Draw Your Sabres – Cossacks Command Cards
Hello All
One of the most common questions we have got since Enemy At The Gates was announced was “will there be a Cossack’s list”. Now while the book doesn’t have a list (not too surprising as they aren’t popular enough to have a plastic set), the command cards do allow for a Cossack army.
Firstly let us look at the cavalry rules. This command card is an upgrade for a Hero or Regular infantry company that gives you improved movement, most on the dash and charge speeds. While it’s nice to have two options I think you really only have one to get the most out of it. I would think the Hero unit is the better choice as you already get a 6-inch charge with the normal infantry so the benefit is less useful. If like me, you are made enough to paint up multiple companies of Cavalry then you will be happy to see there are also two formation command cards. You get the choice of both Hero Cossacks and Normal Cossacks, both lists are the same except for the main platoons. It should be noted that your HQ can’t be upgraded to be cav and that you don’t have to upgrade all your platoons.
I have made a list using the formations, I have gone for a Hero list as I feel it’s the better option (as I talked about above). So with this in mind after the mandatory HQ and 2 combat companies, I decided to add a 3rd company. As this is an aggressive army you want the extra company to make sure your assault hits home, also you will take losses so an extra company for formation moral is welcome.
Next up to aid in the assault I added some KV-1s. I was going to add Stuarts for the speed, MG’s to stop counter attacks and for a big extra assault unit. But I had plenty of points left and KV-1’s look better.
To aid the army getting into position, the next addition was a company of BA-10’s at a bargain 2 points. This means the KV-1 should be in assault range turn 2 if needed and the Cossacks should have their pick of assault targets.
Now we have covered anti-infantry, I thought it was best to cover anti-tank. The first call was four 57mm Anti-Tank guns. These bad boys are AT 11 and are cautions so hit on a 4+. Also to be multi-role and aid with the anti-tank I have added two batteries of 76mm artillery. I went with the artillery over the anti-tank option as I didn’t want to lean too much one way, this way they can bombard if needed or give me eight AT 9 shots from each battery and for this variety they are hit on a 3+ instead of a 4+. Also if you are looking at your own future list the 76mm artillery, the 122mm artillery and Katyusha are all interchangeable in this list.
I had 4 points left over so I add two AT-Rifles and the volley fire command card. The command card is an one use only card that gives you re-rolls to hit for one unit once at short range, this will mostly be used on the 57mms if a tank platoon gets too close or when they pop out of ambush.
- Hero HQ 1 point
- Full Hero Rifle platoon + 1x AT-Rifle + Cossacks 10pts
- Full Hero Rifle platoon + 1x AT-Rifle + Cossacks 10pts
- Full Hero Rifle platoon + Cossacks 9pts
- 4 Kv1s 32pts
- 3 Ba-10s 2pts
- 4 57mm 18pts
- 4 76mm artillery 8pts
- 4 76mm artillery 8pts
- Volley Fire 2pts
- 100pts
So there is your quick look at Cossacks. It should be noted that you don’t need to use the Cavalry models with the card and technically you can just use the card on infantry models and they get the cavalry movement. But the modeller inside on me could never do that! Part of the fun and allure of playing Cossacks (or any cavalry for that matter) is the look or it on the table. seeing the horse, the high of the model and the glorious charge into the enemies guns!
I’m pledging now I’m going make an army (if I can get the models as they are currently out of stock…. if anyone has any they are willing to sell please message me!) for Reading Warfare and their Mid War event. As you guys will know, I love a painting challenge 😉
I hope this has been insightful and give you some ideas (but please don’t order any unit I get my ones 😉 )
Thanks, Ben
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