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Clash of Giants: Civil War» Forums » Rules

Subject: Calvary can't attack infantry? rss

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Bartow Riggs
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14.2 Restrictions on Combat
1) Cavalry units may never attack infantry units.


Does this mean what it says? Why?

I have not read all the rules yet but my upcoming opponent has. What are we (he) overlooking?
 
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Terry Lewis
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See previous BGG discussion

https://boardgamegeek.com/thread/1754883/cavalry-charges-nap...
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Bartow Riggs
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Thanks. Interesting about why they stopped charging. So the rule is correct as strictly written? So Buford can't attack? Seems very strange.

What am I missing?
 
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John Ellsworth
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The rule is correct. By the time of the Civil War, cavalry charges against infantry were a thing of the past. Cavalry was effective against already-defeated infantry that was retreating, and even there it was no sure thing. Immediately after the battle of Gettysburg, Union cavalry made an impetuous charge against the "broken" Confederate army and was very roughly handled for its efforts.

Cavalry's main function was reconnaissance, which is outside the scope of this game. Pursuit could be important but takes place after a battle is won, making it also outside the scope of this game. Raids against supply lines were effective in many instances, but again - not something that falls within what the game depicts. Cavalry could sometimes delay effectively, which is what Buford did on the first day at Gettysburg. The game does allow for this, and the retreat before combat rules can make the horsemen quite useful in this regard. They can often be used as flank protection or gap pluggers, and their high movement rate and good TER means they can often get where they're needed and possibly survive an assault.

Games that show cavalry as nothing more than fast infantry are really ignoring their role at this point in history.
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Bartow Riggs
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Great. Now it makes sense.

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Gerardo Bolanos
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In the game, I think the cavalry's main use is to delay confederate reinforcements by exerting ZOCs over main roads. They can use their high mobility to move and place a ZOC and prevent confederates from fully taking advantage of reinforcement march at entry. Also, they have the ability to retreat before an attack (if they pass their TER roll).

I've been able to place them on a hill next to a confederate unit before turn end to force the Confederate unit to retreat 4 hexes during the retreat phase. If Cavalry fails to retreat and actually fights, they will probably die because of their low combat strength, a 2 step units will have 4:1 odds on them.
 
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John Ellsworth
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Gerardo is exactly right. You're sometimes forced to use cavalry units in combat, but generally you want to avoid doing so. They're too valuable in their delay-and-retreat role. In addition to slowing reinforcements, they can help protect flanks - a serious consideration in a game where you're never sure exactly when you'll get to move. It's rare that you can afford to leave a flank "hanging" because you know you'll get another turn before your opponent. Usually tempting fate in that manner only means that you'll get an unfavorable run of chit draws. If your opponent is able to get flank attacks on you, you're likely to quickly be in a world of hurt.

Reinforcement March Movement is key to getting troops where they're needed. After that first turn on the board, progress is much slower. It's often a good idea to hold reinforcing CMs out of the cup until the end of the turn, allowing your on-board forces an opportunity to clear the roads so that you can make maximum progress.
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Pete Belli
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They forgot to tell Judson Kilpatrick (aka "Kill-Cavalry" for his reckless actions) that the rules say cavalry can't attack infantry at Gettysburg:

The general sent a gallant officer named Elon J. Farnsworth to his death with a misguided cavalry charge on July 3rd.
 
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