goat Rider are
impacted by Devastating Charge, not any
models supporting them from behind), but cutting the to-wound dice from two
(spear and shield) to just one (spear only) makes a difference, reducing our
Death % from the 21-33% range to a much more manageable 13-20% range (and
improving our Kill Ratios in the process):
Iron Hills Goat
Rider, Charging + War Spear (F4, S4, D6, 2A) [5+ Knock Down]
|
||||||||
Orc Sh/Sp (F3,
S3, D5)
|
Morannon Sh/Sp
(F3, S4, D6)
|
Corsair Sh/Sp
(F4, S3, D4)
|
Uruk-Hai Sh/Sp
(F4, S4, D6)
|
Men Sh/Sp (F3,
S3, D6)
|
Dwarf Sh/Sp (F4,
S3, D7)
|
Iron Hills Sh/Sp (F4, S4, D8)
|
High-Elf Sh/Sp (F5, S3, D6)
|
|
Duel Win %
|
61.03%
|
61.03%
|
50.00%
|
50.00%
|
61.03%
|
50.00%
|
50.00%
|
38.97%
|
Kill %
|
57.22%
|
57.22%
|
49.38%
|
46.88%
|
57.22%
|
40.12%
|
40.12%
|
36.53%
|
Death %
|
12.99%
|
12.99%
|
16.67%
|
16.67%
|
12.99%
|
16.67%
|
16.67%
|
20.34%
|
Kill Ratio
|
4.41
|
4.41
|
2.96
|
2.81
|
4.41
|
2.41
|
2.41
|
1.80
|
As always, our Goat Rider gets even more mileage if
supported by a friendly banner. Against single opponents, a Goat Rider gets to
a 62% chance to kill a Fight 5 elf, with a 0% chance of dying, before any
combat dice are rolled (the very definition of a low-risk move). And even against
a Fight 5 high-elf shield wall, our Goat Rider supported by a banner is more
than 2.5 times more likely to win the duel and kill an elf than the elves are
to win the duel and slay his goat:
Goat Rider,
Charging + War Spear + Banner (F4, S4, D6, 2A) [5+ Knock Down]
|
||||||||
Orc (F3, S3, D5)
|
Morannon (F3, S4, D6)
|
Corsair (F4, S3, D4)
|
Uruk-Hai (F4, S4, D6)
|
Man (F3, S3, D6)
|
Dwarf (F4, S3, D7)
|
Iron Hills (F4, S4, D8)
|
High-Elf (F5, S3, D6)
|
|
Duel Win %
|
82.64%
|
82.64%
|
74.31%
|
74.31%
|
82.64%
|
74.31%
|
74.31%
|
65.97%
|
Kill %
|
77.47%
|
77.47%
|
73.39%
|
69.66%
|
77.47%
|
59.63%
|
59.63%
|
61.85%
|
Death %
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
Kill Ratio
|
oo
|
oo
|
oo
|
Oo
|
oo
|
oo
|
oo
|
Oo
|
Goat Rider,
Charging + War Spear + Banner (F4, S4, D6, 2A) [5+ Knock Down]
|
||||||||
Orc Sh/Sp (F3,
S3, D5)
|
Morannon Sh/Sp
(F3, S4, D6)
|
Corsair Sh/Sp (F4,
S3, D4)
|
Uruk-Hai Sh/Sp
(F4, S4, D6)
|
Men Sh/Sp (F3,
S3, D6)
|
Dwarf Sh/Sp (F4,
S3, D7)
|
Iron Hills Sh/Sp (F4, S4, D8)
|
High-Elf Sh/Sp (F5, S3, D6)
|
|
Duel Win %
|
71.93%
|
71.93%
|
59.54%
|
59.54%
|
71.93%
|
59.54%
|
59.54%
|
47.16%
|
Kill %
|
67.43%
|
67.43%
|
58.81%
|
55.82%
|
67.43%
|
47.78%
|
47.78%
|
44.21%
|
Death %
|
9.36%
|
9.36%
|
13.49%
|
13.49%
|
9.36%
|
13.49%
|
13.49%
|
17.61%
|
Kill Ratio
|
7.21
|
7.21
|
4.36
|
4.14
|
7.21
|
3.54
|
3.54
|
2.51
|
Devastating Charge
can even bail our Goat Rider out if we somehow charged him somewhere where he
has no banner support, and the enemy does. While his odds to win the duel (and
his odds to wound) are lower, against a single opponent he still has a 0%
chance of suffering any wounds, and against a standard shield wall, his kill
ratios are still better than 1 (instead of the 0.8 to 0.5 range if both opponents
were able to make strikes):
Goat Rider,
Charging + War Spear + Banner (F4, S4, D6, 2A) [Enemy Banner, 5+ Knock Down]
|
||||||||
Orc (F3, S3, D5)
|
Morannon (F3, S4, D6)
|
Corsair (F4, S3, D4)
|
Uruk-Hai (F4, S4, D6)
|
Man (F3, S3, D6)
|
Dwarf (F4, S3, D7)
|
Iron Hills (F4, S4, D8)
|
High-Elf (F5, S3, D6)
|
|
Duel Win %
|
61.03%
|
61.03%
|
50.00%
|
50.00%
|
61.03%
|
50.00%
|
50.00%
|
38.97%
|
Kill %
|
57.22%
|
57.22%
|
49.38%
|
46.88%
|
57.22%
|
40.12%
|
40.12%
|
36.53%
|
Death %
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
0.00%
|
Kill Ratio
|
oo
|
oo
|
oo
|
oo
|
oo
|
oo
|
oo
|
Oo
|
Goat Rider,
Charging + War Spear + Banner (F4, S4, D6, 2A) [Enemy Banner, 5+ Knock Down]
|
||||||||
Orc Sh/Sp (F3,
S3, D5)
|
Morannon Sh/Sp
(F3, S4, D6)
|
Corsair Sh/Sp (F4,
S3, D4)
|
Uruk-Hai Sh/Sp
(F4, S4, D6)
|
Men Sh/Sp (F3,
S3, D6)
|
Dwarf Sh/Sp (F4,
S3, D7)
|
Iron Hills Sh/Sp (F4, S4, D8)
|
High-Elf Sh/Sp (F5, S3, D6)
|
|
Duel Win %
|
52.84%
|
52.84%
|
40.46%
|
40.46%
|
52.84%
|
40.46%
|
40.46%
|
28.07%
|
Kill %
|
49.54%
|
49.54%
|
39.96%
|
37.93%
|
49.54%
|
32.47%
|
32.47%
|
26.32%
|
Death %
|
15.72%
|
15.72%
|
19.85%
|
19.85%
|
15.72%
|
19.85%
|
19.85%
|
23.98%
|
Kill Ratio
|
3.15
|
3.15
|
2.01
|
1.91
|
3.15
|
1.64
|
1.64
|
1.10
|
Goat Tactics Part III: Devastating
Charge vs. Heroes
We’ve already talked about how a well-timed Devastating Charge can make life very
difficult for heroes on foot by knocking them prone, which deprives them of the
chance to deal wounds in the Fight Phase, reduces their threat range on a Heroic
Combat, and makes those Heroic Combats even less likely to work. The trick will
work on any foot-hero (or a mounted hero, if your Goat Rider is preceded by a
warrior with throwing weapons, like a Grim Hammer), and can be very effective
if a bigger hero charges one of your smaller heroes—especially if your opponent
won priority.
Here’s an example. Let’s say your opponent has priority and Aragorn,
King Elessar on-foot charges Dain Ironfoot (because your opponent won priority
or a Heroic Move-off, and knows just how dangerous mounted Dain Ironfoot is
when he charges). Now under normal circumstances, Dain is probably not fussed
about being charged by another Fight 6 model on foot—but there’s nothing normal
about Aragorn, King Elessar. For one thing, his Fight 6/3Attacks (tied with Dain
on both fronts) comes accompanied with an elven-made sword, which gives Aragorn
a 67% chance of winning drawn combats, compared to Dain’s 33%. For another,
that elven-made sword is Anduril, Flame
of the West, which deals wounds on a 4+ regardless of Dain’s impressive
Defense 8 (or his war boar’s Defense 6). Finally, Aragorn, King Elessar has a 6”
banner effect that applies to all friendly models (which includes himself)—so he’s
a Fight 6, 3 attack hero wielding an elven-made weapon that wounds on 4s, with
a free banner reroll (and probably Might to boost his duel roll).
Long story short, despite having roughly equal stats as
Aragorn, this is actually a very unsafe position for Dain—even if he has a
banner supporting him—especially if Aragorn decides to two-hand with Anduril
and boost his highest dice roll with Might (so he’s wounding Dain on a 3+):
Dain Ironfoot,
Charged (F6, S5, D8, A3, Burly) vs. Aragorn, King Elessar on foot (F6, S4,
D7, A3, Anduril, Banner Effect)
|
||||
Base
|
+ IH Banner
|
Aragorn 2H +
Boost
|
Aragorn 2H Boost
+ IH Banner
|
|
Duel Win %
|
37.96%
|
43.83%
|
37.96%
|
43.83%
|
Kill %
|
36.55%
|
42.21%
|
36.55%
|
42.21%
|
Death %
|
54.29%
|
49.15%
|
59.74%
|
54.09%
|
Kill Ratio
|
0.67
|
0.86
|
0.61
|
0.78
|
Now normally in a situation like this, we’d try to cut our
losses by either increasing our fight value (to try to get higher Fight than
Aragorn, so his elven blade doesn’t matter) or add more dice to the fight. Unfortunately,
as we saw in our discussion of Heroic Strike, a Heroic
Strike-off when both competitors are Fight 6 is extremely difficult to predict:
Dain has a 33% chance of winning the Strike-off (12/36 outcomes), and a 67%
chance of either losing the Strike-off to Aragorn (Aragorn ends with higher
fight) or ending up with the same Fight Value as Aragorn (in which case his
elven-made sword will still win 67% of the drawn combats):
Both
sides Start with Equal Fight Value (F6 vs. F6)
|
||||||||
Target (FV: 5) Duel Roll
|
||||||||
"1"
|
"2"
|
"3"
|
"4"
|
"5"
|
"6"
|
|||
Challenger (FV: 5) Duel Roll
|
"1"
|
Draw
|
Loss
|
Loss
|
Loss
|
Loss
|
Loss
|
|
"2"
|
Win
|
Draw
|
Loss
|
Loss
|
Loss
|
Loss
|
||
"3"
|
Win
|
Win
|
Draw
|
Loss
|
Loss
|
Loss
|
||
"4"
|
Win
|
Win
|
Win
|
Draw
|
Draw
|
Draw
|
||
"5"
|
Win
|
Win
|
Win
|
Draw
|
Draw
|
Draw
|
||
"6"
|
Win
|
Win
|
Win
|
Draw
|
Draw
|
Draw
|
||
Dain Ironfoot,
Charged (F6, S5, D8, A3, Burly)
vs. Aragorn, King Elessar on foot (F6, S4, D7, A3, Anduril, Banner Effect) |
||||||
Base
|
+ IH Banner
|
Aragorn 2H +
Boost
|
Aragorn 2H Boost
+ IH Banner
|
+ x2 IH Dwarves
[Sp/Sh, F4, S4, D8]
|
+ x2 IH Dwarves +
IH Banner
|
|
Duel Win %
|
37.96%
|
43.83%
|
37.96%
|
43.83%
|
48.23%
|
51.60%
|
Kill %
|
36.55%
|
42.21%
|
36.55%
|
42.21%
|
44.04%
|
47.12%
|
Death %
|
54.29%
|
49.15%
|
59.74%
|
54.09%
|
49.85%
|
46.61%
|
Kill Ratio
|
0.67
|
0.86
|
0.61
|
0.78
|
0.88
|
1.01
|
Now let’s consider a second alternative: when your turn to
move comes, you charge Aragorn with a Goat Rider. Even before we roll for Devastating Charge, we’ve essentially
duplicated the effect of adding two Iron Hills dwarves to the fight (we get two
more attack dice to try to win the duel), only this time if we win, both Dain
and the Goat Rider will be rolling double-dice to-wound Aragorn (because the
Goat Rider will knock him to the ground). And if we roll that 5+ on Devastating Charge, the situation flips
dramatically:
Dain Ironfoot,
Charged (F6, S5, D8, A3, Burly)
vs.
Aragorn, King Elessar on foot (F6, S4, D7, A3, Anduril, Banner Effect)
|
||||||||
Base
|
+ IH Banner
|
Aragorn 2H +
Boost
|
Aragorn 2H Boost
+ IH Banner
|
+ IH Goat Rider
|
+ IH Goat Rider +
IH Banner
|
+ IH Goat Rider
[5+ Dev. Charge]
|
+ IH Goat Rider
[5+] + Banner
|
|
Duel Win %
|
37.96%
|
43.83%
|
37.96%
|
43.83%
|
48.23%
|
51.60%
|
48.23%
|
51.60%
|
Kill %
|
36.55%
|
42.21%
|
36.55%
|
42.21%
|
48.08%
|
51.44%
|
48.08%
|
51.44%
|
Death %
|
54.29%
|
49.15%
|
59.74%
|
54.09%
|
49.85%
|
46.61%
|
0.00%
|
0.00%
|
Kill Ratio
|
0.67
|
0.86
|
0.61
|
0.78
|
0.96
|
1.10
|
oo
|
oo
|
Aragorn is now knocked prone, buying Dain Ironfoot at least
one more turn of combat (because Aragorn can’t make strikes if he wins the duel—he
can only stand up). Your Goat Rider is also safe for the same reason—as is
every other model you now choose to charge into the combat with Aragorn. And don’t
underestimate the psychological swing for your opponent, who has gone from what
he (rightly) thought was an advantageous combat to one where he is under
immense pressure: not only is Aragorn unable to wound anyone this round, but he’ll
be taking double-strikes unless he wins the combat—and will be prone at the
start of the next Move Phase, unless he wins priority and/or a Heroic Move-off.
The takeaway? Devastating
Charge is really good when it fires. (And take banners,
people!).
Goat Tactics Part IV: Jousting
Cavalry
Lastly, let’s consider how Goat Riders fare in combat against
enemy cavalry models. Usually we’d want to avoid this if at all possible (per
Rules p. 62, a Cavalry model that
doesn’t have Monstrous Charge loses its
extra-attack and knock-to-the-ground bonuses if it charges another cavalry
model, charges a group of enemy models that includes an enemy cavalry model, or
is counter-charged by another cavalry model), especially if we’re on the
offensive. It makes much more sense as a defensive measure: yes, our Goat Rider
loses a lot of its effectiveness in combat if it counter-charges another
cavalry model (just one attack, and just one Strength 4 die at +1 to-wound if
we counter-charged), but if it saves our infantry from being knocked prone and
taking multiple to-wound dice in the ensuing fight phase, it’s probably worth
it.
So here’s how our Goat Riders will fare if against some of
the more common cavalry models in the game. The top table assumes that our Goat
Rider was charged, i.e., the Goat Rider doesn’t get their +1 to-wound
from their war spear (see Rules p. 85 & 86), and their opponent gets the
benefit of a lance (if they have one). The second table assumes the Goat Rider charged,
gaining the +1 to wound from its war spear (while its opponent doesn’t get the
benefit of any lance/war spear it bears):
Iron Hills Goat
Rider, Charged (F4, S4, D6) [S3 targets Goat; S4 targets horse]
|
||||||||
Warg Rider (F3,
S4, D5/D4)
|
Serpent Rider
(F4, S3, D4, Poisoned War Spear)
|
Morgul Knight
(F4, S3, D6, Lance)
|
Mahud Raider (F3,
S4, D5, War Spear)
|
Knight of Minas
Tirith (F3, S3, D6, Lance)
|
Rohan Royal Guard
[Charge] (F5, S4, D6)
|
Iron Hills Goat
Rider (F4, S4, D6, Lance)
|
Rivendell Knight
(F5, S3, D6, Lance)
|
|
Duel Win %
|
58.33%
|
50.00%
|
50.00%
|
58.33%
|
58.33%
|
41.67%
|
50.00%
|
41.67%
|
Kill %
|
29.17%
|
25.00%
|
16.67%
|
29.17%
|
29.17%
|
20.83%
|
25.00%
|
20.83%
|
Death %
|
13.89%
|
29.17%
|
29.17%
|
24.31%
|
24.31%
|
19.44%
|
25.00%
|
29.17%
|
Kill Ratio
|
2.10
|
0.86
|
0.57
|
1.20
|
1.20
|
1.07
|
1.00
|
0.71
|
Iron Hills Goat
Rider, Charge + War Spear (F4, S4, D6) [S3 targets Goat; S4 targets horse]
|
||||||||
Warg Rider (F3,
S4, D5/D4)
|
Serpent Rider
(F4, S3, D4, Poisoned War Spear)
|
Morgul Knight (F4,
S3, D6)
|
Mahud Raider (F3,
S4, D5)
|
Knight of Minas
Tirith (F3, S3, D6)
|
Rohan Royal Guard
(F3, S3, D6)
|
Iron Hills Goat
Rider (F4, S4, D6)
|
Rivendell Knight
(F5, S3, D6)
|
|
Duel Win %
|
58.33%
|
50.00%
|
50.00%
|
58.33%
|
58.33%
|
58.33%
|
50.00%
|
41.67%
|
Kill %
|
38.89%
|
33.33%
|
25.00%
|
38.89%
|
38.89%
|
38.89%
|
33.33%
|
27.78%
|
Death %
|
13.89%
|
19.44%
|
16.67%
|
13.89%
|
13.89%
|
13.89%
|
16.67%
|
19.44%
|
Kill Ratio
|
2.80
|
1.71
|
1.50
|
2.80
|
2.80
|
2.80
|
2.00
|
1.43
|
Notice how much the Kill % and Death % swings depending on
which cavalry model charges. If the Goat Rider is charged (top table), its Kill
% ranges from 16.67% (Morgul Knight) and 29% (Warg Rider/Mahud Raider/KoMT, all
of whom are Fight 3), because it doesn’t get that +1 to-wound on its single to-wound
die. Conversely, its Death % is mostly between 24% and 29%, because our opponent
is
getting that +1 to-wound (the notable exceptions being our two non-lance cavalry
models, Warg Riders and Royal Guard, who have Death %s of 13.89% and 19.44%,
respectively).
Flip the script and have the Goat Rider charge (bottom
table), and suddenly our Kill % jumps from between 17% and 29% to between 25%
and 39% (we’re getting that +1 to-wound), while our Death % now ranges from 14%
to 19%, instead of mostly 24-29% (our opponent is no longer getting a +1
to-wound). As a result, we now have some favorable Kill Ratios (although none
of them are greater than 3-to-1).
As you probably expect, the presence of friendly (or enemy)
banners swings the tables yet again. Because each side is getting only a single
attack die to win the duel in these scenarios, the ability to re-roll a die to
win the duel has a significant impact on our Duel Win %, which then increases
(or decreases) the Kill % and Death % on both sides. If our Goat Rider is
charged, but has a banner, he can get a decent chance to win the fight and
avoid death, especially against Fight 3 opponents (though it doesn’t much
improve his chance of wounding). But if our Goat Rider is charged and our enemy
has a supporting banner, his odds are pretty long, especially if the enemy has
a lance or war spear:
Iron Hills Goat
Rider, Charged + Banner (F4, S4, D6) [S3 targets Goat; S4 targets horse]
|
||||||||
Warg Rider (F3,
S4, D5/D4)
|
Serpent Rider
(F4, S3, D4, Poisoned War Spear)
|
Morgul Knight
(F4, S3, D6, Lance)
|
Mahud Raider (F3,
S4, D5, War Spear)
|
Knight of Minas
Tirith (F3, S3, D6, Lance)
|
Rohan Royal Guard
[Charge] (F5, S4, D6)
|
Iron Hills Goat
Rider (F4, S4, D6, Lance)
|
Rivendell Knight
(F5, S3, D6, Lance)
|
|
Duel Win %
|
74.54%
|
66.20%
|
66.20%
|
74.54%
|
74.54%
|
57.87%
|
66.20%
|
57.87%
|
Kill %
|
37.27%
|
33.10%
|
22.07%
|
37.27%
|
37.27%
|
28.94%
|
33.10%
|
28.94%
|
Death %
|
8.49%
|
19.71%
|
16.90%
|
12.73%
|
12.73%
|
14.04%
|
16.90%
|
21.06%
|
Kill Ratio
|
4.39
|
1.68
|
1.31
|
2.93
|
2.93
|
2.06
|
1.96
|
1.37
|
Iron Hills Goat
Rider, Charged (F4, S4, D6) [Enemy Banner; S3 targets Goat; S4 targets horse]
|
||||||||
Warg Rider (F3,
S4, D5/D4)
|
Serpent Rider
(F4, S3, D4, Poisoned War Spear)
|
Morgul Knight
(F4, S3, D6, Lance)
|
Mahud Raider (F3,
S4, D5, War Spear)
|
Knight of Minas
Tirith (F3, S3, D6, Lance)
|
Rohan Royal Guard
[Charge] (F5, S4, D6)
|
Iron Hills Goat
Rider (F4, S4, D6, Lance)
|
Rivendell Knight
(F5, S3, D6, Lance)
|
|
Duel Win %
|
42.13%
|
33.80%
|
33.80%
|
42.13%
|
42.13%
|
25.46%
|
33.80%
|
25.46%
|
Kill %
|
21.06%
|
16.90%
|
11.27%
|
21.06%
|
21.06%
|
12.73%
|
16.90%
|
12.73%
|
Death %
|
22.51%
|
38.62%
|
38.62%
|
33.76%
|
33.76%
|
24.85%
|
33.10%
|
37.27%
|
Kill Ratio
|
0.94
|
0.44
|
0.29
|
0.62
|
0.62
|
0.51
|
0.51
|
0.34
|
Conversely, if our Goat Rider charges, our opponent can
still weather the storm if supported by a banner (although again, their odds of
wounding our Goat Rider are still quite low, without their +1 to-wound). But if
our Goat Rider is the only one with banner support, he’s suddenly a very
effective anti-cavalry model, even against high-fight, heavily-armored
opponents:
Iron Hills Goat
Rider, Charging (F4, S4, D6) [Enemy Banner; S3 targets Goat; S4 targets
horse]
|
||||||||
Warg Rider (F3,
S4, D5/D4)
|
Serpent Rider
(F4, S3, D4, Poisoned War Spear)
|
Morgul Knight
(F4, S3, D6)
|
Mahud Raider (F3,
S4, D5)
|
Knight of Minas
Tirith (F3, S3, D6)
|
Rohan Royal Guard
(F3, S3, D6)
|
Iron Hills Goat
Rider (F4, S4, D6)
|
Rivendell Knight
(F5, S3, D6)
|
|
Duel Win %
|
42.13%
|
33.80%
|
33.80%
|
42.13%
|
42.13%
|
42.13%
|
33.80%
|
25.46%
|
Kill %
|
28.09%
|
22.53%
|
16.90%
|
28.09%
|
28.09%
|
28.09%
|
22.53%
|
16.98%
|
Death %
|
19.29%
|
25.75%
|
22.07%
|
19.29%
|
19.29%
|
19.29%
|
22.07%
|
24.85%
|
Kill Ratio
|
1.46
|
0.88
|
0.77
|
1.46
|
1.46
|
1.46
|
1.02
|
0.68
|
Iron Hills Goat
Rider, Charging + Banner (F4, S4, D6) [S3 targets Goat; S4 targets horse]
|
||||||||
Warg Rider (F3,
S4, D5/D4)
|
Serpent Rider
(F4, S3, D4, Poisoned War Spear)
|
Morgul Knight
(F4, S3, D6)
|
Mahud Raider (F3,
S4, D5)
|
Knight of Minas
Tirith (F3, S3, D6)
|
Rohan Royal Guard
(F3, S3, D6)
|
Iron Hills Goat
Rider (F4, S4, D6)
|
Rivendell Knight
(F5, S3, D6)
|
|
Duel Win %
|
74.54%
|
66.20%
|
66.20%
|
74.54%
|
74.54%
|
74.54%
|
66.20%
|
57.87%
|
Kill %
|
49.69%
|
44.14%
|
33.10%
|
49.69%
|
49.69%
|
49.69%
|
44.14%
|
38.58%
|
Death %
|
8.49%
|
13.14%
|
11.27%
|
8.49%
|
8.49%
|
8.49%
|
11.27%
|
14.04%
|
Kill Ratio
|
5.85
|
3.36
|
2.94
|
5.85
|
5.85
|
5.85
|
3.92
|
2.75
|
One last thing to think about: we mentioned earlier that the
primary reason you’d want to charge your Goat Rider into another cavalry model
is to counter-charge if your opponent has thrown his cavalry into your infantry
(and you’d like to prevent them from being knocked prone). Here’s just one example
of how this can help flip the script: suppose your opponent has charged a
Rivendell Knight into your battle-line of Iron Hills Dwarves in Shieldwall formation. The dwarves are
pretty tough, but even so, two dwarves against a single Rivendell Knight, charging,
with a lance, are almost twice as likely to be killed as they are to kill the
Rivendell Knight’s horse (Kill Ratio: 0.56). Adding a banner helps even the
odds slightly, but the Rivendell Knight is still more likely to kill a dwarf
than he is to die himself (or lose his mount – Kill Ratio: 0.78): after all, if
he wins the duel (and he has the same number of attack dice (2) with the higher
fight value (Fight 5)), he’ll have four to-wound dice, wounding that front
dwarf (even at Defense 8) on a 5/3+ (thanks to the Rivendell Knight’s lance).
Now look what happens if we have a single Goat Rider counter-charge that
Rivendell Knight:
Iron Hills Sp/Sh
(F4, S4, D8)
vs. x1 Rivendell
Knight (F5, S3, D6/D5, Lance)
|
||||
Base
|
+ IH Banner
|
+ Iron Hills Goat
Rider
|
+ Goat Rider +
Banner
|
|
Duel Win %
|
38.97%
|
47.16%
|
65.97%
|
70.74%
|
Kill %
|
21.65%
|
26.20%
|
51.31%
|
55.02%
|
Death %
|
38.70%
|
33.50%
|
17.01%
|
14.63%
|
Kill Ratio
|
0.56
|
0.78
|
3.02
|
3.76
|
The biggest difference is that we’ve gone from winning the fight
only 39% of the time (or 47% with a banner) to 66% of the time without a banner
(71% with it). The Rivendell Knight still has higher Fight (Fight 5), but is
now only rolling a single attack die to win the fight, because the Goat Rider’s
counter-charge has cancelled his charge bonus; meanwhile, the Goat Rider has added
its attack die to win the duel to those of the two Iron Hills dwarves, which means
the Iron Hills are rolling three duel dice to the Rivendell Knight’s one die
(plus Iron Hills has a reroll if there is a nearby banner).
The Rivendell Knight’s odds of dealing a wound have also plummeted:
it’s still getting that +1 to-wound (because it charged, and a lance still
gives a +1 to-wound against cavalry models as long as you charged), but because
the Goat Rider has cancelled the Rivendell Knight’s Knock-to-the-Ground bonus,
it only has a single die (with +1 to-wound) to try to kill an opponent, instead
of the four to-wound dice it was rolling earlier. Meanwhile, the Iron Hills’
Kill % has jumped up significantly (from 22/26% to 51/55%), because the Iron
Hills are now rolling three to-wound dice: two Strength 4 dice from the dwarves
on foot (wounding the Knight on 5s, and his mount on 4s), and one Strength 4,
+1 to-wound die from the Goat Rider (who also charged, and thus also gets his
bonus from his war spear), which will wound the Knight on 4s (and his mount on
3s!). As a result, the Kill Ratios have swung from two-to-one in the Rivendell
Knight’s favor (0.56), to almost four-to-one in the Iron Hills’ favor (3.76).
Concluding Thoughts
Hopefully you found some food for thought in this discussion of Iron Hills Goat Riders. If you've liked what you read and want to learn more about the heroes and warriors of the Iron Hills, check out our Iron Hills / Erebor Reclaimed Army Page for more from the TMAT team and other members of the Middle Earth SBG community, along with links to battle reports, podcasts, and more!
So, I didn't realize until your post mentioned it that you can support Prone models - that's new. Also found this very informative since I'm looking into Knights of Minas Tirith (though they're not F4...or S4...and can't knock people down in the Move Phase...).
ReplyDeleteYou can do that--along with 2H weapons--which definitely bumps spear upgrades up the hierarchy, I think. You can also get the Shieldwall buff if you're prone, which is pretty good as well.
DeleteThe Knights of Minas Tirith are dirt cheap for what they do: they have very good defense for heavy cav (D6 rider), good movement, and a lance for extra damage. The S3 isn't quite S4 against even-defense, but against odd defense there's no difference, and they still have a decent chance of dealing a wound to even Defense 8 infantry when you roll four dice to-wound on a 5/3+ (58% Duel Chance/34% Kill chance vs a single IHW without a banner, 66%/42% if you have a friendly banner, 60%/40% vs. 2 IHW if you can get to Fight 4). The Fight 3 is avoidable if you take Boromir's banner or use them to counter-charge into fights where your own Fight 4 infantry have been charged (Gondor has a lot of those, between Fountain Court, Citadel Guard, Rangers, and Osgiliath Veterans, plus the Banner).
Unfortunately there's no way to fix the knock-prone-in-the-move-phase issue. You have to ally in Rivendell for that. ;-)