08. CAVALRY OPERATIONS, DISMOUNTED TACTICS, WEAPONS & HORSE ARTILLERY
1.0 Mounted Operations, Formations & Movement
- [RULE-08-1.1] Regimental Scale & Basing:
- Cavalry regiments field 3-5 stands (representing 200–400 mounted troopers).
- Mounted stands are based on 1.0" x 1.0" to 1.25" (25mm x 25–30mm) bases, fielding 2 mounted figures per stand in a single rank .
- [RULE-08-1.2] Mounted Formations:
- Mounted Line of Battle: Stands deployed side-by-side in single rank. Maximum mounted speed; full saber/revolver shock profile.
- Mounted Column of Route: 1 stand wide, multiple ranks deep. Rapid road transit (14.0" on roads); highly vulnerable if charged (-2 save penalty).
- Mounted Skirmish Screen: Dispersed stands with 1.0" intervals between bases; used for scouting and screening friendly flanks.
Example: A mounted line of battle (full frontage) grants +1 cavalry shock vs open infantry and can move 9.0" in the open or charge 12.0". A mounted column of route (road speed) can move 14.0" on roads but suffers a -2 to saves if attacked.
- [RULE-08-1.3] Master Cavalry Movement Rates:
| Movement Type / Surface |
Mounted Line |
Mounted Column |
Dismounted Skirmish Line |
Horse Holders |
| Open Ground / Pasture |
9.0" |
10.0" |
5.0" |
4.0" |
| Roads & Hard Trails |
10.0" |
14.0" |
6.0" |
8.0" |
| Woods / Rough Ground |
5.0" |
6.0" |
4.0" |
2.0" |
| Charge / Assault Speed |
12.0" |
Prohibited |
Prohibited |
Prohibited |
- [RULE-08-1.4] Mounted Shock vs. Formed Infantry:
- Against Steady Formed Lines: Charging a formed, undisordered infantry line in good order is high risk. The infantry defender delivers a **Closing Defensive Volley ** with smoothbores or rifled muskets hitting on 3+ or 4+.
- Against Disordered or Column Formations: If mounted cavalry charges infantry that is Disordered, marching in Road Column, or retreating, the cavalry receives +1 Cavalry Shock and the infantry defender suffers a -2 Melee penalty .
- [RULE-08-1.5] Cavalry vs. Cavalry Clashes:
- When two mounted cavalry units clash in melee, both sides apply their stand count plus 1D6.
- The unit possessing Charging Momentum gains +1 Shock.
- The defeated cavalry unit loses 1 stand and is driven back 9.0 inches Disordered.
2.0 Dismounted Tactics
- [RULE-08-2.1] Dismounting: A cavalry regiment may spend half its movement allowance to dismount. The unit is now treated exactly as a standard Infantry Skirmish Screen for movement and shooting.
- [RULE-08-2.2] Remounting: A dismounted unit may remount by spending a full action phase.
3.0 Cavalry Weaponry & Carbine Mechanics
- [RULE-08-3.1] Master Cavalry Weapon Profiles: Cavalry armaments varied from muzzleloading smoothbores and revolvers to repeating carbines:
| Cavalry Firearm Type |
Short Range (0–6") |
Medium Range (6–14") |
Long Range (14–18") |
Firepower Trait & Tactical Profile |
| Breechloading Carbine (Sharps / Burnside / Smith) |
4+ |
4+ |
5+ |
Rapid Reload: Roll +1 Bonus Die per 2 firing stands in the regiment. |
| Repeating Carbine / Rifle (Spencer 7-Shot / Henry) |
3+ |
4+ |
5+ |
Devastating Volume: Generates +2 Bonus Dice to the regiment's total shooting pool. |
| Muzzleloading Carbine / Rifled Musketoon |
4+ |
5+ |
— |
Standard cavalry carbine; no rate-of-fire bonuses. |
| Shotguns & Revolver Pairs (Confederate Cavalry) |
3+ |
— |
— |
Deadly Point-Blank: Hits on 3+ at <= 4.0"; +1 to Melee; zero capability beyond 4.0". |
- [RULE-08-3.2] Mounted Shooting Restrictions:
- Mounted cavalry firing carbines or revolvers from the saddle may only shoot at Short Range (0–6"), rolling 1D6 per 2 stands (rounded down).
- Mounted shooting represents firing from the saddle while advancing; it inflicts suppression (Disorder on natural 6s) but rarely inflicts heavy stand losses.
- [RULE-08-3.3] Rapid Fire & Ammunition Depletion:
- Units armed with Spencer Repeaters or Sharps Carbines deliver intense firepower but consume cartridges rapidly.
- If a repeating cavalry unit rolls two or more natural 1s on its Phase 3 shooting dice, place a Low Ammo Marker on the unit .
- While Low on Ammo, repeating units lose their +2 bonus dice and hit on standard 4+/5+ until resupplied.
4.0 Screening, Reconnaissance & Evasion Tactics
Example: When an advancing enemy infantry brigade comes within 6.0" of a cavalry skirmish screen, the screen can declare evasion and withdraw 6.0" to the flank or rear, leaving the friendly main battle line masked.
- [RULE-08-4.1] The Vanguard & Flank Screen:
- A mounted or dismounted cavalry regiment may deploy as an extended Screen covering a frontage of up to 12.0 inches across a friendly brigade's front or flank.
- Masking Friendly Forces: Enemy units beyond 12.0" cannot draw direct Line of Sight or target friendly infantry deployed behind a cavalry screen.
- [RULE-08-4.2] Cavalry Evasion (Reaction 3 Application):
- When an active formed enemy infantry line advances within 6.0 inches of a cavalry screen, or declares an assault against it, the cavalry may execute Reaction 3: Skirmish & Cavalry Evade .
- Evasion Distance: Mounted cavalry withdraws 6.0 inches; dismounted cavalry withdraws 4.0 inches.
- The evading cavalry can withdraw diagonally or directly through friendly formed lines without inflicting disorder or requiring a passage of lines test.
- [RULE-08-4.3] Delaying Actions (The "Dismount & Fall Back" Tactic):
- Dismounted cavalry defending a ridge, sunken lane, or tree line may fire a defensive volley at advancing enemy columns. When the enemy closes to 4.0", the cavalry may declare an immediate retrograde withdraw (4.0") back to their horse holders, remount, and deploy on the next ridge line.
5.0 Horse Artillery ("Flying Batteries")
| Profile Attribute |
Details |
| Ordnance Types |
3-inch Ordnance Rifles or 12-pdr Napoleons |
| Limbered Speed |
10.0" Open Ground / 14.0" on Roads |
| Rapid Action |
Limber or Unlimber for HALF MOVE (4.0" Move + Fire) |
| Prolonge Speed |
3.0" by hand in action front |
| Firing Dice |
2D6 per Section (Standard Artillery Matrix) |
- [RULE-08-5.1] Horse Artillery Organization & Mobility:
- In Horse Artillery batteries, every single cannoneer is mounted on an individual horse rather than walking or riding caisson chests.
- Speed: Limbered horse artillery moves at 10.0 inches in open ground and 14.0 inches on roads.
- [RULE-08-5.2] Rapid Deployment (The Half-Move Unlimber):
- Standard foot artillery requires an entire turn's movement allowance to limber or unlimber .
- Horse Artillery Exception: Horse artillery may limber or unlimber by spending only half of its movement allowance (4.0").
- Tactical Example: A horse artillery battery may move 4.0" onto a hill crest, unlimber into action front, and execute full ranged fire during Phase 3: Ranged Combat Phase of the same turn!
- [RULE-08-5.3] The Flying Battery Galloper Tactic:
- Horse artillery may accompany mounted cavalry charges to deliver point-blank canister support.
- If horse artillery unlimbers within 6.0 inches of an enemy unit, its canister volley hits on 2+ (Napoleons) or 3+ (3-inch Rifles) and automatically inflicts a Disorder Marker .
6.0 Comprehensive Worked Tactical Examples
Example 1: Buford’s Dismounted Defense at McPherson's Ridge
Example: The 8th Illinois Cavalry (3 dismounted stands with Spencer carbines) lines behind a split-rail fence with a 5+ save, while 1 horse holder stand is in a swale 3" to the rear. They face the 5th Alabama Infantry (5 stands in an assault column on the road, suffering -1 to saves) at a medium range of 10.0".
Step 1: Tactical Setup
- The 8th Illinois Cavalry (4 stands mounted starting strength) dismounted on Turn 1:
- 3 stands deployed in Skirmish Order behind a split-rail fence along McPherson’s Ridge.
- 1 Horse Holder stand concealed in a swale 3.0" behind the ridge .
- The 5th Alabama Infantry advances in Assault Column along the Chambersburg Pike at a range of 10.0" (Medium Range).
Step 2: Phase 3 Shooting Resolution
- Dice Pool Formulation: 3 dismounted stands armed with Spencer Repeating Carbines (+2 Bonus Dice).
- Total Dice: 3 (Stands) + 2 (Repeaters) = \mathbf{5D6}.
- At Medium Range (6–14"), Spencers hit on 4+.
- Rolls:
[4, 2, 5, 6, 1]. Result: 3 hits scored (rolls of 4, 5, and 6).
- Suppression : The natural 6 inflicts an immediate Disorder Marker on the 5th Alabama.
Step 3: Saves & Casualties
- The 5th Alabama is in Assault Column: suffers -1 to cover saves . In open road ground, it has no save.
- 3 hits = 1 stand removed, with 1 hit carried over on micro-dice.
- The Alabama assault column is Disordered and halted in its tracks on the road.
Example 2: Mounted Cavalry Charge vs. Disordered Infantry
Example: The 1st Virginia Cavalry (4 stands mounted, fresh, saber & pistol) declares a charge at a 10.0" range with a double-quick charge speed of 12.0". They target the 121st Pennsylvania (3 stands, disordered, spent) in an open pasture, which cannot fire a closing volley because they are disordered.
Step 1: Charge Declaration & Contact
- The 1st Virginia Cavalry spends 1 Staff Pip to declare a mounted charge against the 121st Pennsylvania (10.0" away in open ground).
- The 121st Pennsylvania is currently Disordered from prior artillery shelling.
- No Closing Volley: Because the Pennsylvania infantry is Disordered , it cannot fire a Closing Defensive Volley. The cavalry closes the entire 10.0" into physical base-to-base contact!
Step 2: Opposed Melee Roll
Both players roll 1D6 simultaneously:
\mathbf{1st Virginia Cavalry (Attacker):} \quad 1D6 Roll: 4
Score = 4 (Die) + 4 (Stands) + 1 (Fresh) + 1 (Momentum) + 1 (Cav Shock vs. Open Infantry) = \mathbf{11}
\mathbf{121st Pennsylvania (Defender):} \quad 1D6 Roll: 3
Score = 3 (Die) + 3 (Stands) - 1 (Spent State) - 2 (Disordered) = \mathbf{3}
Step 3: Melee Aftermath & Immediate Rout
- Margin of Victory: 11 to 3 (Margin of +8!).
- The Double Disorder Trigger: The 121st Pennsylvania was already Disordered prior to rolling melee. Under the Double Disorder rule, a defeated unit that is already Disordered takes the standard melee penalty (1 Stand Loss + 6.0" retreat) and takes an additional 1 Micro-Hit.
- The Pennsylvania regiment removes 1 physical stand, tracks 1 Micro-Hit, and retreats 6.0" (still Disordered). The 1st Virginia Cavalry consolidates 2.0" forward, holding the field triumphant.
7.0 Designer Notes & Historical Commentary
The Myth of the Napoleonic Saber Charge in the ACW
Early in the Civil War, romantic notions of European cavalry charges dominated both armies. But the lethal range of rifled muskets quickly proved that massed cavalry charges against formed, steady infantry were suicidal.
Instead, American cavalry evolved into the most modern, versatile arm on the battlefield: mounted infantry and mobile shock dragoons.
* Buford at Gettysburg: On July 1, 1863, General John Buford dismounted his two cavalry brigades along McPherson's Ridge. Using single-file horse holders, fence lines, and rapid-firing carbines, Buford's 2,500 troopers held off Henry Heth’s 7,500-man Confederate infantry division for over two critical hours until the Union I Corps arrived.
* Stuart and Sheridan: In the East and West, cavalry was used for deep scouting, screening brigade maneuvers, seizing bridges, and striking retreating or disordered enemy lines with devastating momentum.
The rules in this chapter accurately capture this dual nature:
1. Dismounting with Horse Holders: Enforces the historical trade-off—dismounting gives you dispersed, hard-to-hit skirmishers armed with rapid-firing breechloaders, but permanently ties down 25% of your fighting manpower to hold the horses.
2. Vulnerability of Mounts: Placing your Horse Holder stand in an exposed field risks losing your horses to enemy fire, leaving your troopers stranded as slow foot skirmishers.
3. Opportunistic Shock: Mounted cavalry remains terrifying against disordered, retreating, or marching columns, but charging a solid battle line waiting behind a fence will get your saddles emptied in seconds.