Killing Cavalry

By Qark, in Runewars Miniatures Game

Has anyone found a good way of defeating cavalry without using cavalry of their own? High damage output and long distance movements at both lower and higher ints than infantry make engaging them with anything other than other cavalry very difficult. Any suggestions on dealing with the late march-march followed by the early charge on the next turn?

"File Leader" was basically made for this.

Lingering dead is nice for this as you get to hit back. With full threat. Blighting them to negate rolls is good.

Scions screening for Latari.

Screens and blocking charge/movement avenues. Board manipulation with terrain.

"Flee in Terror" morale card ;)

If you have some ranged units, put a 1x1 siege unit out front to intercept. Works well.

Terrain and blocking units are your friend.

I'm guessing from your avatar that you play Waiqar. Blight plus lancers should make any cavalry player nervous. Sprinkle in Ardus to commute the lancer's mortal wound ability and throw Fortuna's Dice or Obcasium's gauntlet for good measure. A worm star of six lancers should also work great.

But there really is no "one unit" that that's necessarily going to beat their cav. You mostly have to outplay them.

Blocker unit, flank unit, dispatch runner.

You did say kill without your own cav, but Ardus with deaths grasp and DK with duskblade CI will end cav real quick.

Thanks for the suggestions!

14 hours ago, Jukey said:

DK with duskblade CI will end cav real quick.

I have been looking at this and I find that moment + f-dice deals consistently more damage than duskblade + CI to 2 and even 3 armour targets.

As Latari: Scions as roadblocks. Immobilize is awful to get for most cavalry. It buys a turn or two for your archers to shift and force more reform/adjustments.

As Waiqar: Blight if possible. Use Lancers as roadblocks. Another option is Reanimate blocks with Lingering dead.

As Uthuk: Seriously, why aren’t you charging them?

Edited by Church14
22 hours ago, Elliphino said:

But there really is no "one unit" that that's necessarily going to beat their cav. You mostly have to outplay them.

This rings true for me. I feel that at the start of the match, your opponent is planning his first to marches with the cavalry to get them where he wants them. If you spend the first couple rounds shifting in different directions, it can mess with his plan for getting the cavalry engaged when he wants, especially if you set up in a way that lets you shift close to terrain so that their movement is hindered.

4 hours ago, Church14 said:

As Uthuk: Seriously, why aren’t you charging them?

Love it! Though I do think Spined Threshers can speed bump like the other sieges, too.

12 hours ago, Budgernaut said:

Love it! Though I do think Spined Threshers can speed bump like the other sieges, too.

They sit at 10HP compared to the other 6/9, 9, and 8 for other factions. So you are right. I’m also finding solo Threshers to be super useful utility units. I’ll be surprised if I don’t run 1-2 in every non-blitz army.

I was wording it cheekily but was actually dead serious about counter charging cavalry as Uthuk. Warsprinter/Aggresive Shrieker and Dead Sprint make the Uthuk able to cover crazy distance. Aggressive Shrieker also allows for Berserkers do do a Reform-Charge and get a lot of unexpected flanks.

If you just try to out-tank and out-Damage the cavalry, you won’t win as Uthuk. The upper limits of damage on Uthuk are too low and you have no easy and repeatable access to armor up.

11 hours ago, Church14 said:

I’ll be surprised if I don’t run 1-2 in every non-blitz army.

Me too! I'm desperately wanting 1 or 2 more because I want to run 3 or 4! But I also really want the cards that come in their unit expansion, so I'll have to make do with 2 for now.