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![[Post New]](/s/i/i.gif) 2016/08/21 15:29:47
Subject: Viability of a pure Cavalry list
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Mutilatin' Mad Dok
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Just what it says on the tin. Do you think a list of pure cavalry (any faction)is viable? And by this i mean you could take it to a Clash of Kings and have decent odds at coming out on top. Personally i think you could make a go of it, though the lack of chaff is gonna suck and since cavalry is usually on the more expensive side you arent gonna have a ton of dudes.
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![[Post New]](/s/i/i.gif) 2016/08/21 17:14:24
Subject: Viability of a pure Cavalry list
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Crazy Marauder Horseman
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I think the Brotherhood has sufficient variety in that area to make a viable list. Their horde of knights could give you a decent enough centre and since you'd have the distance advantage for charges you should hopefully be able to charge in most cases. The only problem I would see is the lack of crushing strength.
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![[Post New]](/s/i/i.gif) 2016/08/22 07:57:26
Subject: Viability of a pure Cavalry list
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Regular Dakkanaut
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It's possible to make a pure cavalry list work, but it take some finesse to use effectively, and as you pay for your speed you will find that any loss hurt much more so you cannot afford any error.
But when it works it can be very effective.
One of the best fast army that I saw was not technically only cav, but it used only fast units. It was a Herd list with centaurs, lycans and beast packs mainly, so all with good speed, pathfinder for everyone so terrain was not a problem, and with very different types of units :
beast pack as chaff/light cavalry, centaur as both medium cav with a punch or as "mounted" archers with high mobility, and lycans for some decent statying power against the right target.
But usually, it's often easier to follow a combined arms approach, with slower units in the center and the faster units on the sides.
This way you have your center occupied with cheaper units, as you didn't pay for the speed that you probably won't need most of the time there, while you have the speed to manoeuver on the flanks where it is more useful.
Of course later in the game when units have been routed and there is more space on the table having faster units in the middle able to reposition easity can be very useful, provived that they survived until then.
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![[Post New]](/s/i/i.gif) 2016/08/23 18:36:04
Subject: Viability of a pure Cavalry list
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Bounding Ultramarine Assault Trooper
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I run a full cavalry list for the Brotherhood. Did the same in Warhammer Fantasy for years. It worked just fine for me.
Look at it like this...all of the batreps that I see out there have Hordes of Martyrs. I just don't get it. They have a 5" movement, hit on 4+, have a 4+Defense, and 25 attacks. Sure, they get a 6+ Regeneration, but I never roll 6's.
I run a Horde of Brotherhood Knights. They have 8" movement, Hit on 3+, have a 5+ Defense, 32 Attacks, Headstrong, and Thunderous Charge.
The Horde of Martyrs has a -/22 Nerve. The Knight Horde has a 22/24.
Martyrs charge...12.5 hits, 6.25 wounds on a Defense 4 unit.
Knights charge...21 hits, 17.64 wounds on a Defense 4 unit with Thunderous Charge.
Martyrs are charged by a 4+ Melee unit with 20 attacks. 10 hits, 5 wounds. You may Regenerate 1 or 2 wounds on your next turn. Counter Charge deals 6.5 wounds back, as nothing changes. Martyrs are at 18 to 19 Nerve.
Knights are charged by a 4+ Melee unit with 20 Attacks. 10 Hits. 1.6 Wounds. Knights counter charge, with no Thunderous Charge due to being Disordered. 21 Hits, but only 10.5 Wounds due to no Thunderous Charge. Knights are at 20/22 Nerve.
So, a Horde of Knights out preforms a Horde of Martyrs in both situations, and have better movement.
"But, I can take two Martyr Hordes for the same points are your 1 Knight Horde!"
True, but one Knight Horde can stand up to two Martyr Hordes, destroy both units on average, and still be in the fight.
So, a Knight Horde is your anvil. A Knight Regiment on either side of the Knight Horde are your hammers and flank defense.
Chaff/screening units are Villein Reconnoiterers. Expensive chaff, but capable of keeping up with the Knights, and can be fun on Flanks and Rear charges due to Nimble.
A Regiment of Villein Initiates for War Machine Hunting.
Order of Redemption for Inspiring.
Order of the Forsaken for Flyers.
Mounted Devoted with Heal (4) behind the Knight Horde to keep it alive.
2,000 point list. All mounted. DESTROYED both an Empire of Dust and Basilean army. The Basileans were angel heavy, and had almost all flyers and fast units.
I will not bring this list again unless my friends request it, as I am not a WAAC player. It can cross the board fast, can hold the line when needed, and Redemption flyers are great.
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I can still remember when a box of 30 Space Marines was $30.00. Now THAT'S old school! In fact, I started playing in the Rogue Trader days...yes, I am that old. Played Warhammer Fantasy for years before Rogue Trader even came out...
6,800 Pts. Ultramarines, 1,500 Pts. Deathwatch, 1,000 Pts. Black Templars, 1,000 Pts. Blood Ravens, 1,000 Pts. Emperors Children, 2,000 Pts. Word Bearers, 3,500 Pts. Eldar (Alaitoc or Biel-tan), 2,000 Pts. Tau, 2,000 Pts. Sisters of Battle, 999 Pts. of Thousand Sons, 1,000 Points Dark Eldar, 1,000 Points Adeptus Arbites, 1,000 Points Freebooters, 1,000 Points "Last Chancers", 1,000 Points Tyranids, 1,000 Points Necrons
2,500 Pts. Brotherhood, 2,000 Pts. Undead, 2,000 Pts. Sylvan Kin Elves, 2,000 Pts. Empire of Dust, 3,000 Pts. Orcs with Goblin Allies
5 Necromunda Gangs, 10 Mordheim Warbands, and 5 Frostgrave warbands |
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![[Post New]](/s/i/i.gif) 2016/08/24 13:27:33
Subject: Viability of a pure Cavalry list
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Regular Dakkanaut
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A knight horde has a very big footprint and cost a lots of points, making it not only a priority target, but also one where it is easier to focus on them the appropriate power.
A horde of knights that would face two hordes of martyr would have to expect to see one of the two ready to charge its flank, resulting in a not so sure victory for them.
Against such a big unit like a knight horde or ogre legion, the usual counter is simply to advance with some cheap troop to the front and the rest of the main battle line slightly behind (with maybe some other cheap units as reserve).
Due to the very large footprint of the unit, it probably won't be able to charge anything else than the cheap troop (or some other chaff), after witch it will be charged by most units in the main battle line of your opponent. Even if the knigths survive, they should be heavily damaged and lose TC, and an best if they surive because the opponent didn't bring his own very expensive and damanging units, then the counter charge will at best kill another cheaper unit, with a final result where you lose a 345+ points unit after having killed less than 200 points.
Of course, this is not an absolute, if the horde of knights is correctly supported and used, it can be a terrifying unit, but it take some finesse and put a lot of pressure on this expensive unit.
Takning any 300+ points unit is like putting all the eggs in the same basket, one error any error with this unit will very often not leave your with the needed tools to a decisive win, eitheir because the unit was focused and killed (some lucky artillery barrage or an effective combo charge by multiple smaller units) or because you infested so much in it that it did win locally by at too much a cost, leaving you losing the rest of the battle, the same way that a player using a 300+ points dragon to hunt a 75point war engine or army standard is overinsteting in this task (not that sometimes it isn't effective as an opportunity attack, but if that's all that your dragon lord is doing, a cheaper unit, maybe a hero on pegasus, would probably have done a similar effect for half the points).
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