Post by NKL AeroTom on Oct 26, 2016 7:59:16 GMT
I've been drafting up the cavalry rules, feel free to try them out if you like. I will still be tweaking them as I playtest.
Organization
Cavalry are deployed in bases, the same size as a regular infantry base (3" X 1.5")
Each base represents 5 – 10 cavalry.
Cavalry Types:
Conscript Cavalry : 5 points per base. Armed with rifles only. Fail morale check on a 1-3
When dismounted, Conscript cavalry still count as only having rifles.
Regular Cavalry: 8 points per base. Armed with rifles and grenades. Fail morale check on 1-2
When dismounted, Regular Cavalry have all the weapons of a regular infantry base.
Veteran Cavalry: 12 points per base. Armed with rifles and Grenades. Fail morale check on a 1,
+1 damage vs infantry based targets, -1 to all Hit scores against vehicles.
When dismounted, Veteran Cavalry have all the weapons of a regular infantry base.
Cavalry can capture and contest objectives
Move
Cavalry move 6". They can move flat out 12" but may not shoot that turn
Shooting
Cavalry are armed with rifles and grenades. They can shoot if they move 6" or less.
Overrunning
If cavalry come into contact with a base of enemy infantry or a field gun, the base immediately takes a morale check. If it fails, the unit is pinned. Each cavalry unit may only overrun one base of infantry per turn in this fashion. Cavalry cannot be overrun. A cavalry unit may attack as usual with rifles and grenades while overrunning, and may elect to move away. The infantry being overrun may also attack as usual, and/or may elect to move away.
Taking Damage
Cavalry take casualties just like infantry. Roll a D6 for each weapon targeting them: 1-3: no damage, 4-6: 50% casualties, 7+: wiped out.
Cavalry cannot Go to Ground, and count as infantry for the purposes of damage.
Morale
Just like regular infantry – take a morale check if they take 50% casualties.
Dismounting and Mounting Up
Cavalry can dismount in their turn, provided they moved 6" or less. They may not shoot on the turn they dismount. From then on they act as regular infantry. They may go to ground, and may also use HMGs, AT Rifles and/or rocket launchers depending on period. Place a horse marker when the cavalry dismount. This marker counts as infantry for the purposes of damage, it cannot go to ground and if it is destroyed, the cavalry cannot re-mount. If the horse marker takes damage, it must roll a morale check (counting as regular infantry). If the morale check is failed, the horse marker is removed, as the horses scatter. The horse marker does give cover to infantry if its in the way of firing. The horse marker cannot move.
Cavalry may re-mount their horses during any turn they like, provided they are within 6" of their horse marker. On the turn they mount up, they can either shoot their rifles and throw grenades from horseback, OR move up to 6". From then on they count as cavalry again.
Outflanking
All types of cavalry can deploy as outflankers, just like assault infantry. If they do not outflank, they may make a free 6" move after deployment, but before the game starts.
Organization
Cavalry are deployed in bases, the same size as a regular infantry base (3" X 1.5")
Each base represents 5 – 10 cavalry.
Cavalry Types:
Conscript Cavalry : 5 points per base. Armed with rifles only. Fail morale check on a 1-3
When dismounted, Conscript cavalry still count as only having rifles.
Regular Cavalry: 8 points per base. Armed with rifles and grenades. Fail morale check on 1-2
When dismounted, Regular Cavalry have all the weapons of a regular infantry base.
Veteran Cavalry: 12 points per base. Armed with rifles and Grenades. Fail morale check on a 1,
+1 damage vs infantry based targets, -1 to all Hit scores against vehicles.
When dismounted, Veteran Cavalry have all the weapons of a regular infantry base.
Cavalry can capture and contest objectives
Move
Cavalry move 6". They can move flat out 12" but may not shoot that turn
Shooting
Cavalry are armed with rifles and grenades. They can shoot if they move 6" or less.
Overrunning
If cavalry come into contact with a base of enemy infantry or a field gun, the base immediately takes a morale check. If it fails, the unit is pinned. Each cavalry unit may only overrun one base of infantry per turn in this fashion. Cavalry cannot be overrun. A cavalry unit may attack as usual with rifles and grenades while overrunning, and may elect to move away. The infantry being overrun may also attack as usual, and/or may elect to move away.
Taking Damage
Cavalry take casualties just like infantry. Roll a D6 for each weapon targeting them: 1-3: no damage, 4-6: 50% casualties, 7+: wiped out.
Cavalry cannot Go to Ground, and count as infantry for the purposes of damage.
Morale
Just like regular infantry – take a morale check if they take 50% casualties.
Dismounting and Mounting Up
Cavalry can dismount in their turn, provided they moved 6" or less. They may not shoot on the turn they dismount. From then on they act as regular infantry. They may go to ground, and may also use HMGs, AT Rifles and/or rocket launchers depending on period. Place a horse marker when the cavalry dismount. This marker counts as infantry for the purposes of damage, it cannot go to ground and if it is destroyed, the cavalry cannot re-mount. If the horse marker takes damage, it must roll a morale check (counting as regular infantry). If the morale check is failed, the horse marker is removed, as the horses scatter. The horse marker does give cover to infantry if its in the way of firing. The horse marker cannot move.
Cavalry may re-mount their horses during any turn they like, provided they are within 6" of their horse marker. On the turn they mount up, they can either shoot their rifles and throw grenades from horseback, OR move up to 6". From then on they count as cavalry again.
Outflanking
All types of cavalry can deploy as outflankers, just like assault infantry. If they do not outflank, they may make a free 6" move after deployment, but before the game starts.