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Author Topic: Cavalry Hammers  (Read 5169 times)

Offline Wyrdlight

  • Posts: 28
Cavalry Hammers
« on: October 08, 2009, 09:40:41 PM »
I think that empire need rules for Cavalry Hammers, the new rules for using great weapons whilst mounted made non-inner circle Knights of the White Wolf, one of the most iconic units in the whole realm of Warhammer, with an entire novel devoted to them completely redundent.

Currently there is no reason at all to take knights with great weapons, you have str 4 on the charge and a reduced armour save and do damage on the charge roughly equivalent to a unit of wolf riders.... that's ridiculous.

So i propose the following rules for Cavalry Hammers, hammer balanced for use from horseback.

Cavalry Hammer.  May only be used by Mounted Models.
+ 2 Strength on the charge.
Strikes last in successive rounds of combat at +1 Str.
Needs two hands, may not be used in conjunction with a shield.

Now they hit just as hard on the charge, slightly harder in the following rounds but strike last and have reduced armour due to no shield. 

How about it?


Offline Alrick

  • Posts: 7
Re: Cavalry Hammers
« Reply #1 on: October 08, 2009, 10:53:12 PM »
i think this is a good idea because currently great weapons + cavalry = fail i think this would bring back an old favorite without being overpowered

Offline scarletsquig

  • Posts: 797
Re: Cavalry Hammers
« Reply #2 on: October 11, 2009, 10:51:11 AM »
Sounds pretty good to me, they really need something to make up for the loss of the shield. Strikes last may not even be necessary.

Offline commandant

  • Posts: 7265
Re: Cavalry Hammers
« Reply #3 on: October 27, 2009, 02:17:14 PM »
I would welcome that.   It would also be useful to give it +1 strenght against infantry to show the greater power of horse over infantry

Offline Marius

  • Posts: 255
  • One human male giving himself brain surgery
Re: Cavalry Hammers
« Reply #4 on: October 30, 2009, 08:37:12 AM »
I prefer a +1 strength during all rounds of combat without striking last, though the infantry bonus sounds pretty good to me.
You're forgetting that the British Army is made up of transvestites and gigolos. Its our greatest weapon. Taliban are fecking terrified.

Offline Derek Contyre

  • Posts: 1752
  • Duke of Nueremburg
Re: Cavalry Hammers
« Reply #5 on: November 02, 2009, 07:33:48 AM »
Cavalry hammers or even a specialised greatsword for our knights to give them the bonus of +2 strength on the first round of combat but then +1 on the following rounds.
A man who builds his army around his fluff . . . respect . . .  :::cheers:::

Offline Freman Bloodglaive

  • Posts: 1032
Re: Cavalry Hammers
« Reply #6 on: November 06, 2009, 05:26:46 AM »
Don't forget the Questing Knights...

+2 strength on the charge and +1 strength thereafter for great weapons when used in the saddle, striking in normal initiative order.

You lose some save but gain some strength. People will still generally prefer normal knights, you get the same strength on the charge, and save better getting there, but they won't be an automatic drop in the discard pile.
"Reason is a thing of God, inasmuch as there is nothing which God the Maker of all has not provided, disposed, ordained by reason - nothing which He has not willed should be handled and understood by reason" Quintus Tertullian

Offline Rodman49

  • Posts: 217
Re: Cavalry Hammers
« Reply #7 on: November 21, 2009, 12:21:20 AM »
I mean this sounds exactly like how it was in 6th edition when it was actually well done.  Think its obvious.

Offline Smythen

  • Posts: 55
  • - Pikemen to the Empire, NOW!
Re: Cavalry Hammers
« Reply #8 on: March 30, 2010, 09:28:50 AM »
I mean this sounds exactly like how it was in 6th edition when it was actually well done.  Think its obvious.

except that in 6th. you would rather have a real greatweapon to have +2 st all the time. Now they give us back the greatweapon and f.up the rules for wielding them mounted.

Offline Fidelis von Sigmaringen

  • Posts: 8745
  • Attorney-at-RAW
Re: Cavalry Hammers
« Reply #9 on: March 30, 2010, 09:37:00 AM »
I would keep Cavalry Hammers unique for the White Wolfs. For others, I am with Marius: + 1 S, does not strike last. Or as in the 6 ed.: +2 S, strikes last.
It is not enough to have no ideas of your own; you must also be incapable of expressing them.
Sex, lies and manuscripts: The History of the Empire as Depicted in the Art of the Time (10/07/16)

Offline Rodman49

  • Posts: 217
Re: Cavalry Hammers
« Reply #10 on: April 01, 2010, 05:11:54 AM »
Why so many different rules.  How about make all Great Weapons like the OP's first suggestion.  It is balanced versus Lance and Shield and makes sense for cool conversions like an Empire Knightly Order with Two-Handed Swords or Scythes.

Offline Fidelis von Sigmaringen

  • Posts: 8745
  • Attorney-at-RAW
Re: Cavalry Hammers
« Reply #11 on: April 01, 2010, 08:48:47 AM »
I would not say that these are many rules: 1 general rule for all armies; 1 particular for the WW. But admittedly: the main reason to keep the Cavalry Hammers limited to WW is fluff.
It is not enough to have no ideas of your own; you must also be incapable of expressing them.
Sex, lies and manuscripts: The History of the Empire as Depicted in the Art of the Time (10/07/16)

Offline Johedl

  • Posts: 278
Re: Cavalry Hammers
« Reply #12 on: April 05, 2010, 12:17:12 PM »
I donīt really see the problem. I agree to the argument that ordinairy knights, S3, doesnīt benefit much from the GW choise, but I converted a unit of knights (IC) to be the Order of Sacred Scythe and they do OK. 2+ AS and S5 in every turn is great, sure they donīt preform as well on the charge as other knights but they can hold a charge from smaller units and do well against zombie spawning VC. Not to mention that I play alot against HE and allways striking last is a general problem.   
If great weapons lost the draw back of allways strikes last then flails would be stupid choise and not just a bad choise for horsemen.

Offline BrandonR42

  • Posts: 5
Re: Cavalry Hammers
« Reply #13 on: June 10, 2010, 11:26:25 AM »
If the rumored changes back to +2 str regardless of cavalry/infantry are true, we should be in business. :)

Offline sniperjolly

  • Posts: 289
Re: Cavalry Hammers
« Reply #14 on: June 15, 2010, 04:47:34 AM »
ASL on the charge, vs extra str in the following rounds. They are sllightly differnt, but about equal. They might as well add it to the next empire book, but there would be little point.
What's up with that Phillyt guy... he's not what I would call '' pleasant''.

Offline Cannonofdoom

  • Posts: 7589
Re: Cavalry Hammers
« Reply #15 on: June 15, 2010, 07:05:48 AM »
Well, knights are only I3 (which is stupid) so they aren't exactly going to be going first all the time even with lances. I think with a 2+ save against STR3 opponents (spearelves) you would do just as well with Great weapons as with lances. The difference will be in when you do not break them on the charge (stubborn with more ranks) so I think great weapons might be more useful.

Against monsters and things with no rank bonuses and low initiative (Trolls, Kroxigors) you probably want Lances.
CannonofDoom spews his shit at me all the time and I haven't banned him.

Offline Fandir Nightshade

  • Posts: 10067
Re: Cavalry Hammers
« Reply #16 on: June 16, 2010, 10:31:27 AM »
Kroxigors have great weapons themselves so no trouble there.