Fast Cavalry Tactica

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 3

®

The Pros Cheap & Cheerful


Fast Cavalry come with several bonuses that either aid or Alessio Cavatore: I think
that Mounted Yeomen
define their battlefield role, namely speed, manoeuvrability, are the most cost-
firepower and deception! effective Fast Cavalry
unit in the game. With
bow, spear, and the
As their name suggests, Fast Cavalry can hit you instead). Nowhere does this show mandatory shield, they
manage a fair turn of speed when they’ve a more plainly than in the Shooting phase, come to a nice 16 points.
mind and are more than capable of leaving where your unit of Fast Cavalry can fire Their Peasant Duty rule
even the most eager opponents in the dust. even if it has marched or reformed. Better makes them great at
Everyone’s scared of Fast Cavalry. After a week or two of This is partly due to impressive still, they can shoot all around – although their role for several
Movement values – 8 is the average for not through members of their own unit. reasons: they can use any
metaphorically mucking out the stables, Mat Ward reckons Fast Cavalry, and 9 is disturbingly common nearby Knight’s
he’s got a few ideas as to why. – but in reality owes more to their Free The art of retreat Leadership (making them
FAST CAVALRY

less reliant on the


Reform rule. Free Reform does exactly Fast Cavalry are the masters of deception,
General), their banner
what it says: it allows your unit of Fast often used to draw a hapless enemy into a doesn’t award any extra

B
y and large, cavalry are divided into the bow, rather than the lance and the Cavalry to reform as often as it wishes cunning trap. To do so, they make use of a points to the enemy and,
two kinds: heavy cavalry and light shield, and they strike from the flank, without penalty – even when it has rule called Feigned Flight. This allows Fast more importantly, they
cavalry. Heavy cavalry are generally rather than charging the front ranks. marched! Such flexibility is fantastic Cavalry to act normally after fleeing from a do not cause Panic in
big, heavily armoured and muscular men In this article, I’m going to take a look whether your unit is running towards the charge, providing they can pass their rally your knights. These last
(or man-sized creatures) mounted on big, at Warhammer’s own brand of light action or making a discreetly valourous test, of course. Many a unit of frenzied two effects are perfect
heavily armoured and muscular horses. cavalry: the Fast Cavalry. Though withdrawal from the field. Chaos Knights has been led a merry dance for their main tactical
They hit like a ton of bricks falling from a sometimes subtle in employment, Fast by the malicious machinations of a unit of use: expendability!
church tower and prevail through sheer Cavalry is a truly potent force upon the Four-legged archers Fast Cavalry. Of course, the risk with this
mass, fury and stubborn refusal to fall battlefield, able to harry your opponent’s Accustomed as they are to living – and particular tactic is that your valued and
over and stop breathing. army, destabilise his plans and lead his fighting – on horseback, Fast Cavalry loyal minions may choose to keep running.
At the other end of the scale is light prize unit on a merry dance across the troops can pull off tricks that send other On the other hand, the unit you’ve just
cavalry. These bold souls rely on the board. I’ll take a look at Fast Cavalry’s cavalrymen green with envy (unless they’re suckered will normally cost far more
swiftness of their steed to carry them to strengths and weaknesses, and try to shed Orcs – they’re already green, so they just points, so you’re unlikely to lose out.
where they are needed most. The tools of light on some of the more successful
light cavalry are normally the spear and tactics that they can employ.

The Cons
All this splendour inevitably has a trade off. Fast Cavalry have
two downsides. Neither is earthshaking, but you’ll want to be
aware of them.
Formation Light armour
Trained as they are for manoeuvrability, The second point for attention is the
Fast Cavalry do not use the rigid formations standard Fast Cavalry armour save, which
favoured by heavy troops. As a result, they is, let’s make no bones about it, low. Most
do not receive rank bonuses in close Fast Cavalry have an armour save of 5+,
combat. While unfortunate, this is rarely a which is chancy to say the least. Some,
huge problem for Fast Cavalry as they can like Wood Elf Glade Riders, only have a
nip around the sides of an enemy unit and save of 6. There’s not really much
so gain either a +1 or +2 bonus for you can do about this, except
engaging in the flank or rear of the foe. avoid throwing your Fast
Besides, Fast Cavalry are expensive – who Cavalry into what is
can afford the massive twenty-strong unit likely to be a
that you’d need for a +3 rank bonus? protracted battle.

www.games-workshop.com 111
Tricks of the Trade The close range volley
A more specialised tactic, the close range volley is best staying out of the target unit’s charge arc. From here,
So, with all that in mind, what devious tricks can you get out accomplished by troops with thrown weapons or your Fast Cavalry can not only pound the foe with
pistols, although any Fast Cavalry with a ranged attack impunity, they can also prevent them from marching.
of your fearless horsemen? Obviously, speed lends itself to can make use of it. Simply put, the Fast Cavalry unit Without doubt, Empire Pistoliers are the kings of this
running down fleeing troops, charging war machines etc., but chooses an enemy unit – generally a foe on either flank manoeuvre – their braces of pistols are deadly, but
of the battle line – and get as close as they can whilst short-ranged.
you can do so much better – as I’ll now demonstrate.

The brick wall


This one’s simplicity itself.
Using their speed, a unit of
Fast Cavalry nips around the
back of an enemy unit. In the
meantime, you pound that
enemy unit with arrows, spells
and cannonballs, or break it in
close combat. When the unit
inevitably flees, your Fast
Cavalry are waiting behind it
in ambush, ready to chop
them to pieces. Remember,
you’ll need at least 3 models
(and the required Unit
Strength 5) to pull this off.

Ambush
The easiest of the Fast Cavalry masterstrokes, the enemy charge arcs, or you’ll find your ambushers
Ambush is the art of charging an enemy unit in the flank ambushed. When the foe advances, you’ll be able to
or rear. In your first move, scoot the Fast Cavalry unit as pounce on a unit of your choice. Take care that you don’t
Rotors of Doom
far forward as you can and turn them through 90º, so bite off more than you can chew, though. As already
that when the enemy advances, the flank of one or more mentioned, Fast Cavalry are not the hardiest troops, and Gav Thorpe: Right about
now, players with Dwarf
of his units is within the charge arc and charge range of are best thrown at light infantry (ie, Toughness 3 or 4
armies will be skipping
the Fast Cavalry. Care should be taken to stay out of with an armour save no better than 4+). to the next article. Halt, I
say! Although Dwarfs
players possess no Fast
Cavalry per se, they can
use the Gyrocopter in
many similar roles. In
particular, it can block
march moves, harass
Skirmishers and chase
down fleeing units just
like Fast Cavalry.

My favourite tactic is to
charge a Gyrocopter into
a combat you are
confident of winning, so
that when the enemy
breaks you can pursue
3D6" to wipe out the
fleeing unit – something
valuable in an army that
normally pursues 2D6-1".

112 WHITE DWARF WARHAMMER TACTICA: FAST CAVALRY www.games-workshop.com 113


The Redirect 3. As before, the Glade Riders advance to screen the Glade
Guard. As they do so, a unit of Treekin move into position on
the flank. As the Glade Riders flee, the Saurus’ failed charge
This is the trickiest tactic you will call on your Fast Cavalry to leaves them exposed to a flank charge from the Treekin.
perform. They can go it alone, or team up with some friends, Saurus may be tough, but they’re not that tough.

depending on how your battle line is fixed.

Tactic 1: chase the rabbit


Let’s face it, there are just some times when your “rabbit” if the flee dice come up
you need an enemy unit somewhere, poorly, turning your plan from “chase the
anywhere, other than where your opponent rabbit” to “kill the rabbit” in short order.
wants it to be. Maybe it’s a mob of Orcs
bearing down on your artillery, or perhaps Tactic 2: rabbit’s revenge
an Ogre Bull unit looks set to eat an If you’ve a unit to spare and plan ahead,
otherwise promising unit of Greatswords. you can turn “chase the rabbit” into
At times like these, just buying a turn of something rather more dangerous. For this
peace seems like a miracle, and that’s just to work, you’ll need a big, bad-tempered
what your Fast Cavalry are going to and ugly unit – preferably one that loves to
provide for you. get in the flank of the foe. This revenge
When playing “chase the rabbit”, try to unit moves into place to take advantage of
avoid having your Fast Cavalry flee through the attacker’s exposed flank at the same
a friendly unit – this can cause potentially time that the rabbit unit gets the enemy’s
devastating Panic tests. It’s also worth attention. When the enemy takes the bait,
bearing in mind that this tactic works best their flank is left exposed, and then the
against infantry. Cavalry might just catch killing can begin.

Stopping Fast Cavalry Dead Hounds of Hell


Phil Kelly: Undead are
“Well,” I hear you cry, “now we know how to get the most generally slow, but Dire
out of our Fast Cavalry, but what’s the best way to stop the Wolves are a notable
exception. Start them
1. The Saurus Warriors are threatening a unit of Glade Guard. Given the chance, they’ll rampage
over the Elven archers and leave nothing but dead Elves in their wake. However, a unit of Glade
annoying little rotters ruining our day?” within 12" of your
Riders has interjected itself. No longer able to charge the Glade Guard, the Saurus now have to
general and they can
change heading and go the long way around, or charge the Glade Riders. If the Lizardman player make an 18" move
goes for the second option, the Glade Riders should flee.
Well, there are many and varied ways of out inexpensive pain, and Fast Cavalry, straight across the board.
curing your light cavalry blues, but the best with their low Toughness and poor armour Try positioning them in
has to be some Fast Cavalry of your own, saves, are begging to be blasted. Similarly, front of the enemy’s
to intercept, shoot or otherwise destroy arrows, bolts and lead shot are also hardest unit, preferably
them. Alas, not all armies are lucky enough fantastic tools for Fast Cavalry pest control at an angle, so that when
to have a unit of Fast Cavalry in their – if you can’t get to a Fireball, you can the unit hits (and
roster, generally the armies of short or ugly almost certainly lay your hands on 10 inevitably kills) the Dire
2. With the Glade
Wolves, it is aligned
Riders fleeing, the folk like Dwarfs, Ogres, Lizardmen and archers or crossbowmen. badly. With a bit of
Saurus fail their Skaven. Moreover, even if you’ve the
charge and are pulled practice, this tactic can
away from the main option of taking a unit of Fast Cavalry, it’s Up close and personal force your opponent to
battle line. The Glade not always possible to include some in There are anti-Fast Cavalry options, too, for stop his best unit in its
Guard have been your army – they normally eat up a Special those more inclined to dealing with tracks or, better still,
bought a turn of slot, after all. So, if you’ve neither the problems with swords, fists and teeth. afford you a flank charge
safety and can let with your heavy cavalry.
loose at the Saurus option nor inclination to fight metaphorical Ahead of the pack in this regard are
during this respite. fire with metaphorical fire, fight it with chariots – they move fast, charge even Well worth the sacrifice.
firepower instead. faster and pack a real punch. Alternatively,
there are plenty of flying troops to be had
From a distance in Warhammer and, while I’m not
Wizards can make Fast Cavalry a thing of suggesting you should use a Dragon to
memory. A spell that causes D6 Strength 4 chase off Fast Cavalry (although it’s
hits, like Fireball, will merely graze a block undeniably funny), Warhawk Riders,
of 30 Goblins, but it’ll incinerate a unit of Harpies and even Furies can prove quite
5 Wolf Riders. Almost every army can lay capable of roughing up a handful of Dire
its hands on a spell Lore capable of dishing Wolves or Dark Riders.

114 WHITE DWARF WARHAMMER TACTICA: FAST CAVALRY www.games-workshop.com 115

You might also like