The Pegasus Tactica

Contents
Intro
Who can ride the Pegasus?
Equipping the Pegasus Captain
Magic Items
The Actual Tactics Part!
ADVANCED PEGASUS TACTICS
Summary

Intro

Well it is 2007 and the original Pegasus Tactica is over five years old! It is hard to believe that Warhammer-Empire has been around for that long. It is also hard to believe that the Pegasus Tactica has been so popular. With the new Empire Book and the latest edition of Warhammer, it is about time for a little update. There are even a new names for him coined by the folks on the Warhammer-Empire forums; “Captasus”, “Luftritter”, “Casketsus” are just a few.

Who can ride the Pegasus?

Though it is no surprise, the characters that can ride a Pegasus haven’t changed. Only the Wizard Lord, the Empire General, the Captain, and Balthasar Gelt can ride a Pegasus into battle. Because of the weakness of the Pegasus in combat, and the great need for leadership in an Empire army, it makes almost no sense to mount an Empire General on a Pegasus. A Warhorse, on foot or on a Griffon are much better choices.

With some of the new spells and magic items mounting a Wizard Lord on a Pegasus perhaps isn’t as bad of a decision as previously, but it is still putting a rather expensive and vital character into harm’s way. Some of the revised spells have a shorter range or need LoS (Line of Sight) to use. The Pegasus allows the Wizard Lord to get into optimum position to cast his lethal magic.

Which leaves the Captain or as I prefer the Battle Captain as the best choice. He is the perfect character to ride a Pegasus. He fights almost as well as an Elector Count and costs only 50 pts. He has high enough leadership to pass most terror and panic tests, and will likely flee far enough that he will not be caught even if he looses the fight.


Equipping the Pegasus Captain:

There are many different ways of equipping the Pegasus Captain. A fairly basic kit, with Lance, Full Plate Armor, and a shield is both cheap and effective. With the neutering of the Great Weapon (somewhat), the Lance makes a lot of sense since the Captain will almost always be charging.

Sometimes a pistol is a good idea if the Captain’s role is to marchblock. He can park himself behind an enemy unit and take potshots while he slows them down. Not the best use for him, but it can be effective in an Empire army that is heavily slanted towards shooting. A good magic item to give him would be the Doomfire ring since he has the mobility to make maximum use of its attack.


Magic Items:

Let’s look at the magic items that might be a good choice for a Pegasus Captain.

Magic item selection for Weapons:

Sword of Might-For the points I think this is an excellent choice for the Pegasus Captain. It will allow him to hit fairly hard, and still use his high initiative in case the melee happens to last more than one turn. Trust me, if you have ever fought Dwarf artillery crews you will appreciate the extra strength.

Biting Blade-I’m not a big fan of the Biting Blade unless the goal is to give the Pegasus Captain something to use against Ethereals or Tree Spirits. Locking the hero in at ST4 is pretty useless, when for just a few more points you can have the same -1 AS AND get +1 ST from the Sword of Might.

Sword of Fate-I can see a use for this item to assassinate a particular character or monster. It has two uses, to target large monsters or target one particular character. In the case of a large monster, you will probably have to take a terror check, which if you fail will make this item useless until you rally and have a chance to re-engage. If you pass you should tear up whatever it is you charged. I could see using this on a giant or a dragon, but again the terror check could make this problematic, plus like the Biting Blade, you cannot use any other weapon, such as a lance or a great weapon. Against a character, this item is nearly useless. If the enemy is foolish enough to have his character outside of a unit, this weapon will clean their clock. If not, he will just push a champion out there and see you off with CR. Might work against VC since most of them seem not to purchase unit champions (who would?). However, they can still refuse the challenge and leave the character with noting worthwhile to attack.

Sword of Sigismund-+1 strength and always attacks first. This sword is not very useful for the Battle Captain, since more than likely, he will be the one attacking, and then you are better off with a lance or great weapon.

Sword of Righteous Steel-Not useful enough since you are stuck with your basic strength. If you fight a lot of weak, low T, war engine crews, like goblins or elves, this might be useful, but I would skip this one. This is an okay weapon if you have VH Speculum as it is outstanding in conjunction with its abilities. However since they are both costly, a hero-level character cannot utilize this combination.

Sword of Power-Strength +2 can still use a shield! Why not! This is a useful weapon for any Empire attack character because it allows the same STR every turn and you can use a shield. Still since the Battle Captain rarely lasts for more than one turn, at 4 pts a lance is still a better choice and keeps the Captain expendable.

Hammer of Judgment-This item is much better in the latest edition of Warhammer. It helps the Pegasus Captain perhaps crack some heavily armored troops. However, attacking heavily armored troops really isn’t the preferred role for the Pegasus Captain, so I would pass on it.

Dragon Bow-This item can be useful for the Captain. It is a great missile weapon for picking off high T monsters, banshees, and any magic user or other character not in a unit. Again, since most folks use the Pegasus Captain in an attack role, the Dragon Bow may be too passive for general use.

Sword of Justice-While it is important for the Battle Captain to wound his targets, a lance will do almost as well in that role. It could be useful for an artillery hunter or if you just want a magic weapon, but I think I would pass on it.

Wyrmslayer Sword-See Sword of Fate, but this item is not very useful, except that it can be used on multiple high toughness targets. You will wound almost anything in the game on a 3+ anyways with a lance or great weapon, and they work very well on any size targets

Summary of Magic Weapons:

Unless you have a particular foe that is a bane to you, I would leave the magic weapons at home. The best choice is probably the Sword of Power or the Sword of Might, but either choice makes the unit less expendable, and only marginally more capable. The Sword of Fate is cool if you have a vendetta to overcome, like the guy starts naming his Giant after you, or has named his general due to his exploits over your army.

Magic Armor:

The problems with all magic armor and the Battle Captain is that if he does not slay his target on the initial charge, he is probably toast anyway. Magic armor is a marginal selection at best.

Without spending a lot of time on this subject, the most useful armor is Meteoric Iron, giving the Battle Captain a 1+ armor save. Having a 1+ Armor Save makes him a little less vulnerable to missile fire

The Helm of the Skaven Slayer can be okay if you fight these dudes a lot. The cause fear thing will help against their weapon teams and characters. Therefore, even if you whiff, you will auto-break them due to outnumbering.

My favorite choice for magic armor is the Enchanted Shield. For only 15 pts you gain a 3+AS to shooting and magic missiles. It still keeps the Pegasus Captain cheap.

Talismans:

Most of the Talisman items are better used on your capital characters such as your Lord or other important fighting character. Just remember if you have a 4+ Ward Save, it still doesn’t cover your mount so you are in trouble anyway.

Crimson Amulet-This item gives you a 6+ Ward Save and allows you to auto-pass a characteristic test. That is what you should do for this item-pass.

Holy Relic-Normally this should be on your army General. It is fairly expensive (but effective) but because the enemy will target your mount it just isn’t that useful.

Sigil of Sigmar-A nice item if you have some points lying around. As a Pegasus is an excellent mage killer you can expect enemy magic to be targeted at the model. I’d consider this item as it keep the Pegasus Captain expendable and adds greatly to his protection.

White Cloak-The White Cloak is a really good magic item on a capital character. Pretty much everything I’ve stated about the other ward saves applies to this one-not a good use of points.

Shroud of Magnus-If it wasn’t so many points this would be a great item. Again since the Pegasus Captain will be targeted with magic having his own two dispel dice would be nice. However, I think there are better choices in the list.

Arcane Items:
Cannot have them so NEXT!

Enchanted Items:

The new Empire book has several great enchanted items for the Pegasus Captain. In the old book, many of them weren’t worth taking or were a waste of points being of limited usefulness.

Van Horstmann’s Speculum is good choice if you are fighting a lot of big monsters, or nasty characters. The only downside is that it only works in a challenge, and some monsters cannot be challenged. Normally a Pegasus Captain is more useful in a “hit and run” role, so getting caught in a challenge doesn’t make much sense. The targets the Pegasus Captain normally engages can be killed with a simple lance or Sword of Might.

The Icon of Magnus is an okay item for the Battle Captain. This is especially true if you play against fear-causing armies like Tomb Kings, Vampire Counts, or Wood Elves. If you are going to spend the points for this item, it would be a good idea to have a magic weapon.

Doomfire Ring-This is almost the perfect item for the Pegasus Captain with an exception. If you are going to charge into combat a lot, you’ll never get to use the ring. I’d only consider it if my primary purpose was to marchblock or harass another army.

Aldred’s Casket of Sorcer- An item that by itself spawned an entire new form of Pegasus Captain “the Casketsus”. Because of his mobility, the Casketsus can easily get in range to steal an enemy’s spell, perhaps even on the first turn of the game!

Ring of Volans-This is such a situational item as it is totally dependent on rolling a good spell. If you are going to use it, use it with a lore that has a good default spell. It would work best with an army that has a significant magic phase or the single-use of the spell will be wasted.

Rod of Command-The one form of Pegasus that didn’t make it into the original Pegasus Tactica used the Rod of Command. Though a little vulnerable to being killed, the idea is to position the Pegasus Captain in such a position that if the enemy charges him, he will pop the Rod of Command, trapping them in place and vulnerable to a charge during your turn. It doesn’t even matter if the opponent causes fear or terror (but you still have to pass the test to even stand). Using the Rod of Command would be a perfect match with a TVI-Style/Battalion Concept list.


Magic Standards:
Cannot have them so NEXT!

Summary of Magic Items:

For the most part, the Battle Captain should be fielded without magic items. If you chose to outfit him, the enchanted items are the most useful. I’ve seen some good combinations of items such as the Sword of Might and the Icon of Magnus to hunt ethereal creatures or inflict serious harm on Forest Spirits. Picture a Battle Captain say charging a unit of Wild Riders, which can’t flee. On odds the Captain will kill a couple of them possibly holding them up for several turns. Banshees and Spirit Hosts will also fall to this combination.

The Actual Tactics Part!

Let us look at this very useful character and see just what he can do!

March Block

For those of you new to the game, march blocking is where the Battle Captain lands his Pegasus within 8” of an enemy unit to take away his ability to move at a march, or double normal pace. To use this tactic, move your captain into a position where he cannot be charged, such as behind a unit, or off to the side and just keep pace with them. There is nothing more annoying to a horde army player than to have a Battle Captain march right behind his main lines to keep him from swarming your Empire army.

With the new rules for skirmishers, this is even more useful. Make certain that you position yourself where you have plenty of room to flee in case you are charged. A Battle Captain can often defeat a skirmishing unit on his own. Units such as Beast Herds cannot rank up against the Battle Captain due to his narrow 40mm base size.

March blocking is probably the most useful tactic with the Battle Captain. When you combine march blocking with the battery of cannons, mortars, and Hellblaster volley guns, PLUS all the handgunners, archers, and crossbowmen, you will be able to seriously deplete the enemies units. Be careful not to get too close though, I nailed my Battle Captain once with a mortar shot.

Charge Fleeing Troops

The Battle Captain is very much like a super fast, light cavalry unit. With his 20” flying movement, the Captain can run down almost any fleeing troops. When it looks like the enemy is about to charge your infantry block, wait until the next turn and charge the pinned unit in their side or rear. When the enemy breaks, you can use your superior speed to run them down. The Battle Captain’s combat abilities and higher than normal toughness and wounds, really help in melee.

Certain armies make this tactic even better than normal. When and if you ever break a big Dwarf or Lizardman unit, because of their high leadership, it is VERY important to keep them from rallying. Against low leadership armies, it is also important because you want them to cause other units to panic by fleeing through the other troops. The Captain becomes a shepherd and escorts the enemy off the battlefield.

Killing War Machine Crews

While this seems fairly self-explanatory, the secret is to line up on this war machines the previous turn, so that when you break one you could possibly pursue into another, or into the side or rear of an enemy unit. With the exception of the Dwarf War Machines, the Battle Captain should have not problems doing away with a war machine crew. Remember; stay out of line-of-sight, because of your mount can be targeted anywhere on the battlefield (there are no other similar based units in an Empire army)! Use terrain and friendly units to block LoS as you approach your foe.

Combating Enemy Flyers and Flankers

I find this a little problematic because almost every other army’s flying unit or characters are better than the Empire’s! While I would not really hesitate to charge a unit of the thrice damned fell bats, I would be very selective of the units I charged. Many enemy flyers cause fear or terror so it makes it that much worse to try to charge them, because if you fail you’re toast on the next turn!

As far as killing flankers, as long as you can get the charge in, you have a pretty good chance of killing light cavalry, dogs, and skirmishers. None of these has very much combat power, as long as, YOU charge them! If you are lucky, you can even beat small units of light cavalry or small units of knights. It is a gamble sometimes, but then again that is why it is called “gambling”. Just remember to pick your target wisely; units that are unbreakable or have magic standards or other such special abilities should be avoided, as should any poisoned swarms.

Combat and Combined Arms

One of the most mundane things that a Battle Captain can do is to strengthen a unit in combat. A timely charge in the rear of flank can add valuable CR to a melee.

Take for instance, you are trailing a horde army and you have maneuvered them into a position where your infantry or cavalry can charge. When the unit in the friendly unit in front of the formation charges, you simultaneously charge into the rear or flank of the enemy unit. At the least, you will add +1 or +2 to the CR, and more then likely 3 to 4.

A Battle Captain is a powerful foe when used in conjunction with other units Think about how much nastier a charge from a unit of Knights will be, if you add the combat strength of the Captain to the melee? The Captain can either pursue the enemy or roll not to pursue and allow the Knights to finish them off.

Though a Battle Captain cannot kill a unit due to “crossfire” he can help if you’ve positioned him correctly. Say the Captain is 7” behind an enemy unit that breaks from melee. The unit will be forced to flee through the Pegasus and may end up much further away than normal, into a unit that can cause “crossfire” or even off the table.
Want a really nasty and some would say beardy tactic? Mount your Elector Count on a Griffin and have your Battle Captain escort him around the battle. That way the Elector Count can cause terror with his mount and the Battle Captain can destroy the enemy unit or keep them from rallying. How about a combined charge versus an enemy character? When the enemy pushes out his champion, it will allow the unengaged model to beat on the enemy character with impunity! What is really cool is that an Elector Count on a Griffon and the Battle Captain can in most cases win the melee, unless it is against a very tough foe. Remember if your Griffin Rider is charging from the rear or flank, the griffin has sufficient unit strength to negate rank bonuses. This tactic is an absolute magician killer! They have no choice but to try and hide.

Assassination:

One of my favorite things to do is to use the Battle Captain to assassinate enemy magic users or other lone weak characters. The Battle Captain must see the enemy before they declare a charge. Positioning is everything for the Battle Captain in order for him to both see and to charge the enemy magician. If the enemy is employing missile spells (need LOS), it is much easier to spot and position the Battle Captain to eliminate your target.

When the enemy deploys their wizard by themselves, it is difficult to get a LOS in order to charge them. A Pegasus Captain with a pistol and/or a Doomfire ring can shoot them for a turn, and charge them on the next turn. Either the enemy will join a unit or they will run into a building or woods, either way it diminishes their effectiveness.

The other way is a variant of the Elector Count/Griffin Rider strategy, and it is to have two battle captains. If the enemy wizard hides in a unit both Captains charge the unit, they challenge and you not only kill their unit champion, but you have a very good chance of killing the magician hiding in the unit. With 10 attacks coming into the enemy unit, you may even have a chance of breaking the unit and running them down. How about equipping one of your two battle captains with the Sword of Fate and charging the enemies general early in the game? Even a Vampire Count can go down from a hit or two from the Sword of Fate, and with another Battle Captain to take the challenge, you should be able to get your licks in and severely hurt if not kill him outright!

Summary of Assassination:

Getting rid of the enemy’s characters is one of the best ways to tip the balance into the Empire’s favor. The Empire, by far, has some of the worst stats of any characters in the game. By taking away the enemy’s character advantage, gives the Empire player a huge lift in the crucial last three turns of a game. It may give you magic superiority or make a Vampire Count’s or Tomb King’s army start to crumble. How about killing off the 5 to 6 attacks of a Khorne General?

Once you have mastered these basic Pegasus tactics, you can move on to the ones below!

ADVANCED PEGASUS TACTICS:

Walking to War (Anti-Artillery Tactic)

“Walking to War” is something that is not a tactic per se, but a result of being shot off the Pegasus. Though a Pegasus can take a pretty good hit, only dying about 1/3 of the time from a small cannon or bolt thrower, still sometimes he expires. To use this tactic you move your full 20” towards the artillery piece. If it is deployed 12” in, they will only be about 4” from where your Pegasus dies. During their turn, of course, they “whack” the Pegasus and during your next turn you can charge and kill the artillery piece.

Sometimes it is the rider that is killed by the enemy’s shot. According to the rules, if you pass the Pegasus’ leadership, you can move him normally the rest of the game. As his leadership is only six, this is not a high probability. Your refuge is then the monster reaction table. There are two favorable results on the table, and only a 1/3 chance of losing your mount. If you pass the leadership test you can charge the artillery and finish the job. A roll of 3 or 4 on the monster reaction chart lets you do the same thing. Rolls of 5 or 6, and you now have an unbreakable obstacle in front of their artillery.

Something that also works with “Walking to War” is to support your Battle Captain with a unit of cavalry. The dismounted Captain can charge on foot while the cavalry charges in for support. This will work even against ranked infantry. The Captain will help with CR due to his increased number of attacks.

Advanced Diverting of Frenzied Models:

Diverting a frenzied unit is something that every player needs to know how to do. What makes the Battle Captain so good is his superior mobility. He can more easily determine the route to flee and pursue, than a foot or cavalry trooper.

The most useful thing is to charge a frenzied unit in the back or side. You must avoid their characters at all costs when you line up to fight. You do not have to charge dead center of their unit, no matter what they might say. You must maximize the models that swing at you but with good positioning you can perhaps avoid combat characters. More than likely you will lose the melee and break from combat. Because of the frenzy the enemy unit, must pursue your Captain. Of course he is now pursuing away from the area he wants to attack. It is very nice when you can get the now pursuing unit to move in front of an advancing unit, thus blocking them for more than one turn. Remember your foe, can’t change face and march/move double pace, so they are really movement challenged after you do this to them. If your Pegasus is still in charge range of the frenzied unit, it must charge again, taking them out of the game effectively, but probably taking out your Pegasus as well.

If you for some reason pass the break test, or break the unit, you have delayed them for yet another couple of turns. If you win the combat, they are no longer frenzied, and are still trapped in melee. The odds of this happening are small, but if your shooting has been working on the unit and they are three ranks or under you have at least a chance.

Combined Charges (Also known as MuSU PegaSU)

Many Empire players use small 5-man units of knights as flankers for their army and as targets to draw fire away from their other units. Part of the new MSU (Multiple Small Unit) tactics are bunches of small, hard, high leadership units. By having bunches of small units, march blocking and setting up favorable charges, the army wins the game by using flanks, rears, and combined charges.

The Pegasus works very well in this mode. His high mobility and good combat power makes him a very potent force, either by using him in the MSU force or using him to destroy the MSU force.

In the MSU force, the Pegasus is almost equivalent to a small unit of knights without command. Statistically he is pretty close to the same thing. He becomes just another one of your maneuver elements, trying to fix the enemy in place by the threat of his speed and high number of attacks. A Battle Captain combined with a unit of knights can break most standard infantry formations. His 3 ST 6 attacks, 2 ST 4 attacks, combined with the 5 ST 5 attacks and 5 ST 3 attacks of the mounts is usually enough to break most units. The Captain will usually kill the foes in front of him, and the knight’s 1+ armor save should prevent any foes from striking back and adding to CR.

MSU armies are becoming more and more prevalent in the gaming scene. The Empire is not one of the better MSU armies due to their low leadership. However, they are one of the best armies to counter the tactic. The Battle Captain is equivalent to many MSU units by himself. Most of these troops have a US of 10 and tend to be the elite of their army. The secret here it to charge the MSU unit in the flank where they can’t use their elite status to get enough swings to defeat you. With the speed of the Pegasus it is quite easy to line up these charges, it also makes it hard for them to successfully flee away from the charge. With the number of attacks of the Captain, he could with a little luck break the enemy unit. He will only start down –1 CR, so if he hits and kills with three attacks, even elite units like Elves have a ~40% chance of breaking.

Two Is Better Than One:

This tactic works with either two Pegasus riders or a Pegasus and a Griffon rider. With either selection you have enough attacks to break a small unit. I use two riders for advanced assassination attacks.

Both riders charge the same unit. You place your monster bases so that they split the base of your target. If they issue a challenge, you accept the challenge of the unit Champion or whatever, and then kill your selected target with your rider. With any luck, you will also break the unit and run it down.

The most wicked, wicked form of this tactic is “Three is the Best”. This means that you would use either three Pegasus riders, or two and the Griffon rider. They become effectively a super fast, super hard, terror-causing (with a Griffon) unit of IC Knights. I’ve won several battles using this tactic, but it isn’t fun for the other guy. An alternate form of the “Three is the Best” is the Steamtank; it works perhaps even better, because there is little chance of not causing enough hits to kill the target.

The Mexican Stand Off:

Sometimes the other army has flyers or fast cavalry as well. The goal of their flyers is usually to march block your troops or to take out your artillery and small units. Because the Battle Captain is a hero, he is placed on the table AFTER all enemy units, but before scouts. The Captain is placed 12” in on the table edge opposite of the enemy unit. These might be chariots, fast cavalry, flyers or whatever. The Captain simply doesn’t move. He waits until the enemy unit commits to a plan and then does his best to take them out.

How does it work? In a battle with a friend of mine, the Pegasus set up opposite of his Goblin chariots. If he moves forward 8” he is in charge range of the Battle Captain. Because of his leadership if he flees he won’t recover. If he is positioned wrong the Battle Captain might be able to redirect into another chariot. Because the Captain can still move 20”, he can in fact also get out of the charge arc of the other Goblin chariot nearby. So the result is that the Battle Captain holds the enemy in place by not moving, allowing shooting to take them out when they become a priority target. The real result is that cannon shooting normally directed towards the chariots, can now engage other targets of opportunity.

The tactic will also work well against Lizardmen Terradons Chaos Furies, Tzeentch Scremers and VC Fell Bats (if you can pass the fear test). Chariots are one of the best units to use it against because they can’t march. Even if they flee, it gives you an extra turn or two to bring a cannon to bear.

Placing the Battle Captain as an artillery guard is just devious. He positions himself near the gun to keep enemy fast units away.

The Bowling Pin Tactic:

Many armies now have access to skirmishers. These can be annoying to an Empire army due to their march blocking and missile attacks. Some armies can field large units of skirmishers. They usually use them to take away LOS so that it minimizes your shooting.

The secret of this tactic is to use the Skirmisher rules against them. Skirmishers form up on the charger. This is the exact opposite of the normal rules for charging. For example, ten skinks are in a big line protecting a Saurus unit. The Battle Captain impacts the very end of their line. This causes the Skirmishers to “rank up” It doesn’t matter that the Skirmisher unit is 10” wide, they still must rank up 3 wide and whatever deep to the Battle Captain. As a result, the Saurus unit is revealed and shot up.

Against the Beastmen, this can work very well to break more than one unit. The Beastmen’s leadership is very low. As they rank up, this brings their unit Champion forward. It is his leadership that keeps the herd together. You can use this opportunity to take him out, thus reducing their leadership to a more manageable six. With luck you can break the unit and pursue into the follow on units. Perhaps, you can cause a panic test in their army and do even more damage!

Fiddling with Fanatics:

I don’t like Night Goblin Fanatics. They slow down the game and in quantity are downright nasty. They also form the basis of one of the most abusive forms of army in Warhammer, the Night Goblin Fanatic/Artillery/Magic army.

So how does our beloved Captain help with these armies? Firstly, he can be used to draw out fanatics himself. This is a terrible waste of a fine character, but sometimes it is for the greater good. Don’t be stupid and move straight at their army with him. Come at the units at an angle, so that if he wants to send fanatics after you, it uncovers the front of his army to a charge from another unit.

Another more fun way to pull out fanatics is to try using his army as a shield. The Goblin player can either send the fanatics through his own units, thus killing a bunch of them, or wasting them in another direction. He does not have to send them towards your unit he can send them in any direction. You can also move within 8” behind some terrain, such as an obstacle of forest. If the fanatics are released through this terrain they are destroyed. Smart players will sometimes do that to keep their own units for getting hit on the following turn.

The Battle Captain can also fly over fanatics that have been previously released! Use a couple of detachments or huntsmen to pull them out of their units then do a flying charge and kill either their mages, or their artillery. It doesn’t take much for a Goblin army to start running away. It is worth sacrificing the Battle Captain if he can kill their artillery or one of their magic users.

Make them make as decision! Put a unit of Knights close by to support the Captain. When he moves within 8” to pull out the fanatics, he will have a choice of whether to send all the fanatics towards the Captain and some for the Knights. If he sends them towards the Captain, charge and break them with the Knights on the following turn. Odds are that this will minimize their impact, because one fanatic will have a hard time killing a Battle Captain even if he hits. The Goblin player needs to roll and “8” to impact the Captain. The hits are randomized just like shooting. So with an average dice roll of 3.5, two of the three should hit the Pegasus, with a 66% chance of wounding him, but only about a 40% chance or so of wounding him twice. The other one should hit the Captain, and will wound him 66% of the time. Even with 5 hits, a Captain still has a decent chance of survival against one fanatic. It is simply how lucky do you feel.

The Pegasus Tactica Summary

Over five years ago now the original Pegasus Tactica was published. There are so many tactics to try using the Pegasus Captain; many more than before. The nice thing is that though the Empire has many choices, the Pegasus Captain is still one of the best!

Good Gaming!

Atchman

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