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<blockquote data-quote="Negflar2099" data-source="post: 7709376" data-attributes="member: 65944"><p>I like this change too (using BR/100 instead of just straight BR) but you're right in that there's still not much use for cavalry. However I think a simple change might fix that. As I understand the two main advantages of cavalry in warfare were the speed that they can move around the battlefield and the sheer combined mass of a cavalry charge. </p><p></p><p>The first is factored into these rules as is and you need to take that into consideration. A unit of Thugs on foot could move at best 3 squares/hexes per round (30 feet of movement x 10/100) while the same unit on horseback could move 6 squares/hexes per round. That gives the cavalry version a large degree of mobility, at least until the unit gets locked down in fighting, which feels right to me.</p><p></p><p>What's missing is that second piece, namely the advantage of charging. I propose that any unit (cavalry or not) can charge on their action. This allows them to move up to double their speed and attack at the end of that movement, gaining a bonus to the attack roll equal to the number of hexes they moved. This favors all units but makes cavalry especially devastating. In our above scenario the thugs on foot could get +6 to the roll if they charged while on horseback they could gain +12. </p><p></p><p>Obviously that only helps them on the first initial attack. After that initial charge the advantage of cavalry vanishes unless they can disengage from the unit they are fighting and charge again. Again that feels right to me. </p><p></p><p>I would also give units the ability to set against a charge. That imposes disadvantage on the attack roll against them and if the attack is a tie or a fail then the unit that is set against charge can immediately counter attack against the charging unit for free. I might even give them advantage on the attack roll if they are equipped with spears or lances.</p><p></p><p>Of course all of this only works if we use the BR/100 rule that was suggested above. Otherwise adding even a +12 on rolls where units add +800 will hardly matter.</p></blockquote><p></p>
[QUOTE="Negflar2099, post: 7709376, member: 65944"] I like this change too (using BR/100 instead of just straight BR) but you're right in that there's still not much use for cavalry. However I think a simple change might fix that. As I understand the two main advantages of cavalry in warfare were the speed that they can move around the battlefield and the sheer combined mass of a cavalry charge. The first is factored into these rules as is and you need to take that into consideration. A unit of Thugs on foot could move at best 3 squares/hexes per round (30 feet of movement x 10/100) while the same unit on horseback could move 6 squares/hexes per round. That gives the cavalry version a large degree of mobility, at least until the unit gets locked down in fighting, which feels right to me. What's missing is that second piece, namely the advantage of charging. I propose that any unit (cavalry or not) can charge on their action. This allows them to move up to double their speed and attack at the end of that movement, gaining a bonus to the attack roll equal to the number of hexes they moved. This favors all units but makes cavalry especially devastating. In our above scenario the thugs on foot could get +6 to the roll if they charged while on horseback they could gain +12. Obviously that only helps them on the first initial attack. After that initial charge the advantage of cavalry vanishes unless they can disengage from the unit they are fighting and charge again. Again that feels right to me. I would also give units the ability to set against a charge. That imposes disadvantage on the attack roll against them and if the attack is a tie or a fail then the unit that is set against charge can immediately counter attack against the charging unit for free. I might even give them advantage on the attack roll if they are equipped with spears or lances. Of course all of this only works if we use the BR/100 rule that was suggested above. Otherwise adding even a +12 on rolls where units add +800 will hardly matter. [/QUOTE]
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