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Re: Hob-goblin Companion Cavalry



Fantasy theme aside, why would anyone who wanted mobile light infantry *not* use carts or chariots?

This conversation risks mixing strategic movement ("Get those troops to Muggletown before the gargoyles wake up and start raiding"), operational movement ("Get those troops to the left flank before Second Brigade collapses") and tactical movement ("I run across the room and stab the guy wearing a giant purple egg on his head").

Carts were sometimes used for strategic movement, and sometimes for operational, but in a tactical role they tended to be pretty much static, partly because they turned like a cow. The running-alongside-horses trick I would guess was mostly for operational and maybe some strategic, though some have suggested it was used tactically too.

TFT is essentially a tactical game, with operational and strategic elements getting minimal coverage, and specifically a small unit game, and traditionally an underground environment game. So methods of getting around used at levels above tactical, or which only make sense for a large formation - i.e. most of military history - probably aren't of great interest to TFT.

--
David


On Wed, 5 Sep 2018 at 02:29, <jackal@speakeasy.net> wrote:
Spoiler alert: Don't you hate know-it-alls who moan about neat ideas?

Actually, stirrups weren't invented in Alexander's time. They hit the Levant & Europe after the fall of Rome. Cavalry charges by lancers, as we usually picture them, were impossible before then. I've never heard of Alexandrian cavalry deploying multiple skirmishers, though there is evidence that his cavalry were used like dragoons were (i.e. as mobile light infantry which dismounted to attack the flank & rear of heavy infantry & command units) in the 18th & early 19th centuries.

Considering how small ancient horses were compared to modern ones, I'm not sure how hanging a couple guys off a saddle would be possible, stirrups or not.

Fantasy theme aside, why would anyone who wanted mobile light infantry *not* use carts or chariots? That is, in fact, what those vehicles were used for in the ancient world: as a platform for light infantry wielding missile weapons, and for flanking enemy units.

In any case, before stirrups, a horse's back was far too unstable a platform to permit effective melee or ranged attacks.

See Archer Jones, "The Art of War in the Western World"; John Keegan, "The Mask of Command".

Man, I can be such a kill-joy.

Cheers!

- Jack

On Tue, 4 Sep 2018 08:53:36 -0600, "John Linzy" wrote:

Yea, I believe there was a British cavalry charge at Waterloo where some infantry hung onto the saddles or, at least, I’ve seen a painting of this J  And yes, I have heard of what you were talking about below where it would assist in the distance covered.

 

Hmm, my initial thought was a simple leather harness with foot and hand holds that the orcs could hang on to.  I do like the idea of them having to make a DX roll to hang on or fall off and get trampled or eaten or just fall down.

 

Thanks!

john

 

From: tft-owner@brainiac.com [mailto:tft-owner@brainiac.com] On Behalf Of Rick
Sent: Monday, September 3, 2018 6:52 PM
To: tft@brainiac.com
Subject: Re: Hob-goblin Companion Cavalry

 

Hi John,

  I’ve heard of infantry moving along with horses. The idea is that the infantry hold on and jog, with their feet moving more than a meter between paces.  I think it was more to speed up the movement of infantry over long distances, rather than being used when the horse was attacking, but I’m not an expert on this tactic.

 

  Anyway, assuming that orcs actually do this, I’ve some comments...

 

  A three hex hog is so big, that if the hog had a wooden structure mounted to its saddle, I could see FOUR lesser orcs moving along behind.  If the hog is moving more than 16 hexes per turn, I would require them to make a 3vsDX or fall when they let go, and they can do NOTHING on the turn that they let go, except run forward (and hopefully not fall).

 

  I rather like this post, good job!

 

  Warm regards, Rick.

 



On 2018Sep 3,, at 16:40, John Linzy <jslinzy@gmail.com> wrote:

 

This idea came about from Rick Smith's (not so recent) post on Entelodonts, Khurasan Miniatures 15mm hobgoblin hell pig cavalry (see link below) and a conversation with my brother about an article he read that said something about Alexander the Great's Companion Cavalry being so effective because each horseman carried 2 light infantry who hung onto the stirrups and were dropped off just before attacking the enemy. I've tried googling the Alexander cavalry piece & couldn't find anything so it's possible (probable?) that he was confused and just combined two separate things he read somewhere but, as a result, I present to you the Hobgoblin Companion Cavalry

 

 

<insert name here> the Great was a legendary Orcish commander who was able to briefly unite the various orc and goblinoid tribes into a grand army.  Of all the units that composed the army none were feared more than the Hobgoblin Companion Cavalry. It's not really known why they were referred to as the Companion Cavalry because, other than a love of strong drink and mayhem there doesn't seem to be much that united them into a unit.

 

However, in addition to being mounted on Hellhogs the Companions, each rider when charging into combat would carry, clinging to a specially designed harness, two lesser orcs that would be dropped off just before the charge impact.  What this meant is that any opposing force was hit by a one-two punch of heavily mounted hobgoblins which was quickly followed up by a force of skirmishers that was twice the size of the cavalry.

 

Many thanks to Rick Smith for the following:

ENTELODONT (HELLHOGS)

Entelodonts bodies look very much like huge pigs, but their face is more dog like. Their face has stubby projecting bones under the skin at the back of the jaw to anchor muscles

 

Shoulder Rush:

Entelodonts are fast low creatures which will ram their prey to knock it off its feet. This is a charge attack (they must run 3 hexes towards the target), and they must make a 3vsDX roll to hit. If they fail, their attacked missed. If they succeed, both figures make a 4vsST contest. If the figures succeed on this 4vsST, keep track of by how much each made it.

– If the boar fails its roll, the attack fails and the target is not knocked off his or her feet.

– If the Boar made its roll, and the target fails, the target is knocked back a hex and falls prone. They lose their action for this turn, if they have not already acted.

– If the both sides succeed, look at by how much each succeeded by. If the target succeeds by more than the boar, then the target keeps its feet. If the bore succeeds by more than the target, then the target must make a 4vsDX or fall. If the target falls, they have NOT lost their action this turn.

 

Trampling:

Entelodonts will trample figures on the ground. They will move onto the figure on the ground. (They will NOT go into HTH, unless the figure on the ground grabs them). If the figure does not they will attack needing a 3vsDX to hit (with +4 DX for the target being on the ground). If the figure on the ground has a higher adj DX they may stand up in an adjacent hex, go into HTH, cast a spell, etc.

The damage of the trample is based on the size of the trampling figure:

– 1 hex: 1d–1 damage.

– 2 hex: 1d+1 damage.

– 3 hex: 2 dice damage.

– 4 hex: 2d+2 damage.

 

HTH Combat:

Boars and Entelodonts will bite in HTH. Normal rules apply.

 

Hell Hog: (a.k.a Entelodont)

Lacking tusks they are more likely to ambush to ram and trample. They also are willing to go into HTH to bite.  They mass ~700 kg and stand 1.5 meters tall at the shoulder.

 

Hell Hog: 3 hex creature

ST 26 to 42 

DX 12

IQ 5 or 6 (usually 6 for adults.) 

MA 16

 

Bite: 2d+2 (HTH only)

Trample: 2 dice

 

Thick hide: –3 hits / attack.

 

If a Hell Hog is wounded, roll 1 die. On a 1, 2 or 3, it goes berserk.

The 3 hex Hell Hog has 6 fronts, 2 sides and one rear.

 

CHARGING

Any figure who moves...

... 10 to 19 hexes in a turn gets +1 to their size (for engagement purposes). // A trot.

... 20 to 29 hexes in a turn gets +3 to their size (for engagement purposes). // A canter.

... 30 to 39 hexes in a turn gets +6 to their size (for engagement purposes). // A gallop.

 

So a small, two hex riding horse that is trotting is not engaged by a single footman.

 

A 3 hex war horse at a canter is not engaged by 2 footmen.

 

A 3 hex war horse at a gallop is not engaged by 3 footmen.

 

If a horse is not engaged by you and moves thru your hex in movement, you are knocked back as it brushes by you. Make a 3vsDX if it is cantering, or a 4vsDX if it is galloping. If you fail, you are knocked back one hex and fall. (And of course later horses could trample you in passing.)

 

Optionally, being knocked back could do 1d-2 falling damage.

 

 

ORCS RACES AND THEIR WEAPONS 

Edited from the original The Space Gamer #15 article by PAUL C. WAGNER

LESSER ORCS

As can be inferred from the name, Lesser Orcs are smaller in size than Great Orcs.  They tend to act as scouts and skirmishers in Orcish armies.  In addition, Lesser Orcs are usually found living in wooded areas.

 

ST and DX must add up to 22, with a minimum ST of 8 and a minimum DX of 10.  Movement is 10.  Lesser Orcs usually prefer weapons of Orcish origin to all others.

 

                                ST           DX          IQ           MA         Armor   HtH        Size        Notes

Lesser Orc           8              10           8              10                                           1              8 More points.  ST & DX must add up to 22

 

 

John Linzy

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