After the latest battle of the Campaign of King Hugh III of Rosmia, I felt somewhat cheated and disappointed by the poor showing of the mounted archers and mounted javelins. These units are not designed for close combat, and should be used to charge in, loose their arrows or throw their javelins, then quickly move away. They are best suited to attack already weakened opponents.
However, they are only allowed to make a half move (5 inches) to skirmish. The loosing of the weapons can occur either before or after the half move. The movement rate for these unarmoured light troops is ten inches, exactly the same as the lumbering heavily armoured mounted men at arms.
OK, I can live with that, if you close with an enemy, you should become vulnerable. These light units also have the ability to evade, in this situation, if they successfully roll a 7+, they loose/throw their arrow/javelin at the unit charging them, and then make a half move directly away. If the charging unit fails to make contact, all is well, but if the evade roll is failed, then the unit cannot move, loose its weapons, and its armour is reduced to 1. Needless to say, an attacking unit of mounted men at arms, if at full strength roll twelve dice and hit on 3+, simply roll over and totally destroy their lighter foe.
This is of course exactly what you would expect, but should those heavy horse even get close in the first place?
I have looked at some home grown adaptations of Lion Rampant, namely Manor Rampant and Roses Rampant, to see if they addressed this problem. It appears not, maybe I am the only one who thinks the rule harsh.
I intend to have a practice battle with my Arab units, before they are put away and incorporate some house rules of my own.
* For mounted archers and javelins, I will increase their movement from ten to twelve inches, not a lot of difference, but could be enough to get it out of range of a charge.
* They can now move 6 inches before or after skirmishing.
* Evade, they can choose to make a fighting evade, just as the rules stand, i.e. on a 7+ they skirmish and make a half move away, if they fail to make the roll, then the above penalties come into force.
* Full Evade, this time, they forego the option to skirmish and on a successful movement roll of 5+ they move a full 12 inches away from the charging unit.
I also want to try out a unit or two of Scurrers or Prickers, these are light cavalry, still quite powerful, and can charge and counter-charge, but not as potent as full mounted men at arms.
This unit of twelve figures could also represent mounted archers, in the WotR, archers didn't shoot from horseback, but would have poor quality horses to get them from point A to B faster, they would then dismount and become a unit of foot archers. A precursor to dragoons. Both the previously mentioned supplements for Lion Rampant cover this subject and offer stats as well.
I will make a post on how the revised rules work, or don't work, as the case may be.
Onto the campaign, General Barnardus, as you have read, successfully invaded Ethus and defeated the army of Sheikh al Taif. A roll of the die for the following year, firstly indicated a Rosmian invasion of Uskax, they of course made peace after the death of Baron Charlet, The re roll is a full invasion of Rosmia by Baron Jacobus of Agliuna. That army consists of four mounted men at arms and one unit each of foot knights and spears/bills.