Just thought I'd post for discussion a collection of some ideas that have been advanced for limiting cavalry dominance in the AB "tournament style" games. These have most recently been discussed in the NZ "Call to Arms" thread.
I must add these are purely to try and add a bit of balance to this form of the game, and add a bit of variety to the army lists that people are likely to use.
1. Only allow cavalry to charge "shaken" squares, i.e. if the infantry are in square they must be within 2 disr of breaking before cavalry can charge. This is to avoid the "have a go, nothing to lose" attacking of squares with fresh cavalry.
2. A single unit cannot be charged by both cavalry and infantry at the same time. This is to avoid the combined arms charges which make a single cavalry unit so useful for those lists which have them.
3. Multiple cavalry units charging squares only count as one unit (owners choice which). To stop destroying squares by sheer numbers.
4. Cavalry attackers losing decisively against squares take 2 Disr. Similar to 1. in that it makes it less attractive to gamble on a charge. It also reduces the ability for cavalry to continually bounce and charge hoping to roll lucky.
Thoughts?