rtaylor wrote:I'm surprised you could deploy a BG of knights six-wide and not get shot up. How did you manage that?
It's all about forcing the opposing shooters to divide their fire - a 4-base LF unit in 2x2 formation deployed in front in the middle of the 6-base Kn will break up shooting from the front into three two-base frontage wide sections - with bows against Kn at least six shooting bases are required to cause the two hits needed to force a cohesion test and that will be very difficult to concentrate against such a formation while the Cv need to be in single rank to be able to evade (keep in mind also that LF and Kn can act as a single battle line for double-moving, also remember that the Cv always need to take into account the risk of the Kn bursting through the LF to its front in the impact phase).
I would not be as comfortable with a 6-base frontage against handguns, crossbows or longbows, but against bows it can be done if supported by an IC (and preferable rear support). Two hits are required to force a test, and if properly supported I would be willing to risk that (with a +3 on the cohesion test it shouldn't be too dangerous) - that means six bases of shooting bows. Three hits are more dangerous, since it will force a death roll (albeit on a 1) and cause a -1 on the cohesion test, but that would statistically require 9 shooting bow bases, which is hardly realistic from Cv in a single line. That said, I would keep the LF two-base-frontage screen for as long as possible, just to be safe, but if/when the LF drops to fragmented I would withdraw them through the Kn to give me a chance to rally them (again, an excellent task for the IC in the JAP).
However you'd have to look to the whole picture, your Kn unit needs to be properly supported (IC, rearsupport) and you need to take into account the type of element shooting - the weaponry, formation etc. You also need to make sure that the flanks of the Kn unit are secured, if the opponent gets the opportunity to target multiple shooters against an isolated unit things rapidly start to deteriorate.
Also, since shooty cav are mostly in 4-base BGs it might be preferable (and often easily achievable) to attempt to disrupt them with shooting before withdrawing your skirmish screen through the Kn (again, a reason why I prefer LF) - two four-base LF handgunner units (or one LF handgunner unit supported by a 4-base unit of LF crossbows or similar) will statistically force one cohesion test each turn on a 4-base mounted unit at -2 (handguns+1HP2B), and no unit can stand up to that for very long.
But this is primarily applicable to shooty cavalry units, shooty light horse are more difficult to counter since they can withdraw from your LF shooters more easily to stay away from the handgunners. I have actually started running my supporting shooty LH units in sixes to make them a bit more durable against enemy shooting since the 1HP2B modifier is harder to reach when deployed on a three-base frontage (as you know, unlike Cv, LH units can evade even if not deployed in single rank and do not suffer additionally from shooting from the second rank). I use mounted crossbows to hunt other mounted, but I've just bought the figs for a six-base LH bow unit (turks) to try as a counter against small LF units like this.
It is a testament to the great design of the game that there are no super-troops that can sweep all before them - all units have their uses and their counters, and a great part of the fun is experimenting with finding them out!
