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Monday, August 14, 2023

Back to Basics: Cavalry in MESBG

Good morning gamers,

About two years ago, I revisited a mini-series on how to play MESBG and in it, we covered how to build a list, what goes on in the Priority/Move Phasethe Shoot Phase, and the Fight Phase. When I closed out the Fight Phase article, I mentioned that if we thought of covering other topics, we'd expand the series - and we're doing that today!

Once you've mastered the core rules of MESBG (which we've basically done by covering the phases of the game and army construction), you can tackle some of the more advanced rules of MESBG - and that's what we're going to focus on for the next few weeks. Our first stop is one of the most common things you'll see on the tabletop: cavalry. We talked about the bonuses cavalry get in the Fight Phase in a previous post - and we've been looking at how to get more out of your cavalry models (and some formations you can use) in our recent Cavalry Charge formations series. What we're going to cover today are the basics of cavalry and some of the often-overlooked rules of cavalry to serve as a refresher to you veterans of the game and to clue any newbies into how cavalry work. Let's dig in!

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).

But cavalry are different from infantry when they move - first and foremost because their bases are larger than your standard infantry base. Larger bases are a thing when it comes to moving - gaps between models or between a model and a terrain piece have to be pretty big for a 40mm base to pass through them. These large base sizes also mean that more models can charge into a cavalry model's base (or monster's base or whatever), so cavalry should expect to be charged by more things than usual.

Second, cavalry don't treat difficult terrain the same way infantry do: an infantry model moves at half speed through most kinds of terrain (to include your generic "difficult terrain" in the form of marshes and bogs, "woodland difficult terrain" for woods, "rocky difficult terrain" for rocky ground/outcroppings, and "shallow water difficult terrain"). Cavalry work differently: shallow water is treated by cavalry models (and Wargs, actually) as open terrain, so they can splash through it without any reduction to their speed. All other kinds of difficult terrain, however, reduce cavalry speed to a quarter unless there's a rule that says otherwise. This means cavalry will move as slow as an infantry model will (often a little slower), so avoid difficult terrain like the plague with these guys if you can help it.

If you play with deep water (where models can drown if they enter it), having a mount gives you a +1 to your swim test roll (though if you have heavy armor and a shield, those will apply -1 penalties to your roll, so best not to risk it). Most players don't bother with deep water in Matched Play, but this is good to know nonetheless.

Some cavalry models have special rules that allow them to ignore the penalties for moving through difficult terrain (the most common is the Fleetfoot rule), but if the model has a special rule that allows them to ignore difficult terrain as an infantry model (such as the Woodland Creature rule), taking a mount doesn't negate the movement reduction (as it's not the rider doing the moving). If the mount has the rule (such as Woodland Creature on Radagast's Sleigh - which got errata'd to have Fleetfoot as well - or Mountain Dwellers on Iron Hills War Goats), then the movement penalties will be ignored. There's more to talk about with regard to difficult terrain, but I'm going to put a pin in the discussion for now - we'll be revisiting this a little later, though, when we get to cavalry in combat.

Cavalry models can also dismount in the game: sometimes having a mount can actually be restriction on you as a model (which could be the result of needing to get into a piece of difficult terrain, getting into a narrow space that your cavalry base can't fit into, or reducing your base size so you can escape the reach of a big monster/hero). Whatever the reason, a model can choose to dismount if they wish at any point in their move: before you remove the mount, place the infantry model for the rider in base contact with the mount. If the model has already moved more than its infantry movement allowance, then it cannot move further that turn - otherwise, it can keep moving up to its remaining infantry movement (including charging other models). You can't dismount into a combat (so if you intend to charge someone after dismounting, make sure you have the movement left).

Note that a model that chooses to dismount cannot remount his steed during the game with one exception: in the Fangorn army list, Merry and Pippin can be taken as a 10pt upgrade for Treebeard. They begin perched on Treebeard's shoulder/head and can throw rocks at people from above. They can also choose to "dismount" from Treebeard and "remount" if they want to. Treebeard doesn't count as a cavalry model while they're sitting on his head, though, so it's not TECHNICALLY dismounting from a cavalry model - and to be more accurate, Merry and Pippin are "passengers" on Treebeard.

The rules for passengers can be found in the Advanced section of the rules on page 115 of the new rulebook and only apply to a select set of models in normal Matched Play games: the Dernhelm model and the Warg Marauder model. Passengers don't often do anything while traveling with a mount and rider, but they can choose to dismount if they wish to (unlike a rider dismounting, the passenger can't move any further that turn - but the cavalry model can). Both the Dernhelm model and the Warg Marauder have rules that benefit you greatly if you don't dismount (unless you're counting how many models can escape a board edge - if so, you want to dismount the passenger so they count as a separate model from the rider). If you shoot at a mounted model with a passenger on it, you make the normal horse-or-rider in-the-way test, but if the rider is hit, you then roll to determine if the rider or the passenger is hit. Should the rider dismount/be killed/otherwise be thrown from the mount, the passenger will take a Thrown Rider test as well - to don't dismount until after the passenger does!

The final thing we need to talk about with regard to cavalry and the Move phase is charging. Sure, cavalry are fast, but if they didn't attack any better than infantry, their increased cost would make them a luxury most generals wouldn't want to pay for. Cavalry get two excellent bonuses when charging infantry (both of which we talked about in our Fight Phase post): Extra Attack and Knock to the Ground. When a cavalry model charges an infantry model (or more than one infantry model), they get +1 Attack (so a 1 Attack warrior becomes a 2 Attack warrior). If the cavalry model wins the fight and the infantry that were charged are below S6, the infantry are Knocked Prone and the wounding dice of the cavalry model are doubled (2 Attacks becomes two sets of 2 dice). This usually results in at least one dead infantry model!

Sometimes only one of these rules with trigger - when charging a S6+ Infantry model, for example (or any Infantry Monster model), a cavalry model would get the +1 Attack for charging an infantry model, but the Knocked to the Ground rule wouldn't trigger because the model has more than S5.

Sometimes, however, neither rule will trigger - and the most common situation for this is if a cavalry model a) charges at least one cavalry model, or b) is counter-charged by a cavalry model. When there are cavalry fighting other cavalry, their extra rules are cancelled and they fight . . . well, they fight pretty much like infantry models. It often pays to have a few cavalry in your army to turn off important cavalry charges from the enemy - and Rythbyrt taught me a formation a few years ago that can help do that.

Okay, that's about all we need to cover on the Move phase - let's move on to shooting!

Shooting At Cavalry

Shooting with cavalry works exactly the same way as with infantry - you can move half or all of your movement based on what weapons you have and you're good to go. Shooting AT cavalry, however, requires one additional roll (most of the time): when cavalry models are the targets of a shooting attack, the shooting model must make a random roll to see if they hit the rider or the mount.

If this sounds like an in-the-way roll, that would make sense - it is an in-the-way roll. It's important to note, however, that because your target is the "model," if you get the required roll to hit the rider and you wanted to hit the horseyou "succeeded" in passing the In The Way and so cannot reroll it to try to hit the horse (just like you wouldn't be able to reroll a different in-the-way roll to see if you hit the target). It's sad, I know.

Depending on the kind of mount that's being ridden, the difficulty rating for hitting the rider can change: for most mounts, you hit the rider on a 4+ (and the mount on a 1-3). However, if you're up against a Monstrous Mount (like a Fell Beast or a Great Eagle), the rider will only be hit on a 5+. Other units might have rules that dictate the required roll to hit the rider vs. the mount, but it'll be specified in their profile - most of the time, you're looking for a 1-3 to hit the mount and a 4-6 to hit the rider.

If the rider is killed, the mount will need to see if it stays on the field. If the mount has an Attack stat of 0 (common on horses, goats, and ponies), then the mount will bolt without its rider and the entire model is removed as a casualty. If the mount has an Attack stat of 1+ (common on Wargs), the mount must pass a Courage test to see if it stays. When counting up how many "casualties" a force has taken, it's important to keep track of how many mounts have been killed/fled after their rider was killed and how many riders have been killed: every dead rider paired with a dead mount will count as 1 casualty, even if they weren't originally paired together.

If the mount dies, the rider will need to take a Thrown Rider test, which works like a lot of other tests in this game: on a 1, something bad happens (the rider is placed Prone and takes one S3 hit - which could kill the rider!), on a 2-5, the rider is placed in base contact with where the mount was located and cannot perform shooting attacks/make strikes in the Fight phase, and on a 6, the rider gracefully recovers, is placed in base contact with where the mount was, and is able to function normally. It's important to note that if the cavalry model was engaged in a fight and got dismounted by an arrow or something, he'd STILL be counted as being engaged in the fight, even if the rider was placed in a spot that was not in base contact with the guys he was fighting.

The final thing we need to talk about is the "Expert Rider" rule, which does a few things for a cavalry model (such as not needing to dismount to pick up a light object - useful in some scenarios - and being able to reroll jump/leap/Thrown Rider tests). With regard to shooting, a model with the Expert Rider rule can gain the +1 Defense from a shield even if they carry a bow (which the Cumbersome rule for shields would normally not allow). If the model dismounts/loses its mount, they will retain both the shield and the bow, however, and will be affected by the Cumbersome rule once more (so D5 Riders of Rohan become D4 when dismounted).

Okay, we're almost done - let's talk about cavalry in combat!

Cavalry in Combat

As has already been mentioned, cavalry get the Extra Attack and Knocked to the Ground bonuses when they charge infantry, but while the most common way to lose these rules is to be charged by an enemy cavalry model (or you charged into one), there are several ways to remove these rules. As I talked about briefly in my article on the differences between the new and old rulebooks, you can also turn off the benefits by casting Immobilize (or any of its other variants) or by fighting in Deep Water (you're all just trying to tread water - no one has any momentum going for them). This gives the guy receiving the cavalry charge a few options for dealing with cavalry - but only if the cavalry are moving first (we'll get into this more later).

One other thing to keep in mind about cavalry when they fight is they are not allowed to defend by shielding - if your infantry model gets charged by someone scary, he can "defend by shielding" to double the number of dice he rolls in order to skip the "to wound roll" (some heroes can make a single strike after shielding, but as a general rule, no one gets to make strikes). Cavalry, however, can't do this - if you charge, you're going for the kill, and if you were charged, you're still going for the kill (but without all the charge bonuses). As such, it might be a good idea to dismount before being charged if you feel like you're in a bad spot.

If you beat a cavalry model in combat, you have the choice to wound either the rider or the mount - declare which one you're targeting before you roll. Often times, the mount will have the same Defense or a lower Defense than its rider - and depending on your Strength value, you may wound the mount more easily than the Rider. As has already been mentioned, killing a mount will count as a full casualty once any rider is killed, so there's some value to killing mounts that have an Attack stat of 1+, but in general, going for the rider is a much better option.

Some cavalry models (like Chariots) might have rules that have you pass a roll in order to strike at the rider instead of the mount - this can increase the survivability of the rider quite a bit (since chariots especially have quite a bit more Defense than their riders - usually) and have more than 1 Wound. When making strikes against a model like this, it's best to allocate your wounding dice one at a time (or in pairs if the model is trapped) so that if you kill the mount with the first few rolls, you know you don't need to make the in-the-way roll for the future rolls.

When Are Cavalry Good?

Cavalry are not overpowered in MESBG, but they can feel that way sometimes - a big hero with a fast mount can be absolutely devastating and can make it feel like you have no answer to them. Similarly, a horde of cavalry in a big charge can run right over your beautiful infantry ranks and make your chances of winning disappear in a single round. While the benefits of a good cavalry charge are clear, are cavalry always worth taking?

For some players, having a few cavalry is good enough - models that can get some extra damage potential in an important spot, run to an objective, or rapidly reinforce a flank are really useful to have, but having a LOT of cavalry can reduce your model count dramatically. For some players, that's okay - having a fast fighting force (I love me some alliteration) is worth running fewer numbers, but cavalry do reduce your model count (and in MANY missions, having more guys on the board can mean an easier time holding objectives or not handing over VPs for being broken).

Cavalry are also really good against infantry - but against cavalry they can really struggle. I did an article on this in our Cavalry Charge formations mini-series, and it bears repeating here: cavalry are great when they're rolling over infantry, but most Warrior Cavalry models are going to struggle if they're up against a D6 cavalry model - especially if they don't have the charge (or are also fighting a few infantry).

Cavalry can also struggle against infantry when there's a lot of them - if you're a 1 Attack Warrior Cavalry model and you charge into 2 infantry models, each of which has a spear backing them up (and maybe being in range of a banner), the sheer weight of their dice is going to give them a far greater chance of getting a 5- or a 6-high - and your chances of getting a 5-high or a 6-high are only floating around 56% (or roughly half the time). As a result, cavalry models should be very careful how greedy they get when charging into infantry shieldwalls (and unless you're a hero with a good Fight Value and some Might to boost a bad roll, you probably don't want to charge headlong into a hedge of infantry).

Cavalry can also be really susceptible to three non-melee elements of the game: archery, magical powers, and the Hurl Brutal Power Attack. Archery should be pretty easy to see: if you paid for a mount and the mount gets shot . . . you're back to being a normal infantry guy. You might be alive, but you're not going to be as happy as you would have been if you were galloping through the enemy ranks astride your mighty steed.

Some magical powers will affect cavalry more than infantry - and these include area-of-effect magical powers (like Wrath of Bruinen and Nature's Wrath) or spells that knock models over in a straight line (like Sorcerous Blast and Tremor). The larger base size of cavalry models not only means that a cavalry model that is near other models is more likely to get clipped by the area of effect range (or be in the path of a flung model/earthquake line), but if the cavalry model is the TARGET of the magical power, the actual area of effect will cover more space because the starting base size is larger. Some Magical Powers will automatically have a mounted model suffer the Knocked Flying rule, which means you won't be rolling on the Thrown Rider charge to see what happens to you - you're Prone and taking a S3 hit (in addition to anything else you're taking). Others will say you need to test, so there might be some mitigation for those risks.

The final thing we need to talk about is the Hurl Brutal Power Attack. We're going to talk about monsters next time, so I won't divulge everything here, but suffice it to say that like Sorcerous Blast, having a large base on the model that's being thrown means you're strafing a larger area of ground than if you were infantry, having a larger base when you're not the one being thrown means you're more likely to land in the thrown model's path, and you're also going to take some collateral damage for being Knocked Flying that you wouldn't have suffered if you were on foot. Yeah, sometimes it bites to be cavalry.

Conclusion

And that's the "basics" about cavalry. :-) I know that was a lot, but cavalry are a big part of MESBG. If you're new to SBG and found this helpful, let us know below! If you've been running cavalry for ages in MESBG and I forgot something, let us know that too! Next time, we turn to another quintessential part of the SBG game: monsters. Yes, these things are a bear to fight (and sometimes they ARE bears who are bears to fight). So what all can they actually do? And how useful are those brutal power attacks, anyway? Find out next time - until then, happy hobbying!

6 comments:

  1. Excellent article. Read it in conjunction with the 4 fang formation article too. Reminded us that Cavalry can't Shield either!! Just had a game with Shagrat and a bunch of Morannon's against a bunch of mounted Royal Guard. Once things started to not go their way, and after Shagrat and his buddies had been shielding, they did too. Wrong!!!

    It's funny but I still can't get my head around the fact that if cavalry charge infantry and then one or two more infantry charge into the cavalry model to even the odds they really need to win the duel because they will also suffer the Knocked to the Ground just as if they had been charged. Have to be careful about throwing a bunch of infantry into that situation. Also got us thinking, if the cavalry model is is surrounded by 3 - 4 infantry who join in to help a buddy, if they then shield and the cavalry model loses the the duel, the cavalry model cannot back away so is then trapped? If the cavalry player loses priority then the next turn (his now trapped?) cavalry model is likely toast

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    1. If you trap a mounted model, defend by shielding, and win, you'll have to back up your models a tiny bit - just like you'd do if you won the duel and failed to wound. On the next turn, the cavalry model won't have far to go, but might still get the charge in.

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  2. Hey,
    does a monstrous cavalry model also count as in the way as a barrier, when in melee?

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    1. The applicable section is in the Monstrous Charge section (p. 110 of the new rulebook) - for cavalry models with Monstrous Charge, the mount gives a 5+ in-the-way. It doesn't say that it's only against shooting, so I believe it's against both shooting and melee.

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  3. Hi! Quick question:

    Say I have 3 Cavalry units that charge a single infantry model with a strength of 4. Each of my cavalry units have an A of 1.

    Am I wrong to think that I’ll be rolling 6 dice in the dual & should I win that dual I’ll be rolling 12 dice worth of strikes in total?

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    Replies
    1. You are correct - though to expand on this, if you have 3 cavalry models with 1A each and they charge a n infantry model (say, a Cave Troll) with a Strength of 6, but charge him such that he can't back away 1", you will still get 6 dueling dice (because you charged an infantry model) and you'll still get 12 dueling dice because the monster can't back away (though he won't be prone if he survives).

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