This time, we look at the outrageously brave (and some might say reckless) mounted light cavalry options for each faction. In every list there are several options listed as 'cavalry', but today we only focus on bike or horse-riding troops, who ride into battle full of dash and elan seeking to close with their enemy. Because of their speed and offensive capabilities, these units are an important part of your force and can be employed in many ways - they can pick off isolated enemy units and harass or destroy them, they can turn back large-scale infantry assaults, or attack troops holding Objectives. They can also be used to claim an Objective themselves. However, their speed and offensive punch come at a cost. These units are glass cannons; if your opponent turns their guns on them, or mounts a serous counterassault, then it's likely the unit will suffer heavy casualties and swiftly be Annihilated.
Mounted light cavalry is a great choice to be deployed from a flank and the threat of doing so is likely to mean either that your opponent will need to consider dedicating some of their units to provide a defensive deterrent, or risk losing valuable backline units like artillery or field guns. But deploying mounted Cavalry in this way also initially negates one of their main advantages - speed.
However, a
dash across the table isn't without risk - running a gauntlet of enemy fire,
like the Light Brigade at Balaclava, may well result in the same level of heavy
losses. Mounted light cavalry don't have
the PIONEER special rule, meaning that you must trade protection for speed if
you want to use terrain, like forests, to keep them safe as they advance.
Except for the Enlightened, mounted light cavalry have the same defensive profile as basic infantry (Defence of 2 and Damage Limit 1) meaning they will lose a model for every two damage taken. Because of this high attrition, mounted light cavalry is usually purchased at the size of 5/10/15 (for basic/reinforced/full strength units). In addition, many mounted cavalry units give away 3+ Victory Points when Annihilated, and aggressive use of these units mean it’s a question of ‘when’, not ‘if’, your opponent gets these points, so the challenge is to ensure that you get a favourable return on this investment.
Horse
Guard Cavalry (Crown)
The Crown's
only concession to the rise of the use of automata seems to be these robot
steeds, who admittedly don't get spooked by enemy fire, need food or water, nor
make a mess on their neat parade grounds.
With a speed of 8" they are fast, but slower than bike units. They have only one attack, but it’s big; a
Melee of 6(9)/8(12)/14(21) with the SHOCK rule, meaning you use the
parenthesis value against Light enemies.
At full strength, that cavalry charge will be a truly overwhelming
attack! However, fighting in Melee means
you can expect to take damage in return, so your damage output needs to exceed
that dealt by your opponent, as mounted cavalry can die very quickly.
The Horse Guards also have two Special Rules; IRON RESOLVE means any Command you play on these troops counts as having a card value that's 2 higher than listed, meaning your opponent is less likely to be able to counter it, and OVERRUN which is triggered after you fight an enemy and fail to Annihilate them, and allows you to discard a card from your hand and fight again. This makes them a reliable (and potentially unstoppable) flanker and if the Horse Guards do reach their intended target. They will likely inflict heavy casualties, but with no ranged weapons, each such assault is likely to whittle down your own numbers.
As you'd
expect from the Crown, the Horse Guards maintain a high level of Discipline (7)
with a Break Limit of 2, which again can be boosted by the LIONHEARTED Battle
Group Special ability if necessary. The
Horse Guard will set you back 65/105/155 which is a fairly standard price for a
mounted light cavalry unit and they yield 2/3/4 Victory Points when
destroyed.
Jindouyun
Steambikes (Empire)
The
Steambikes are fast, moving at 10" with the HOVER rule, which allows them
to move across obstacles, difficult terrain and water without penalty. Where the Horse Guard do one thing very well,
the Steambikes can do lots of things, giving them significant flexibility, but
not the same overwhelming punch. A key
to their use for the Empire is their speed, the Jindouyun are one of the very
few fast units that the Empire can field and therefore can play an invaluable
role in seizing or contesting Objectives in the early turns, while the rest of
your troops are still marching forward.
The Jindouyun tri-cannons have a good range of 7"/16" and against Light targets they shoot 5/10/15 while against Heavy targets a less impressive 3/5/7. In Melee they are on a par with basic infantry at 3/6/9 so, they are most effective when staying at range and spraying enemies with fire, rather than getting too close to the action.
The
Jindouyun are ideally suited to harassment of isolated or weakened enemy units,
and even a cheeky last-activation-of-the-turn objective claim, and this is
reflected in their Victory Points which are just 1/2/3, the lowest for any
mounted light cavalry. Despite not
having the bells and whistles of other mounted light cavalry, the Jindouyun
cost the standard 75/130/195, but they are less motivated to stay in the fight
than many others, with Disciple 6, Break Limit 2.
Iron
Horse Cavalry (Union)
The Union
love their hover bikes and have 3 different options to pick from. Heavier
options include the Blazer, festooned with machine guns and wonderfully named
UR-31E Iron Eagle, with ARC firing bikes piloted by Automata (yee-haw?) The Iron Horse is the most versatile of the
bunch, intended for lightning assaults, but also packing a lot of flexibility
to meet the demands of the moment for Union Generals.
The Iron Horse moves 10" with the HOVER ability, but it can also sneak a march with VANGUARD (10”), allowing a move forward before the game begins, potentially allowing them to seize an Objective in their first Activation, or adjust to any deployment overlaps. The Iron Horse has a 6"/14" shooting range, and are more effective against Light units with 4/8/12 and slightly less effective against Heavy targets at 3/6/9.
The Iron
Horse also pack a real punch in Melee, with 4(6)/7(9)/11(13) using the
SHOCK rule, meaning you use the parenthesis values against Light enemies. This means they can both shoot enemies, or
Charge them if necessary (for example to drive back and enemy and claim an
all-important Objective). The Iron Horse also have HIT AND RUN (4") which
allows them to shoot (or charge) and then scoot out of the way of a return
attack, which is pretty handy for such a vulnerable unit.
The Iron
Horse have Disciple 6 and Break Limit of 2 and can be purchased for a very
reasonable 70/120/180, the equal cheapest mounted cavalry, but if (or when)
they do get caught napping by an enemy, they yield a painful 3/4/5 Victory
Points.
Mono Cav
Cohort (Enlightened)
The
Enlightened don't really follow the same rules as everybody else, and
accordingly they have several fast-moving units who might be considered to fit
the role of mounted light cavalry, including robot dogs, infantry (fitted with
wheels) and spider walkers but nothing that’s a direct match to the other units
profiled in this analysis. The Mono Cav is the fastest of these options,
with a base Move of 7", VANGUARD (7”), HIT AND RUN (5") and LOCOMOTOR
BOOSTERS which allow you to activate the boosters to draw and discard a card
from your deck, and if you want to double-time or charge, you add the value of
the card to the Mono Cav movement (9"-19"). This means the unit could actually move
slower than they might normally have been able to (14"), or you might be
much faster, potentially reaching an enemy that would otherwise be just out of
reach or even pushing right through the enemy line to attack targets from behind
– it’s a real gamble, although obviously the unit does not have to move the
full available allocation.
The Mono Cav comes in a smaller unit size than the others featured here at 4/8/12 but they are better armoured than any of the other mounted light cavalry, with Defence 3, Damage Limit 1 meaning it will take three hits to remove a model. However, the LOCOMOTOR BOOSTERS must be used carefully, as the Mono Cav are Disciple 6, Break Limit 1, but also CONSTRUCTS, meaning that if the unit becomes Suppressed then it also becomes Disordered (as described above), and stays Disordered until it gets within 6" of an Enlightened Commander - which may be tricky if they have pushed too far ahead of the main battle-line where their Commander is busy PEER REVIEWING other CONSTRUCT troops.
On the
attack, the Mono Cav can attack Light targets with a range of 8"/14"
dealing 4/8/14. They can't fight
in Melee, which means they will definitely lose any close combat fights if
charged, which makes holding an Objective a tricky proposition. They can, however, ram for an unimpressive
Impact attack of 2/4/6 if absolutely essential. So, the Mono Cav must pick their targets
carefully, and use their Hit and Run judiciously, to avoid being overwhelmed by
light targets in close combat, or being matched against heavy targets they
can't hurt. The Mono Cav are 70/120/180,
the equal cheapest mounted light cavalry (alongside the Iron Horse), although
this buys less models. They also yield
less Victory Points than the Union cavalry at 2/3/4.
Totenkopf
Jaeger Cavalry (Imperium)
The
Imperium are all about mobility (along with superior quality troops) and they
offer two heavily armed bike-with-sidecar options to unleash mayhem on enemy
forces, supporting your infantry as they pile out of their Sturmwagon
transports. But the Totenkopf Jaeger is
something else; a self-contained death-machine and a true terror if deployed
from a flank.
The Totenkopf Jaeger has Move 9" and an impressive array of weaponry. Against Light units it has a range of 8"/14" with an attack of 4/8/14 using the SUPRESSIVE rule (which gives a -1 penalty to enemy Suppression tests caused by this weapon). They also have CORROSIVE FUMES which means that any (non-automata) enemy within 2" at the end of their movement become Disordered, giving them -1 Discipline and preventing them from being issued orders. When these rules are put together, the Totenkopf have the potential to cause real chaos, so long as they are willing to get into (very) close range.
Against
Heavy targets they have a shorter 5"/12" range inflicting 3/5/7
but this attack has the PENETRATING rule which means that a model which suffers
at least one damage and still has an unallocated hit after the attack,
automatically loses a model. When the
Totenkopf Jaeger are at Basic size, this is touch-and-go, but at larger unit
sizes, the Totenkopf Jaeger could take out even the most heavily armoured main
battle tank, especially if they use their mobility to attack from an angle that
defeats rules like RESILIANT (FRONT).
That's going to put a shiver down your opponents spine for sure and make
the Totekopf a priority target!
If all that
weren't enough, the Totenkopf is also extremely dangerous in Melee, dealing 4(6)/6(8)/10(14)
with the SHOCK rule, meaning you use the parenthesis value against Light
enemies, as well as the SUPPRESSIVE rule as described above. They also have OVERRUN, like the Horse Guard,
allowing them to dispatch weakened but not yet Annihilated foes in a follow up
round of Melee. This makes Totenkopf is
an extremely effective Objective clearer, combining powerful anti-Light attacks
as well as being a genuine threat to Heavy targets as well. Fortunately for non-Imperium players, the
Totenkopf doesn't benefit from any VANGUARD or HIT AND RUN shenanigans, making
targeting them a little easier.
But the
pain doesn’t stop there, if the Imperium takes Totenkopf as part of the
Erlkonig Auxiliary Battle Group, you can issue THE WILD HUNT special command
which (if not countered) will increase the speed of an infantry or cavalry unit
by 2" when charging an enemy and add +2 to their Melee. If applied to the Totenkopf Jaeger they will
become super-duper Light unit killers!
As you
might expect, the Totenkopf and has top-notch morale with Disciple 8, but with
Break Limit 2 they may decide to retire sooner than others, should the Imperium
General fail the test. They are the most
expensive of the mounted light cavalry, costing 80/145/215 and giving up 3/4/5
Victory Points.
Steppe
Outrider Cavalry (Commonwealth)
The
Commonwealth have two mounted light cavalry options, including the cryo-lance
wielding Winged Hussar treadbikes, and each is strong in their own way
(although both are very fragile). But
the Steppe Outriders are the truest cavalry (as they ride actual horses) and
are incredibly versatile against all targets.
Because they have four-legs the Outriders have Move 8", but unlike
the Horse Guards they also have VANGUARD (8"), allowing them to sneak
across the battlefield before the game begins and they are IRREGULAR, which
gives them some additional flexibility through Open formation and allowing them
to target units outside the normal line of sight for ranged attacks (but if
doing this they count only half the models to in the unit to determine the dice
pool).
If they can reach their target, the Steppe Outriders can take on both Heavy and Light units. Against Light targets they have a range of 5"/10", which is shorter than most guns, but not bad for a spear or arrow with a grenade on it, dealing 4/9/14 which is both DEVASTATING (meaning you round up any unallocated hits to an extra point of damage) and has PRECISION (meaning you can target enemy officers and cause enemy to become Disordered). Against Heavy units their range is shorter at 3"/6" with the same 4/9/14 attack profile and again DEVASTATING which is much more likely to be significant against a vehicle. Finally, if the Outriders charge an enemy, in Melee they inflict 4(5)/7(9)/10(13), again with DEVASTATING and with the WRECKERS ability, meaning you use the parenthesis values against Heavy targets.
The Steppe
Outriders are a unit that really exemplify the mounted light cavalry role; it's
extremely fragile but can inflict a powerful punch on almost any kind of unit,
if it can get into its optimal short range.
Unlike many others, it can really hurt heavy units, as well as light -
especially large units like tanks which can't fight back in melee. It also has HIT AND RUN (5"), making it
a perfect unit to mount an ambush, then hastily retreat before the enemy can
strike back allowing you to stage your own 12 Strong experience in miniature.
Commonwealth
Generals can really lean into this, by taking a Jad Auxiliary Battlegroup
(which allows two bolstered cavalry units) you gain the LEGACY OF THE KHANS
ability, which means you can discard a card from your hand to allow a unit with
HIT AND RUN to increase their range to an amount equal their Movement - so the
Outriders would increase this value from 5" to 8", which might make
all the difference in terms of escaping enemy retribution.
The Steppe Outriders have a solid Disciple 7 and Break Limit 2. You will pay a standard 70/120/180 for
the Steppe Outriders and give up only 2/3/4 Victory points when they are
Annihilated, a good bargain given their potential to earn you Victory Points on
the offence.
Bersaglieri
Outriders (Alliance)
These elite
Italian speeder-bikes pack look pretty advanced and pack a real wallop, filling
an important gap in Alliance mid-range firepower until your infantry
arrive. The Bersaglieri have a Move of
10" which has the HOVER special rule, but no VANGUARD to get a pre-game
jump on the enemy, like some other fast-moving Cavalry.
Like the Steppe Outriders, the Bersaglieri are also an IRREEGULAR unit, giving some flexibility to movement and to help to shield them as they speed toward their targets, they are also SHROUDED , giving any ranged attack a negative modifier to hit them.
The
Bersaglieri can terrorise both Light and Heavy targets at a respectable range
of 10"/20" for both; against Light Targets they fire 4/8/12.
But they really shine against Heavy targets shooting 3/5/7 with the
PENTRATING special ability, giving the potential to knock out a whole model
with each shot. However, the Bersaglieri are better at shooting rather than
getting into close quarters. In Melee, they fight with a mediocre 3/6/9, which is on par with the Empire's
Jindouyun Steambikes.
As you'd
expect for such elite troops, the Bersaglieri have a high-level of self-belief,
with Discipline 7 and a Break Limit of 2.
They are also amongst the cheaper of Light Cavalry options with a points
cost of 70/120/180, equal in price to the Union's Iron Eagles but giving up
less Victory Points at 2/3/4. With their
speed, the Bersaglieri should be able to line up their choice of targets,
especially if deployed from the Flank.
But they'll not withstand much concentrated return-fire, nor a
determined counter-charge in Melee, so must be used with care and not
necessarily relied on to clear the enemy from an Objective.
Macedonian
Companions (Sultanate)
Name-checking
some of the most famous and successful cavalry in history, it’s easy to see why
the Crown might be a little dark about the Macedonian Companions – after all
they have taken the same mount as the Horse Guard and just done everything else
better and with more flair (including those flowing cloaks!)
Like the Horse Guard the Companions have a Move 8” and have no shooting attack, in favour of mixing it up at close-quarters; complete with the ability to OVERRUN their target to ensure they finish the job. In Melee they deal an identical 6(9)/8(12)/14(21) with the SHOCK rule. This attack is also DEVASTATING adding an additional punch. The Companions also have some additional tricks to complete their mission.
First, they
have the VETERAN (1) Special Ability, which allows it to transform one single
hit, into two automatically. A powerful
benefit, especially when used with OVERRUN.
The Companions are also the best protected of mounted Light cavalry,
with both SHROUDED and the potent special rule DURABLE, meaning Heroic Strikes
only inflict a single hit, instead of two.
You can
also embrace Greek strategy, employing hit-and-run tactics for the Companions
as part of the Armatolis Auxiliary Battlegroup by issuing the KLEPHTOPOLEMOS Special Command, which (if not countered) allows the Companions to PORTAL
STRIKE, Charging straight into Melee via a Portal and potentially delivering a
real sucker-punch to any Light unit unfortunate enough to be targeted in this
way. If planned carefully through Portal
placement at the start of the turn, this allows the Companions to target any
unit on the table and likely devastate them.
Of course, such a heroic charge into enemy territory may have
consequences, and the Companions may be swiftly cut off, surrounded and wiped
out after their initial heroics.
As befits
their legendary name, the Companions have Discipline 7 and a Break Limit of
2. But they also have a legendary
price-tag costing 85/145/215 and giving up 3/4/5 Victory Points. Easily the most elite and expensive mounted
Light Cavalry unit, in a field where there’s bragging aplenty.
In the
final analysis… mounted light cavalry provide a fantastic
offensive option for your army and, therefore, are a strong inclusion in most
lists. The question that Generals must
then consider is what size of unit should be included, given their relative
fragility and Victory points that they’ll yield when Annihilated, and whether
they will be employed primarily to seize objectives, or to hunt enemies (or try
and achieve both functions).
Most factions have additional cavalry options that can perform other, more specialised roles, and the decision about which unit to take will likely depend on other choices made in list building and player preference. Obviously putting too much reliance on Cavalry units is risky, given they are built for offence, not defence, and a balanced list including infantry and armour, where Cavalry are used as a key supporting element, is more likely to perform better under most circumstances.
Across the
factions, the Imperium and Sultanate offer mounted light cavalry options that
are extremely aggressive and able to deliver a real hammer blow to virtually
any enemy formation, especially if fielded at a Reinforced size or larger, but
this comes with the dual risk at your opponent is likely to know this and
ruthlessly target them from the jump.
Other factions have options that are more versatile, such as the Union
and Commonwealth, but to use these units effectively a General must not only
consider their attack run, but also how they will evade a devastating
counter-punch using HIT AND RUN movement, which makes the tabletop terrain and
placement of other units a key consideration when you activate them.










