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Some cavalry questions

Posted: Tue Aug 28, 2012 12:51 am
by deadtorius
Got some questions regarding cavalry.

When a cavalry unit declares a charge and it has to pass by a different enemy who gets to shoot at it on the way to the target, and the shooting unit causes 1 or more hits, where does it have to stop? 2 MU from the first shooting unit or 2 Mu from its target?
Having some odd situations lately including one where the Italian Guard had to wheel 90 degrees to charge a wavering unit, but at the beginning of its wheel passed Grenzers in Square who shot at it as it had just started its move. Where to stop them....

If a cav unit targets another cav unit and the chargers get intercepted, does the original target still counter charge?

Cav with attached artillery. I recall Terry saying in a different post about shooting at buildings that cav can't fire their attachments at close range since they don't get any dice for close range shooting but the chart says +2 for attached artillery. If you start with 0 dice you can't add +2 to nothing. is that correct?

One last thing
Something we have noticed in several of our latest games, the first move can put the attacking cavalry within range of enemy cavalry who either have to counter charge on turn 2 or if they try to move off often get caught in the rear (failing second move rolls :oops: ) Would it make any sense to make another exception for the defender that they can declare a charge if there are enemy troops within range? At present they can counter charge, but the attacker can set up his charge with rear and flank support so as defender you are most likely going to lose that cav unit at the beginning of turn 2. Attacker places second so he can save his cav to set up opposite the defending cav and not being able to do much other than stand about does make it likely your cav won't survive long.
Also we are using defender restrictions for 1 turn only in our games.

Re: Some cavalry questions

Posted: Tue Aug 28, 2012 1:50 am
by hazelbark
deadtorius wrote: When a cavalry unit declares a charge and it has to pass by a different enemy who gets to shoot at it on the way to the target, and the shooting unit causes 1 or more hits, where does it have to stop? 2 MU from the first shooting unit or 2 Mu from its target?
Terry has posted that everyone whom is passes within 2 MU of get a shot.

The "stop" position is adjudicated from the target. Although may seem weird at times.

Re: Some cavalry questions

Posted: Tue Aug 28, 2012 11:42 pm
by deadtorius
so still stop 2 Mu short of the target then?

We knew about anyone within 2 Mu can shoot part it was the point of stopping that got us confused.

Re: Some cavalry questions

Posted: Wed Aug 29, 2012 2:07 am
by hazelbark
deadtorius wrote:so still stop 2 Mu short of the target then?
I think so.

Re: Some cavalry questions

Posted: Thu Aug 30, 2012 11:16 am
by terrys
deadtorius wrote:
so still stop 2 Mu short of the target then?

I think so.
2MU short of the target is correct. I agree that it can seem odd at times, butshooting from other units can only be from the flank - so consider that the result is that some of the squadrons/batttalions make it to close range and others don't. If they shrug off the hit(s) - by passing a CMT - then they all continue into their target.
If a cav unit targets another cav unit and the chargers get intercepted, does the original target still counter charge?
Yes - if if fulfills the folllowing conditions:
1) It does not have to take a CMT to do so.
2) It can still contact the chargers within its 'normal' counter-charge distance.
Cav with attached artillery. I recall Terry saying in a different post about shooting at buildings that cav can't fire their attachments at close range since they don't get any dice for close range shooting but the chart says +2 for attached artillery. If you start with 0 dice you can't add +2 to nothing. is that correct?
The cavalry with an artillery attachment can fire at any target within 2MU. (0 +2 = 2)
One last thing
Something we have noticed in several of our latest games, the first move can put the attacking cavalry within range of enemy cavalry who either have to counter charge on turn 2 or if they try to move off often get caught in the rear (failing second move rolls ) Would it make any sense to make another exception for the defender that they can declare a charge if there are enemy troops within range?
The solution to this is:
1) Put a commander with the cavalry at the start of the game. (he can leave a unit but not join a unit during your opponents recovery phase). You can then retire half a move with a CMT of 4+. NEVER turn around in the hope of passing your CMT for a 2nd move!
2) Unless it is light cavalry in single rank, always deploy your cavalry 8MU back from the limit of your deployment zone.

Re: Some cavalry questions

Posted: Thu Aug 30, 2012 9:50 pm
by deadtorius
Thanks for the deployment hints and answering my questions.

Perhaps now I can survive the attack of the Italian Guard :evil:

Re: Some cavalry questions

Posted: Fri Aug 31, 2012 2:33 am
by BrettPT
Perhaps now I can survive the attack of the Italian Guard
I think I see your problem.
Don't just plan on 'surviving' the attack of the Italian Guard, plan on defeating the scoundrels and sending them packing!

Re: Some cavalry questions

Posted: Fri Aug 31, 2012 12:30 pm
by Blathergut
mwehehehehehe :twisted: