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I'm assembling some horsemen and I need some input on how to gear them. My plan is flails and throwing axes. Also I consider no command whatsoever, but I see some people use musician, how does that help fast cav?
It helps them because it gives them a +1 Ld for Rally tests, and as a Fast Cavalry often (well, more often than other units) flee from the charge because of their special rally rules it is quite handy - especially since they usually operate away from the rest of your army and the generals Leadership.
Note though that if you give these guys Mark of Khorne, which is a popular choice along with flails, then you cannot flee as a charge reaction because of your frenzy.
About the equipment I'm unsure - I've just ordered a couple of boxes of them myself, so will be checking this thread closely =)
Last edited by Filthor; November 4th, 2010 at 11:12. Reason: Forgot the frenzy thingy
I see, that actually is a good reason. They also have a really cool instrument for their musician
I don't think I will go with Khorne. These guys will never play a significant role in any big combats, and for taking out warmachines and other small things I think the 5 attacks + some horse hits should be enough. Hopefully an axe can kill a crew on the way as well
A musician is a must for the reasons above. Then I use flails and light armor. Don't model them with shields since you want the flails. With an 8" move and swiftstride, you want hitting power as you should get the charge more often than not.
I don't have axes or spears modeled on my guys but I occasionally add them to my lists nonetheless.
I never take ranged attacks with these guys. Its doesn't output enough damage. Flails and LA is a safe bet.
Flails, Light Armor, and either Khorne or Tzeentch for marks will do nicely.
I think that if you were to field them in slightly larger regiments and perhaps even add in an Exalted on a Steed of Slaanesh with some kind of shooting attack (Roar?) you might be able to turn out some damage. I've been considering the tactic against enemy shooting armies, to get across the field into their squishy ranged units.
I use them in 2 units of 5 with spears, shields, throwing axes, and a musician. Not especially cheap as cheap units go, but very versatile. They'll roll over warmachine crews of any race, and throwing axes are awesome IMO. Pinkus may disagree, but taking a rank bonus off of a key unit is plenty of damage output in the right circumstances.
If nothing else, I've noticed that in many of the 8th games I've played opponents see them as just enough of a threat to focus-fire them for a turn or two. While this focus-fire rarely removes one or even both units from the board, it does draw attention away from my footsloggers.
Yeah, my unit of 15 always gets remarked upon every week. My friends call it unconventional. But it works for me. They say it dies too fast to shooting and I just smile and agree. Because after they unload 2 turns of shooting into my horsemen and leave 3-4 left alive, my knights/warriors rape their army and they get no points for my horsemen.
Heck last tournament they took 20 quarrelers, a grudge thrower and an organ gun to the face on turn 1. I charged and killed the organ gun and overran into the grudge thrower then took 20 more quarreler shots to the face after I killed the grudge thrower and still ended the game with 2 models left. I'd say that's very successful of a unit.
Yea ive been contemplating a block of 15 horseman like pinkus. I would probably give them flails and LA but and MoN. Nurgle will make them more resilient to shooting. They can kill shooting units, war machines, and can deny rank bonus. At the end of the game there will hopefully be some models left around which i can run into a corner. I dont think throwing axes would be worth it as they should hopefully be charging units and by the time they get to enemy lines they won't have enough models to make the shooting consequential. Alas I have 10 horsemen so would have to buy another box.