Re: 10 heavy cavalry vs some troops & mages
Ezco seems like such a swell and likable guy, that I can't help tossing in my own pointless and useless reply onto the heap )
I'd put 3 cavs about 2/3s "up" and at the very front, assigned to attack closest. The rest at the very bottom in the middle, on attack archers (I've had consistantly better luck with that than rearmost -- neither is foolproof)
The hope would be that the forward force would get everyones attention and then route without being eliminated, to draw troops away from the "real" attack force. The "some troops" will chase the decoy all the way off the field, giving your strike team the best chance at causing harm to the softies in the back.
Even better would be to fill the "decoy" position with the cheapest commander you can find, and a smallish pile of militia scripted to defend commander. Set the commander to attack rearmost for 2 turns and then retreat. That way you get a cheaper ad more effective decoy, and can use all your cavalry to best effect eating archers/mages.
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