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(TFT) Re: TFT Digest V3 #1045
At 1:44 -0400 8/18/08, Sgt. Hulka wrote:
Generally, cavalry won't attack until they win initiative. .... But
they can move 18 hexes and still attack; and they prefer to be at least 8
hexes away, anyway, to gain the +2 charge bonus and the unengaged bonuses. For
the most part (the presence of missile weapons being the exception) they can
dictate when melee is joined.
... not sure about this (speed). At one point, I worked up a table of
speeds for cavalry. I used the "movement and weight carried" rules,
from Adv. Melee p.30. I assumed horsemen would weigh in at 75 kg, in
their "knighty-whities" - light for today, but maybe reasonable
before the age of supersized convenience food. In the "Item" column
are type of whatever for light cavalry/heavy cavalry respectively.
I'm pretty sure you'll have to fool with the Tab stops to make this
look any good, but:
Item Mass (Light Cav) Mass (Heavy cav)
---- --------------- ----------------
Rider 75 75
Armor (leather/fine Plate) 8 25
Barding (cloth/chain) 17.5 37.5
Primary (Spear/Lance) 3 9
Secondaries(Sm Ax/Bast. Sw) 5 7
Thrown stuff/Healing Pot. 3 3
Water/food 2 2
------ -----
Total on Horse 113.5 158.5
Beast Max. MA ST
Light Horse 30 20-22
Nag 20 14-18
Riding Horse 24 22-24
Warhorse 24 24-36
Draft Horse 22 26-38
Speed Light Speed Heavy ST of horse Max MA of horse
14 0 24 24
14 0 25
14 0 26
14 0 27
14 0 28
16 0 29
16 0 30
16 0 31
16 14 32
16 14 33
16 14 34
16 14 35
16 14 36
16 14 37
18 14 38
Bottom line is you need a pretty good horse just to move, if you load
up with armor. Hitting speed 18 takes a really light knight and an
exceptional horse. Losing the barding helps, of course, but not just
enormously. The rider and his armor and weapons is just heavy.
Did I do all this right?
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