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Links on this subject:
Cavalry
vs. Infantry in Ancient Times
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"Cavalry attacks against infantry should probably
be thought of in two general categories.
The first is the massed attack that has the object of creating panic
such that the infantry formation actually breaks up before the cavalry
make contact. However, if the infantry holds its formation then the
cavalry must turn aside before actually making contact. This is a
critical consideration.
The second is the skirmishing attack with missiles from a
distance."
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Tactics for Cavalry
With the advent of the musket and bayonet,
then the introduction of Rifled muskets providing far greater potential
range, the cavalry unit was forced to adopt different tactics.
Namely, as we have all read, cavalry became relegated to raiding and
waiting for targets of opportunity.
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Target of Opportunity
What this means is that at any time should the parameters present
themselves, a cavalry unit that has not yet moved can suddenly be moved
to attack the target.
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A target of opportunity is one that is in range of being attacked
and either
or all of:
- Isolated
- Wounded
- Withdrawing (showing backs)
- Preoccupied in melee
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| How does Raiding work in a miniatures game,
where a full battle is being played? |
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| How can you position cavalry in a full battle
to wait for an opportunity to attack? |
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| What happens after a cavalry unit has
reached the target and is meleeing it?
Does a unit of cavalry actually make physical contact and get into
horse-to-man combat?
Without lances, how can the cavalry trooper hope to inflict any
damage? |
Is the target being attacked frontally?
Is it prepared to resist and supported?
Is the range to the target sufficient that the cavalry can hit the
target before suffering too much damage?
Can you call off a cavalry attack?
What does "attack" actually mean?
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Cavalry "Caracole" Maneuver
This section makes the assumption that Cavalry is trained to advance
to point-blank range of the enemy but STOP just before contact and
discharge small arms (all other weapons but muskets; if cavalry has
muskets they are mounted infantry and cannot make this maneuver), then
withdraw.
This maneuver also applies to Pike and Shotte except the cavalry can
only fire ONCE until their next activation
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Remember that only under rare circumstances will infantry be able to
advance upon and melee mounted cavalry; cavalry will always be
automatically pushed back prior to contact which ends the move for the
infantry. |
| Process
1. Cavalry moves as if to contact the enemy unit but prior to
contact, stops at point-blank range (zero hex) of the target and the
target rolls a CnC Cube: |
All firing modifiers apply e.g. presence of
officer etc. (so each plus pushes the die roll up from the shown roll
toward a CnC result and any negative pulls the roll down one toward a
Blue result:
Also remember, target Unit Status enters here as a parameter as well as
all other plus and minus modifiers to the die roll:
Trained or Veteran = +1
Behind works = +1
Higher = +1
Repeaters = +1
... etc.
Also remember that terrain may effect the cavalry, e.g. rocks or tree
stumps, marshy or unusual ground (mud) etc. The result of that is
the cavalry can still make this maneuver but at the cost of one TE.
Pre-Contact Die Roll (Small arms)
To keep units from losing their ability to fire just before
contact, rolled before melee calculation (if melee still occurs after
the hits are applied; hits take effect BEFORE melee calculation).
Note: Artillery hits are DOUBLED for smoothbore and Heavy rifled, but
not for normal rifled artillery.
Blue: The receiver of the charge (target) gets +1 TE.
Code: The receiver of the charge ( target) causes one hit to the
charger but suffers +1 TE.
CnC: The receiver of the charge ( target) causes one hit AND one
TE to the charger. |
| 2. Once the cavalry has fired, it
automatically withdraws one hex showing backs to the target even if it
has moved it's maximum speed. |
The cavalry can be seen to "bounce" backwards, away or off the
target. (hehe!) |
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