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Curious to see how folks commonly run their Black Knights; w/ or w/o barding.
- What is more effective in an all-around army?
- What applications does barding have?
- When is movement distance more important?
- When is the boosted armor save more important?
I think it depends on what you want them to do. If you have a 6-man unit with full command and a magic banner, you'll want the barding to help their survivability... but if you're rocking a 10 or so man unit, barding isn't as important.
Even though charging 16 is a world better than 14, I go with barding. Holding up against enemy damage is what it's all about. Even with IoN to bring back one per casting, I'd rather not rely or need magic to keep them around.
It can be argued that Barded undead steeds move the same rate as unbarded - they move as if Etheral, and as a result, the rules for ethereal units specifically state that they cannot be affected by any rules which adversely impact movement, e.g. the rules for barding.
The points cost of barding on a Black Knight is hardly prohibitive, and two units of 5 is always preferable to a single unit of 10 for the increased frontage, although a unit of 10 can be useful if given certain banners etc to destroy enemies through serious outnumbering...
Barding increases survivability by 25% (1/6th chance of being killed vs 1/3 against S3 weaponry) against normal RnF attacks, by 33% against S4 opponents (1/3 vs 1/2), 50% against most S5 elite infantry (1/2 vs 2/3) and 100% against S6 monsters and heavy cavalry (2/3 vs 5/6).
So given undead are not particularly good at causing wounds on enemy units, even wight cavalry, the added bonus of saving your own wounds is pretty decent.
I cant see why you wouldnt bard your steeds, i thought the etheral rule meant that didnt suffer any movement penalties
With barding, without question.
I don't mind my knights being charged by most things that have a bigger charge range because I know they are either a) meant to die or b) going to survive the charge and the crumble check.
In the main the 2+ save is, in my opinion well worth the -2 inch charge, especially when you consider the etheral movement and the use of vanhals danse.
Arms are an instrument of evil, No measure for thoughtful men until there fail all other choice but sad acceptance of it.
Sun-Tse : The art of war
I agree with what has been said.
Strength 3 wound
Barded: 5/6 chance to save = 83.33%
Non: 4/6 chance to save = 66.67%
Strength 4 wound
Barded: 4/6 chance to save = 66.67%
Non: 3/6 chance to save = 50%
Strength 5 wound
Barded: 3/6 chance to save = 50%
Non: 2/6 chance to save = 33.33%
Notice a trend? :p
With me it depends on their role and how many points I have available, also if the knights have full command in most cases I will give them barding.
With a unit of 10, F/C and a banner they will definitely get barding as their role is too keep up US and break most units on a frontal charge
With a unit of 5/6 I use as flankers with no command I will not usually give them barding as the extra movement is valuable, the unit only needs 3 knights to remain effective and will be hanging around in a bit of terrain more so than a unit of 10 since unlike a unit of 10 they are better used defencively, so shooting will be less effective anyway. It keeps the points down and they do the job as good as if they were barded anyway.
BEN DIESEL FTW!!!
However, given ethereal movement and the fact that Undead heavy cavalry can do what virtually no other heavy cavalry can do in terms of moving through cover unimpeded (Dragon Princes with banner of Ellyrion only exception I can think of), it makes a passable medium cavalry unit into a very effective line-breaker simply by virtue of the fact that it is a lot more difficult for most enemies to get past a 2+ save...
I hadn't actually read the FAQ - makes sense that the question is asked now :-) thanks for pointing that one out to me!