Alastair King recently published a great article over on
the Great British Hobbit League Blog in which he put forward a case that
mounting heroes shouldn’t be an automatic decision. While I think Alistair is entirely
right, in that there are always going to be lists that would be improved by
not mounting their heroes, it inspired me to dig out and update this article I’d written
ages ago on the topic. It aims to look at the opposite side of the coin: why,
outside of very specific situations, you should always mount your
heroes, and why I think this state of affairs is bad for the game. Hope you
enjoy!
I have been list-building a lot recently for Erebor
Reclaimed, dreaming of the day I can afford Forge World prices. As a faction, it’s one where your big choices are basically which
heroes to bring, because the rest of your army is going to look pretty much the
same as everyone else’s. Sure, you might decide to take a Ballista or you might
not, you might take a couple of Goats or go all-infantry, but fundamentally
your army is going to be a Shieldwall with a couple of supporting elements. Which
heroes you take therefore matters quite a lot, and it was in this context that
I was comparing Dori with Fili. Both cost exactly the same and have quite
similar stats, but Dori has a definite edge. In exchange for a point of Might
and two special rules, one of which is useless and the other he gets through
the Army Bonus anyway, Dori gains an extra Attack and Weapon Master to vastly
improve his combat potential. Fili is effectively a well-armoured Captain with Strike,
while Dori is one of the most efficient infantry heroes in the game. Yet
therein lies the rub: Dori is an infantry hero, while Fili can pick up a Goat
for 10pts. Once I started working out how much I gained from that Goat, I
realised that I couldn’t justify Dori over an inferior but mountable
replacement.
This got me thinking about mounts in general, or at least
the 10-15 point horse-equivalents that most factions get. It seemed to me that
on a lot of hero models they bring vastly more than they cost, such that not
bringing them is almost always a bad idea. Why is Boromir allied into countless
Allies of Convenience lists, while Gimli sits on the shelf? Why is Dáin the scourge
of many tables, while Durin’s name is normally followed by the word ‘Bane’? Why
is Celeborn popularly considered uncompetitive, while Elrond is a top-tier
model at 35 points more? You guessed it, one of them has to walk while the
other gets to ride. In fact, when you look at the heroes that dominate the
competitive scene, almost all of them are commonly seen mounted, while
efficient but slow heroes like Dori get left behind.
What is it about this simple wargear option that has such a
disproportionate effect on competitive play? To figure this out, let’s take a
look at the three things that mounts provide: mobility, damage output and durability.
The first of these is pretty self-explanatory. If you’re on
a horse, you move 10” per turn instead of 6”. That’s like permanently
benefiting from a better version of Heroic March, while still being able to
charge. It’s not quite flying, and it can be a bit annoying in difficult
terrain, but it’s still a pretty big boost. Lots of casters take a mount purely
for this reason, in fact. Saruman doesn’t really care about the charge bonus,
he just wants to be able to move fast to line up sick Sorcerous Blasts. If
you’ve paid lots of points for a combat hero, then you want them killing stuff
for as many turns as possible. Something that makes you spend less time
slogging across the battlefield towards your next target is then probably worth
10pts by itself. This is especially true when you consider what that extra
speed does to your ability to get around behind an enemy battleline or onto an
objective. If this was the only thing that horses did, I think people would
still field them on a lot of hero models.
However, that’s almost the smallest part of what horses do.
Much more significant, to a lot of heroes, is the incredible boost to their
damage output. Because MESBG is a game with much higher Defence than Strength
values on most models, the killing potential of a model on foot tends to be
pretty low. Even someone like Celeborn, who has Lord of the West for an
effective 4 Attacks, is unlikely to kill more than one model per turn when he
wins the fight. Unless you’ve got Burly or some crazy special rule your odds of
doing more than one Wound is very low against enemies that can back away.
Horses totally shift that math. If Elrond is mounted and
charges into two Orcs with shields, he’s not only more likely to win the fight that Celeborn, he’s vastly more likely to Wound them both. Instead of throwing 3 dice to
Wound with a reroll, he’s throwing 8! This means that a mounted hero’s damage
output is genuinely almost tripled on the turns that they’re charging.
Assuming that you charge every second turn (a conservative estimate because
you’re also much faster than the infantry you’re facing) that’s well over a 50% average damage increase for an A3 model. This >50% increase is true regardless of
whether you’re burning Might to get to charge more than half the time, and it
just goes up if you do have Might to spare. If you could buy a 10pt upgrade for
your 150pt hero that simply said “roll 2 extra dice when making Strikes,” you
would take that on every single available model, yet that’s actually a smaller
increase to your average damage output than a horse. While a mounted hero is slightly
more prone to overkilling enemies than one on foot, they have a vastly improved capacity to trade Might for tempo with Heroic Combats. An A3 foot hero like Gimli will fail to
kill a single Orc that Shields almost 50% of the time, so there’s a huge chance that a Heroic Combat will be wasted (or require the expenditure of extra
Might). A horse increases your odds of killing that Orc to a full 75%, making
it a reasonable way to translate Might into kills. Even better, your damage
output isn’t actually increased by 50% every turn, as I've been saying; instead, it’s doubled on the turns you get to
charge. That means that you can frontload Wounds in the turns that you move first,
which are normally the ones where you’re facing models you really want to kill.
And of course, you’re more likely to be throwing these Wounds onto a vulnerable
opponent because of the extra mobility given by a horse.
Finally, if that ludicrous increase in offensive efficiency
wasn’t enough, a horse even makes you more durable. Ranged attacks that hit your
expensive model have a 50% chance of instead hitting your 10pt mount, and close
combat enemies are likely to direct their Strikes at your horse a lot of the
time. This effectively makes a mount a 10pt Wound with a slightly lower Defence
than your hero— often an increase to your defensive efficiency as well. While
you don’t want your horse to get sniped out from under you, that’s not actually
a bad situation relative to a hero on foot taking those arrows to the face. This
is a less significant benefit than the damage output for most models, but it’s
a nice extra bonus.
To counterbalance this enormous list of advantages, we have a
couple of tiny disadvantages. Your hero becomes slightly more vulnerable to
spells like Sorcerous Blast and Black Dart (although realistically, if they’re
expending an average of 5 Will points to kill a 10-point horse with Black Dart, you’re feeling pretty good about the investment), and the larger base can make it
easier for enemies to swarm you if you misplay. A mount can also make your hero
slightly more afraid of enemy archery— although again, as I mentioned
earlier, a horse actually makes your hero more resilient overall. You can’t
shield while mounted, but that’s generally more useful on warriors than heroes
anyway. Theoretically, the big disadvantage of mounts is that they make your
hero more expensive, but as we’ve covered, the increase in damage output,
mobility and durability vastly outweighs this.
So what’s my point here? Well, first of all, take a mount basically whenever you have the option. Unless you’re really planning not to engage in close combat and don’t care much about the added mobility, they are such a huge boost that they’re always worthwhile. Even if you’re planning to stand the hero in the middle of your infantry line, the horse only has to let you kill one or two extra enemies to make its points back, and that’s pretty-much always going to happen. Alastair has made the point that this shouldn’t be an automatic decision, and he is right. There will always be situations in which an army will be subtly better with foot heroes, and matchups in which you wish you didn’t bring those horses. But honestly, those matchups are incredibly rare. Lists with plentiful Sorcerous Blast or Nature’s Wrath are probably the only time when the points aren’t really worth it, and even then some good play can let you get value from the mount regardless. Occasionally you'll get the perfect combination of factors that make your own list one which would benefit from unmounted heroes, like the Dwarven force Alastair listed (arguably). But for every one of these, there will be hundreds where you'd be better off scraping together those 10 points. I agree that you should never make any listbuilding decision automatically, but I think that mounting your heroes is worthy of at least a very strong rule of thumb.
However, what I would like is for this to be a less obvious
decision. The game is substantially limited by the power of horses because a
whole number of quite powerful and interesting characters are crippled by their
inability to ride. I would love for heroes like Dori, Durin, Celeborn and Gimli to be
worthwhile including, even though they can’t take a mount. I would even love
for heroes like Boromir that can take a mount to not always want to. If you
want your hero leading infantry, then they should actually be better on foot.
How could this be accomplished? One way would be to nerf the
rules for mounts to make them less obligatory. Games Workshop could take away
their extra Attack, or make their Knockdown more conditional or something like
that. I’m hesitant to go down this route because the cavalry rules have worked
pretty well for the last two editions. More significantly, any change made to them
would also affect mounted warriors, who are far from overpowered. Instead, I
would address the issue of horses costing too little by simply making them cost
more. Most pieces of wargear cost five times as many points on a hero as they
do on a warrior because a hero can get a lot more use out of them. If we
applied that same logic to horses, then they would cost somewhere between 25
and 30 points (except for Fell Wargs, which would be hilariously overcosted at
40). At that point, they’d still be worthwhile buying for your primary damage
dealers like Boromir, but would no longer be auto-includes.
They would be prohibitively expensive on casters and support
models though, so I think it would actually be better if the cost scaled with
number of Attacks. A Wizard or Ringwraith would still get a mount for 10pts, a
Captain would get one for 20, and a powerful attacking model would have to pay
30pts for the privilege. It would leave mounts viable for most heroes, but
would mean that they weren’t such a crazily good deal that an inability to get
one made a hero uncompetitive. Even better, this would be fairly easy for Games
Workshop to apply if they do launch a new edition. Because wargear costs aren’t
actually universal (they’re written in for each individual model that can take
them), they don’t need to introduce some fancy rule change, they can just alter
individual numbers to fit. If the change seems too harsh on Rohan heroes, give
them a 5pt discount. If you think a Fell Warg should cost slightly more than an
ordinary Warg, then make it 5pts more expensive on A2 and A3 models. The
increase in price creates more granularity, and thus more scope to adjust the
price of mounts by small amounts. An armoured horse possibly wasn’t worth 50%
more than a normal horse, but is it worth a 16% increase (going from 30-35)?
Yeah, definitely.
I’d also like to respond to another proposed solution to
this problem, which is to make foot heroes cheaper. While this could certainly
make foot heroes viable, the difficulty is how this would play out for models
which could be mounted but aren’t. Under this model, they’d effectively have some
amount of cost baked into their profile as punishment for being able to take a
horse, whether or not they ended up doing so. You’d end up in the same place as
under my proposed solution, except anyone who could take a horse would be
absolutely forced into doing so. Gimli would be a winner, but foot Boromir a
loser.
The overall goal of increasing the price of horses would be to make taking one a serious decision about which reasonable minds could disagree in
non-niche cases. If buying a mount wasn’t such a flat upgrade, then characters
who can’t get one would be more interesting and characters that can would be
less pigeon-holed into doing so. It’d probably kill off hero spam Théoden’s
Riders, but honestly, will anyone be sad to see them go? It’s been a good run
for the cheap cavalry heroes. Let’s give someone else a chance to shine.
What do you think? Are horses a bit of a trap, or are you
tired of mounted heroes dominating the battlefield? What changes would you make
to improve the situation? I’d love to hear from you, here or on Facebook.
Until next time, may your heroes always get the charge!
Great article as always - you just about covered it. Honestly, I think one of the ways that the dominance of mounts could be crippled would be to add a rule to pikes (and possibly spears - showing my hand here, as this is one of the changes that I think would be thematic and cool for the Assault Upon Helm's Deep LL): if a model with a spear/pike does not move and has been charged by a cavalry model, the spear/pike can either make an attack against the mount OR the cavalry bonuses are taken away. This simple rule would a) encourage models with spears to be in the front ranks (as they are in the movies for Iron Hills and Isengard) and b) would encourage models who have cavalry to be careful when charging. You may even see heroes dismounting because they know they could be thrown during their charge.
ReplyDeleteI think upping the cost of mounts based on the Attacks of the hero is a good idea. I do think that if horses on heroes scaled up by attacks, the cost of a Fell Beast/Great Eagle would need to rise as well (as they would become ridiculously undercosted if a horse on the Witch-King cost 10-20 pts less).
That's actually a really cool idea, although I'd add on that the spear/pike model has to be supported by another one so you get those cool phalanx vibes. Balance wise, it would make life hard for warrior cavalry models, so would definitely require a bit of rebalancing in their favour in terms of points. It's a very cool idea though, and it would be so good to see spears in the front rank for once.
DeleteAbsolutely agree re Fell Beast/Eagle, although I imagine Radagast's horse would probably only be costing 10-15 anyway (depending on what you reckon Sebastien is worth). The great thing about this change would be that you can tweak it for individual models, so edge cases like the Witch King or Khamul can get appropriate treatment. I'm sure there'd still be situations where it was too little/too much, but that could be fixed with playtesting
Balancing horses could also work through seriously increasing the risk of damage when the horse dies, to get more theoden's death-like scenes, currently its when their horse is hurt 1 out of 6 followed by a 1 out of 3 or 6 again and then it's only one wound still.
DeleteThat is a possible solution, and it would be fun to be able to reenact that exciting scene with a bit more regularity. It'd be difficult to balance it so it didn't make cavalry warriors useless, but maybe it could inflict D3 Wounds or something so it's a bigger deal for heroes? Not sure
DeleteYup, that'd be cool, d3 wounds after fate seems cool to me
DeleteGreat article and I couldn't agree more! Props!
ReplyDeleteThanks!
DeleteI very much agree with increasing the point cost of horses, that seems like the most painless way to remove a rather annoying aspect of the game. As an amateur player, I avoided horses for the longest time because they were difficult to transport. But, after getting steamrolled by mounted heros, I had to save up and by some battle foam. Infantry heros are basically useless, unless your opponent also is going all-infantry.
ReplyDeleteIf horses are costed higher, how do you think that would affect shooting? I feel like shooting would suddenly be a must take in every list, as the ability to remove 30 points from range would be a huge swing. Shooting is already among the least interactive mechanics in MESBG, and making it better may impact the game negatively.