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Improving the viability of mounted - Page 2 EmptyToday at 12:45 am by Tartty

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» Line of Sight - Terrain Features
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» Hit in flank?
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» FP vs. FL in melee
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» Dice&Lead magazine
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» Salute 2024 Battle of Pharslus 48BC
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» For Sale- Loads of packs/boxes of Mint Victrix Late Romans
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» War of the Roses Battle AAR
Improving the viability of mounted - Page 2 EmptyWed Apr 03, 2024 4:04 pm by dadiepiombo

Salute 2024 Battle of Pharslus 48BC

Mon Apr 08, 2024 11:44 am by ejc

Forum members welcome to take part in battle of Pharslus Saturday 13th April …

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Ilipa 206BC Society of Ancients Battle Day

Tue Mar 19, 2024 12:54 pm by ejc

This year's SOA Battle Day is Ilipa206BC will be about a dozen games all re …

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Warfare battle of Cunaxa

Wed Nov 08, 2023 11:26 pm by ejc

Sorry for short notice we are putting on the above scenario on Saturday 11th …

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SELWG 2023 Thapsus 46BC

Sun Oct 08, 2023 8:29 pm by ejc

We will putting on the above game at SELG 2023 on Sunday 15th October. Forum …

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Colours 2023

Wed Sep 06, 2023 9:14 pm by ejc

Sorry for very short notice. We are putting on a game at colours on Saturday …

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Salute 2023

Sat Jan 28, 2023 2:49 pm by jorneto

Any Impetus games in this event?

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Improving the viability of mounted

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dadiepiombo
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Tartty
Granicus Gaugamela
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Improving the viability of mounted - Page 2 Empty Re: Improving the viability of mounted

Post by Granicus Gaugamela Sat Mar 14, 2015 3:13 am

Jim Webster wrote:

I'm not sure what changes we've made that have made infantry stronger

Jim

Infantry re usually cheaper so they will have longer lines which translates to more flank support.

They have more discipline so they will maintain lines more readily eg CP must ALWAYS follow up, CP only if they are impetuous plus the heavy cavalry are more often C Disc so they move less effectively during regular movement.

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Post by Tartty Sat Mar 14, 2015 4:55 am

Granicus Gaugamela wrote:
Infantry re usually cheaper so they will have longer lines which translates to more flank support.

They have more discipline so they will maintain lines more readily eg CP must ALWAYS follow up, CP only if they are impetuous plus the heavy cavalry are more often C Disc so they move less effectively during regular movement.

? Don't understand this argument sorry I'm lost as well. For this 'cheap' infantry to get the support you need more than 1 unit .... maybe 2 ? to get a max 2 support dice. All of a sudden doesn't sound cheap to me.
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Post by Dennis Maxentius Sun Mar 15, 2015 2:27 pm

Must agree with Tarty. The balance seems right to me. You need to use your Cav to their best effect and even in real life a charge can be blown just after it starts. I have used and lost plenty of CP units after taking a lucky hit, but that's the chance you take. If any change had to be made I would go for a reduction of 2 Impetus dice for each hit suffered. But having said that I don't think there is any real need for change. I haven't played enough games with the Supporting Flanks and other changes to give a properly informed opinion.

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Post by starkadder Mon Mar 16, 2015 8:49 am

As a bit of a cavalry enthusiast, I want cavalry to be half the cost and twice the effectiveness. Warfare is too much fun to be fought on foot.

The balance is about right, I feel. I try to preserve my cavalry for the "decisive moment" but I am unafraid to commit it to melee. Yes, it is expensive compared to an oik with a pointed stick. Well, it should be. Yes, it can be derailed with a lucky roll. So can everyone.

Cavalry's great advantages are speed, mobility and power. The rules generally allow for that while allowing for the thrill of risk that makes Impetus quite distinctive.

My only gripe about cavalry is CL not operating as they did. As I've mentioned before in this place, I'd like a 1/2 scoot-shoot-1/2 scoot option for missile CL. But that won't happen. The little tin gods on horses are always seen as more important. It's why I enjoy killing them.
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Post by Jim Webster Mon Mar 16, 2015 9:53 am

Actually the half move, shoot, half move for CL probably wouldn't unbalance stuff too much. The second half would have to be away from the enemy (so they couldn't move to under 5, shoot and charge in, negating the enemy chance to react to them)

After all, if they use this to move within 5u, their opponent can fire when they're at that range, or charge.
Also as they've got some move left, they cannot evade, they've got to use that, so it'll make them wary of trying it on mounted or even on FL

It would be worth doing some play testing on

Jim
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Post by Dennis Maxentius Mon Mar 16, 2015 11:56 am

We can more or less do that now except that you need to use a separate move to do each action. Parthian CL used the shooting on the move principal very well so this 1/2 move shoot idea would work (in theory), but yes try some playtesting first.
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