110 Casualties are 1/5 of a cavalry unit, definitely meaningful. And you are completely forgetting about Ambush causing Morale checks! This migh bring the Morale checks up to 5 (2 from damage, 3 from being ambushed x3). And we cannot Rest our cavalry without pulling them back, which you presumably don't want to do since you are sending them forward in an aggressive push.I mean, you can trigger one, maybe two morale checks with fire concentration at long ranges. This just won't accomplish much by itself, due to long distances units can be cycled out and rested. This does next to nothing for actually preparing a charge, especially as you fail to buildup a stress persistently enough. Plus, there is the issue of getting the line of sight for long-ranged fire without making your scouts vulnerable to it. Maintaing the sightlines with scouts is probably the biggest challenge there if we fall back. If you want to soften for charge rather than occasionally annoy the enemy, long-ranged fire just won't accomplish enough. Quick, worst-case calcs for concentrating all field artillery on one unit: 66% for 1 morale check with disadvantage, dealing 110 causulties on average. This enough to noticeble, but would take hours to make a charge feasible, while burning lots of his munitions. And that assumes our units stand and give battle politely, rather than go for cover and make this even more difficult. If you plan to actually lead a decisive charge to retake your city, I don't see this working.
They cannot Move and Fire since they need to Set Up before Firing, right? Or did I miss a rule change?Regarding the horse artillery: Yes, but so can ours. Due to them being able to scoot forward with a cavalry escort (move, fire) they can effectively fire up from up to 10 tiles away. This is just not possible to account for.
And it is possible to account for this, by not sending our cavalry into the central corridor and thus almost certainly into Medium range of his Horse artillery. We should avoid the center like the deathtrap it is and advance on the flanks, in the cover of the woods and hills.
Like seriously, your plan is sending our cavalry into Medium range of his best artillery unit (the Horse Artillery). I just don't see how that is a good idea?
Why would the Charge and the Spotting go through the Hill and not around it? Like this?n that scenario, the cavalry would 1) fail to spot due to the hill range + forest tile NE 2) have to spend at least 2 charge actions (5 for charging into forest, 4 for going over the hill, 1 for the plain tile). All of that for a charge at base of -40 (2* terrain for cav), which also makes them vulnerable to being caught by our own cavalry.
View: https://imgur.com/a/0ELNw7B
They also suffer a Morale Check with Disadvantage and an additional Morale Check for being Ambushed. Is this "nothing" as well, at this stage of the battle?Edit: Updated calculations to account for generally lowered melee damage and mutual melee bonus reduction: With a base wounding of 5+1 in melee, they deal a whopping 20 casualties in terms of damage. ([highest 1 of 2d100]-30)*6/100). This is nothing and a waste of a turn.
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