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Meissonier - 1814, Campagne de France

See also: Mass Combat in Ghastly Affair Part I – Infantry Units

Some Notes on 18th Century and Napoleonic Cavalry

The typical Cavalry of the 18th Century and Napoleonic era were called either “Dragoons” or “Carabiniers”. In earlier centuries the term “Dragoon” had referred to Infantry units that rode into battle but dismounted to fight, but had come to designate general-purpose or (“Line”) Cavalry capable of fighting both in open and close formations. The term “Carabinier” on the other hand, made reference to the short-barreled musket (carbine) that was the main artillery weapon of most Cavalry units. Other, more specialized types of Cavalry included “Hussars” (light raiding units that wore Hungarian-inspired uniforms and mustaches), “Lancers” (which carried long lances that made their charges especially formidable) and Cuirassiers (heavy units who wore steel breastplates and helmets). Whatever his designation and primary weapon, every cavalryman also carried a pistol, and some kind of sword or saber for hand-to-hand combat

Serving in (or officering) a cavalry unit was considered much more prestigious (and romantic) than service in an infantry (or artillery) unit. Because they frequently had to provide their own horses and pay for their own training, cavalry tended to be drawn from higher up the social scale than the infantry. Cavalry officers had an especial reputation for arrogance and imperiousness, which was particularly notable among “Hussar” units. Besides the overall unit commander, every Cavalry unit had a Bugler or Trumpeter, who communicated orders and help maintain morale by playing their horn. A minor officer called a “Cornet” (comparable to the Ensign of an Infantry unit) carried the flag or banner of the unit. Often, the Cornet also assumed the duties of the Trumpeter.

Not only would the soldiers in a unit wear a distinctive uniform, but it was also common for all the horses in a Cavalry unit to be the same breed – and often, the same color.

ScotsGreys

CAVALRY COMPANY

60 to 120 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1 – 3
Initial Impression: About a hundred mounted soldiers in uniform, accompanied by occasional blasts from a bugle.

Size: Large (150’ x 20’ in Line, 60’ x 60’ in Wedge, 150’ x 100’ in Skirmish Line)
Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Captain) Intelligence: 9 Wisdom: 9
Strength: 7,200 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 30
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Troops, Charge, Form Line, Form Wedge, Form Skirmish Line, Immune to Single Target Magic, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)

Level: 10

An 18th Century Cavalry Company is approximately 100 mounted men commanded by a Captain. Two Companies joined together form a Cavalry Squadron.

A Cavalry Company reduced to 0 Hit Points becomes two Cavalry Troops in Skirmish Line formation. A 300’ diameter area around the center point where the Company broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Company Special Abilities.

Charge: If a Cavalry Company in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Company does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Company can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve into Troops. A Company can be broken up into 4 or 5 independent Cavalry Troops.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Company in a Line inflicts full 1d6+30 damage on each attack. It takes 10 Rounds to Form a Line.

Form Wedge: A Wedge is a triangular formation of horses attacking with its apex pointed at its opponent. A Cavalry unit in Wedge formation does only half damage on a successful attack, but any defending Infantry Units in Line or Column must immediately check Morale or involuntarily devolve into a Skirmish Line (and allow the Cavalry to ride through them it if wants). It takes 10 Rounds to form a Wedge.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Company in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Company is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Company can attack multiple targets or units instead of concentrating on a single one. The Company makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

 

Targets

Damage Bonus per attack

1

+30

2

+15

3

+10

4

+8

5

+6

Trample Infantry: A Cavalry Company does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Company Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Company in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Company spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are –2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

August Querfurt - Schlachtenmotiv

CAVALRY PATROL

10 to 20 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1
Initial Impression: About a dozen mounted soldiers in uniform, accompanied by occasional blasts from a bugle.
Size: Large (20’ x 20’ in Line, 20’ x 20’ in Wedge, 50’ x 30’ in Skirmish Line)

Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Sergeant) Intelligence: 9 Wisdom: 9
Strength: 1,200 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 6
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Troops, Charge, Form Line, Form Skirmish Line, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit).

Level: 6

A Cavalry Patrol is the smallest unit of Cavalry, typically encountered while performing reconnaissance for a larger unit. Typically it consists of about a dozen cavalrymen commanded by either a junior Lieutenant, or a Sergeant.

A Cavalry Patrol reduced to 0 Hit Points breaks up into 5 or 6 mounted individuals. A 40’ diameter area around the center point where the Patrol broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Patrol Special Abilities.

Charge: If a Cavalry Patrol in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Patrol does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Patrol can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve Unit: A Patrol can be broken up into individual cavalrymen and horses.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Patrol in a Line inflicts full 1d6+6 damage on each attack. It takes 10 Rounds to Form a Line.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Patrol in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Patrol is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Patrol can attack up to 4 targets or units instead of concentrating on a single one. The Patrol makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+6

2

+3

3 – 4

+2

Trample Infantry: A Cavalry Patrol does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Patrol Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Patrol in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Patrol spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

Battle of Vauchamps by Reville

CAVALRY SQUADRON

120 to 240 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1 – 3
Initial Impression: About two hundred mounted soldiers in uniform, accompanied by occasional blasts from a bugle.
Size: Large (300’ x 20’ in Line, 80’ x 80’ in Wedge, 300’ x 100’ in Skirmish Line)

Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Lieutenant Colonel) Intelligence: 9 Wisdom: 9
Strength: 14,400 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 60
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Companies, Charge, Form Line, Form Wedge, Form Skirmish Line, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit)

Level: 10

A Squadron of Cavalry is commanded by a Lieutenant Colonel, Major, or Chef d’Escadron. Two Squadrons make a full Cavalry Regiment, commanded by a Colonel.

A Cavalry Squadron reduced to 0 Hit Points becomes a Cavalry Company in Skirmish Line formation. A 500’ diameter area around the center point where the Squadron broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Squadron Special Abilities

Charge: If a Cavalry Squadron in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Squadron does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Squadron can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve into Companies. A Squadron can be broken up into 2 independent Cavalry Companies.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Squadron in a Line inflicts full 1d6+60 damage on each attack. It takes 10 Rounds to Form a Line.

Form Wedge: A Wedge is a triangular formation of horses attacking with its apex pointed at its opponent. A Cavalry unit in Wedge formation does only half damage on a successful attack, but any defending Infantry Units in Line or Column must immediately check Morale or involuntarily devolve into a Skirmish Line (and allow the Cavalry to ride through them it if wants). It takes 10 Rounds to form a Wedge.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Squadron in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Squadron is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Squadron can attack multiple targets or units instead of concentrating on a single one. The Squadron makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

Targets

Damage Bonus per attack

1

+60

2

+30

3

+20

4

+15

5

+12

6

+10

Trample Infantry: A Cavalry Squadron does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Squadron Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Squadron in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Squadron spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

Peterloo Massacre

CAVALRY TROOP

20 to 40 soldiers mounted on horses and acting as a unit.

Creature Class: Antagonist
Number Appearing: 1 or 2
Initial Impression: Approximately thirty mounted soldiers in uniform, accompanied by occasional blasts from a bugle.
Size: Large (45’ x 20’ in Line, 30’ x 30’ in Wedge, 80’ x 40’ in Skirmish Line)

Perversity: 13
Disposition: Aggressive
Charisma: 11 (or same as commanding Lieutenant or Sergeant) Intelligence: 9 Wisdom: 9
Strength: 2,400 Dexterity: 11 Constitution: 9
Speed: 12

Armor Class: None
Hit Dice: 10
Attacks: 1 (carbines and pistols; or sabers, lances, pistols, and trampling) [½ Damage when in Wedge or Skirmish Line]
Special Abilities: Dissolve into Troops, Charge, Form Line, Form Wedge, Form Skirmish Line, Multiple Attacks, Trample Infantry.
Weaknesses: Gun Smoke, Pistol and Carbine Inaccuracy.
Possible Assets (+3 Bonus): Brilliant Commander, Marksmen, Seasoned Troops, Fanatical.
Possible Afflictions (-3 Penalty): Poorly Equipped, Incompetent Commander, Sick, Malnourished.
Preternatural Powers: None (Unless a Magician or Mad Scientist is part of unit).

Level: 10

A Cavalry Troop is approximately 30 mounted men generally commanded by either a Lieutenant or a Sergeant.

A Cavalry Troop reduced to 0 Hit Points becomes a Cavalry Patrol in Skirmish Line formation. A 60’ diameter area around the center point where the Troop broke will be filled with dead horses, slain men, and scattered equipment. All movement through that area is at half Speed, it cannot be Charged through, and any other Military Units within that area (other than Infantry in Square) are forced into Skirmish Line formation.

Cavalry Troop Special Abilities

Charge: If a Cavalry Troop in Line or Wedge formation gallops at full speed towards a target or unit for at least one full Round, the Troop does double damage (1d6 +Damage Bonus, times 2) on its first Round of hand-to-hand combat (except against an Infantry unit in Square formation). The Troop can make no attacks during the Round(s) spent galloping towards its target, however.

Dissolve into Patrols. A Troop can be broken up into 3 independent Cavalry Patrols.

Form Line: A Line is a wide formation of horses in two rows, nearly shoulder to shoulder. A Troop in a Line inflicts full 1d6+10 damage on each attack. It takes 10 Rounds to Form a Line.

Form Wedge: A Wedge is a triangular formation of horses attacking with its apex pointed at its opponent. A Cavalry unit in Wedge formation does only half damage on a successful attack, but any defending Infantry Units in Line or Column must immediately check Morale or involuntarily devolve into a Skirmish Line (and allow the Cavalry to ride through them it if wants). It takes 10 Rounds to form a Wedge.

Form Skirmish Line: A Skirmish Line is an irregular and open formation that allows horses maximum freedom of movement, and makes the unit harder to target with cannons. A unit in Skirmish Line can also occupy the same area as an opponent. However, a Troop in a Skirmish Line only inflicts half damage on a successful attack. It takes 3 Rounds to deliberately Form a Skirmish Line from any other formation.

Immune to Single Target Magic: Because a Cavalry Troop is an aggregate of individuals, it is effectively immune to Preternatural Effects that affect just a single Recipient. Unfortunately, this also means that Curing and Healing effects that only benefit individuals are wasted as well. Effects that target as area (such as Fireball), work normally.

Multiple Attacks: The Troop can attack up to 4 targets or units instead of concentrating on a single one. The Troop makes a normal Check for each attack, but its Damage Bonus is reduced as shown below:

 

Targets

Damage Bonus per attack

1

+10

2

+5

3

+3

4

+2

Trample Infantry: A Cavalry Troop does double damage (1d6 + Damage Bonus, times 2) when engaged in hand-to-hand combat against Infantry units (except those in Square formation).

Cavalry Troop Weaknesses

Gun Smoke: After its first volley of pistol or carbine fire, a Troop in any formation other than a Skirmish Line suffers a -2 Penalty on all further attacks. This is due to a large cloud of smoke enveloping the unit and obscuring sight. This Gun Smoke will last until the Troop spends a full Turn not firing its guns, or moves 50’ from its current position.

Pistol and Carbine Inaccuracy: Almost all Cavalry units are -2 on Attack Checks against targets further than 50’ distant, due to the inaccuracy of their smooth-bore pistols and carbines. Furthermore, smooth-bore pistols are completely inaccurate past 225 feet, and carbines past 350 feet.

Grande Armée - 10th Regiment of Cuirassiers - Colonel

Specialized Cavalry Units

Cuirassiers: These heavy unit wear steel breastplates and helmets that give them Armor Class 5. However, they are slower than other units, moving at Speed 11, rather than 12.

Chasseurs: These light units are faster than others, moving at Speed 13. They are often used for reconnaissance, or to harry supply lines.

Cossacks: These Russian units are especially brave and hardy, having Constitution scores of 11 (rather than 9), and the Asset “High Morale”. However, they have the Weakness “Hard to Control”, so all attempts to issue battlefield orders to Cossacks incur a -3 Penalty on the Charisma Check.

Hussars: These elite units ride especially fast horses, wear faux Hungarian costumes, and sport long mustaches. They move at Speed 13, and have the Asset “High Morale”, conferring a +3 Bonus on all Morale Checks. The culture of Hussar units actually encourages them to plunder and commit atrocities against civilians, however, so they have Perversity 14 rather than 13.

Lancers / Ulans/ Uhlans: These units carry long lances, which are typically embellished with colorful pennants. For the first Round of Hand-to-hand fighting after a Charge, Lancers automatically win Initiative, and receive a +1 Bonus on their Attack Check. German Lancers are called “Ulans”, while the famous Polish lancers are “Uhlans” (with an “h”).

Mameluks: These Egyptian mercenaries are especially skilled with their sabers, enjoying a +1 Bonus when engaged in Hand-to-Hand fights.