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View Full Version : To Fright the Souls: A Melee Cavalry Guide



Doug-Thompson
06-12-2007, 22:23
This is a work in progress.

“Grim-visaged war hath smooth'd his wrinkled front;
And now, instead of mounting barded steeds
To fright the souls of fearful adversaries,
He capers nimbly in a lady's chamber
To the lascivious pleasing of a lute.”
-- William Shakespeare, “Richard III.”


Generic Units — Units shared by at least two factions. This is further divided into Catholic, Islamic and Italian subcategories.
Byzantium
Denmark
Egypt
England
France
Holy Roman Empire
Hungary
Milan
Mongols
Moors
Papal States
Poland
Portugal
Russia
Scotland
Sicily
Spain
Timurids
Turks
Venice
Mercenaries

("Types" are all very broad generalizations:

A "Lancer" is a unit that has a very high charge value compared to its melee attack. It may also have key weakness that indicate it should withdraw and charge again rather than stay in melee.

A "Knight" is a unit that has a high charge value but can melee well if needed — for instance, if they don't want an enemy "lancer" unit to break free and get another charge.

A "Cataphract" is a unit well-suited to prolonged close combat.

A "Marauder" is a router-chaser, raider, archer-killer, wide run-around flanker and scout. Too often, people think of fast and light cavalry as router chasers. Well, good router chasers are eager to get started. They circle around behind the enemy and, sometimes, help the rout get started by hovering around the rear of units to make them nervous, charging archers to take away missile support and even charging units that need a little help to get their panic started.

"General Purpose" is a Jack of all trades and master of none.)

("10Y Cost" is the recruitment cost plus nine years of upkeep for a full unit.)
("Missile Defense" = armor + shield)

(No, I do not know how the penalties work. Having a penalty of 4 or greater is bad. I know that.)

(All horse units have a -4 penalty against camels and against elephants unless otherwise noted. This is in addition to the "fright" penalty elephants have on all enemy units.)



I. GENERIC UNITS

(Catholic)

Feudal Knights

Type: Knight
Factions: Denmark, England, France, Holy Roman Empire, Hungary, Milan, Papal States, Portugal, Spain, and Venice: Scotland, too, though not until the High Era.
Morale: 9
Primary attack + charge: 10+6 = 16
Melee weapon: Sword, 11
Total defense (Missile defense): 16 (11)
Speed: Slow
10Y Cost: ƒ2,980
Penalties: heat, 5; scrub, 0; sand, -2; forest, -4; snow,0
Other: Hardy, Impetuous, can wedge
Availability:
- Fortress (3 except England)
- Baron's Stables (4)
- Earl's Stables (6)
Armour Upgrades: Partial Plate

This classic Medieval: Total War unit enjoys a lot of sentiment. People who buy games called “Medieval Total War,” as a group, are predisposed to like knights. There’s lots to like, but don’t blind yourself to this unit’s serious weaknesses.

It’s expensive: ƒ250 a turn just in upkeep. Couple that with the ƒ730 recruitment cost, and this unit costs ƒ1,000 for its first turn of use.

Its heat penalty is substantial, a factor even in Europe. Couple that with a penalty on sand and you have a unit that’s going to quickly run out of steam in the desert compared to “lighter” units such as Arab Cavalry. There’s a penalty for fighting in forests, too.

All in all, however, this is a strong unit that can pull off a staggering charge and is widely available.

Mailed Knight

Type: Knight, but gets close to lancer.
Factions: (early and high): England, France, HRE, Milan, Papal States, Portugal, Scotland, Sicily, Spain, Venice. (Late): Scotland
Morale: 9
Attack + charge: 10+6 = 16
Melee weapon: Sword, 11
Total Defense (Missile Defense): 14(9)
Speed: Normal
10Y Cost: ƒ2,980
Penalties: heat, 5; scrub, 0; sand, -2; forest, -4; snow, 0
Other: Hardy, Can wedge
Availability:
- Wooden Castle (2)
- Castle (3)
- Knight's Stables (4)
- Baron's Stables (6)
Armour Upgrades: Heavy Mail

The prototype Western knight is notably faster than the feudal knight and suffers less in the heat. However, these fine traits are largely offset by greater vulnerability to missiles and less mass behind their charge. Still suffers the sand penalty and forest penalty.


Mounted Sergeants

Type: General Purpose
Factions: (Early and High): France, HRE, Milan, Venice, Papal States, Sicily
Morale: 5
Attack + Charge: 9+4 = 13
Melee: Sword, 9
Total Defense (Missile Defense): 13(8)
Speed: Normal
10Y COST: ƒ2,045
Penalties: heat, 3; scrub 0, sand, -2; forest -4; snow 0
Other: NA
Availability:
- Wooden Castle (3)
- Stables (4)
- Knight's Stables (6)
Armour Upgrades: Light Mail

Although billed as “light cavalry,” this is really just a poor man’s knight. They’re not fast, they’re not hardy, and they can’t form a wedge, which is useful for units trying to squeeze in tight places while avoiding combat. They have a substantial heat penalty and the same forest penalty as a mailed knight, which hurts their lower attack. Then have a weaker charge than a knight and less mass than a Feudal Knight. The apparent cost savings will probably be eaten up by the cost of replacing higher losses than you would suffer with a real knight unit. Get something better if you can afford it.

Merchant Cavalry Militia*

Type: General Purpose
Factions: England, Denmark, France, HRE, Hungary, Poland, Portugal,Scotland, Spain
Morale: 3
Attack + Charge: 6+2 = 8
Melee: Sword, 6
Total Defense (Missile Defense): 14(11)
Speed: Normal
10Y COST: ƒ2,260 (Free upkeep an option)
Penalties: heat, 5; scrub, 0; sand, -2; forest,-4 snow, 0
Other: Untrained
Availability:
- Merchant's Guild (3)
- Merchant's Guild HQ (4)
Armour Upgrades: Partial Plate, Full Plate

Hey, it beats no cavalry at all. Although this is one of the weakest cavalry units on the board, it's respectable resistance to missiles makes it useable for charging an exposed bunch of archers. However, be aware that even decent archers can cause casualties to this unit in melee. The free upkeep allows them to be useful anti-bandit units, too.

(*Note that Italian Militia Cavalry is a much better proposition. See below.)

(Muslim)

Arab Cavalry

Type: General Purpose, a "Knight Lite"
Factions: Egypt, Moors
Morale: 5
Attack + Charge: 9+4 = 13
Melee: Sword, 9
Total Defense (Missile Defense): 13(8)
Speed: Normal
10Y COST: ƒ2,085
Penalties: heat, 0; scrub, 0; sand, 1; forest, -6; snow, -1
Availability:
- Wooden Castle (2, 3 for Egypt)
- Castle (3)
- Citadel (6, Moors only)
- Sheikh's Stables (4)
- Amir's Stables (6)
- Racing Tracks (4)
- Merchant's Guild (3)
- Merchant's Guild HQ (4)
Armour Upgrades: Light Mail, Heavy Mail

Stat-wise, this is a mounted sergeant. There are some very important differences, however. It has no heat penalty and a even a light bonus for sand. Therefore, this unit can fight tired, heat-exhausted knights on Crusade. More important, Egypt gets the Mamluk and even the Moors get Desert Cavalry early on. Arab Cavalry works well in combination with these missile units. Most important of all, these units are everywhere, castle or city. They are easy to retrain or replace. Finally, they can form the wedge formation. Not the toughest guys in town, but handy. Beware the substantial penalty for fighting in forests, and a lighter one for snow.

(Italian)

Italian Merchant Cavalry Militia

Type: Knight
Factions: Milan, Papal States, Sicily, Venice
Morale: 5
Attack + Charge: 8+5 = 13
Melee: Sword, 9
Total Defense (Missile Defense): 15(11)
Speed: Normal
10Y COST: ƒ1,890 (Free upkeep an option)
Penalties: heat, 3; scrub, 0; sand, 0; forest, -4; snow, 0
Other: Can wedge
Availability:
- Militia Drill Square (4)
- Militia Barracks (6)
- Merchant's Guild (3)
- Merchant's Guild HQ (4)
Armour Upgrades: Partial Plate

Incomparably better than its northern cousins, Itailian Merchant Cavalry looks like a "knight lite". However, its charge is not great compared to a real knight. Its armor protection is very respectable, however, and it is faster than many "real" knights. It has a secondary weapon, something other militia cavalry don't have, and it can wedge. A worthwhile unit, especially considering the potential low upkeep. Very good for keeping in various cities and then landing them all in mass on some hostile coast.


Byzantium

Byzantine Lancers

Type: General Purpose, to tell the truth
Morale: 5
Attack +Charge: 9+4=13
Melee: Sword, 9
Total Defense (Missile Defense): 13(9)
Speed: Normal
Cost: 10Y, ƒ2,390
Penalties: heat, 2; scrub, 0; sand, 0; forest, -4; snow, 0
Other: Hardy, disciplined, highly trained, can wedge
Availabilty:

This unit is better than its stats, making it a cut above Armored Sergeants. For example, its morale is a so-so 5 but it is also disciplined, highly trained and hardy. This means fewer things hurt that morale. Notice the lack of serious heat and other climate or terrain penalties. It has a good charge but can melee. It’s defense, particularly against missiles, is a little better than an Armored Sergeant’s, however. Not a great unit, but a decent option when finances are tight. Unfortunately, much of this cost advantage is offset by upkeep: ƒ40 less per turn than a knight’s but ƒ35 higher than an Armored Sergeant’s.

Greek Militia Cavalry

Type: General Purpose
Morale: 3
Attack + Charge: 7+3 = 10
Melee: Sword, 7
Total Defense (Missile Defense): 10(7)
Speed: Normal
10Y Cost: up to ƒ1,670
Penalties: heat penalty, 1; scrub, 0; sand, 0; forest, -4; snow 0
Other: Free upkeep available
Availabilty:?

Better than Northern European merchant cavalry, but still not good. Only the English Hobilar has a weaker charging attack. It does have free upkeep in a town, however. It can’t wedge, but is still better than nothing. If something else wins the battle, they make decent router chasers.

Kataphractoi

Type: Cataphract (appropriately)
Morale: 9
Attack + Charge: 10+6 = 16
Melee: Mace, 10 with AP bonus
Total Defense (Missile Defense): 16(11)
Speed: slow
10Y Cost: ƒ3,040
Penalties: heat penalty, 4; scrub, 0; sand, 0; forest, -4; snow 0
Other: Disciplined; Highly trained; Wedge; Hardy
Availabilty:?

Along with the Danes' Norse War Cleric, this is a model "stay and fight" cavalry type. They do have a respectable charge, however, that should not be wasted. Note the lack of scrub, sand and snow penalties. Look for opportunities to engage cavalry opponents in that type of terrian. For instance, powerful Order knights from Northern Europe have sand and heat penalties. Use that to your advantage. Kataphractoi are powerful, but beware a false sense of security. Like any unit, they can be overwhelmed, have their numbers thinned by a powerful volley of missiles or suffer simple bad luck. If they lose the advantage during a fight, getting away with their slow speed can be a real problem. They win or die.

Latinkon

Type: Lancer
Morale: 9
Attack + Charge: 10+8 = 18
Melee: Sword, 11
Total Defense (Missile Defense): 15(11)
Speed: Normal
10Y Cost: ƒ2,980
Penalties: heat penalty, 5; scrub, 0; sand, -2; forest, -4; snow 0
Other: Wedge, hardy, impetuous, trained
Availabilty:?

Roughly, this is a feudal knight with better speed, a better charge and a tad less defensive skill. All of this makes the tactic of "charge-withdraw-charge" more worthwhile.

Denmark

Huscarls

Type: Cataphract
Morale: 9
Attack + Charge: 11+4 = 15, but with an AP bonus
Melee: Axe, 11 with AP bonus
Total Defense (Missile Defense): 16(9)
Speed: Slow
10Y Cost: ƒ2,580
Penalties: heat penalty, 4; scrub, 0; sand, -2; forest, -4; snow 0
Other: Wedge
Availabilty:?

If the Huscarl was in track and field, it would be what's known as a "broken field runner." Its charge is mediocre but it's a danger in melee with that axe. Therefore, if it can be used in broken terrain that's good enough for fighting but bad for charging, it is in its element. Unfortunately, this can put excellent Danish infantry in the role of absorbing charges that Huscarls can only respond too. Also, the Huscarl is very vulnerable to missiles — a serious weakness for a "stay and fight" melee unit. Interestingly, this unit from the northern climes has less of a heat penalty than many knights. It's also a good value for the money.

Norse War Cleric

Type: Cataphract
Morale: 9
Attack + Charge: 10+4 = 14, but with an AP bonus
Melee: Mace, 10 with AP bonus
Total Defense (Missile Defense): 19(12)
Speed: Slow
10Y Cost: ƒ3,000
Penalties: heat penalty, 6; scrub, 0; sand, -2; forest, -4; snow 0
Other: Wedge
Availabilty:?

This unit is a perfected Huscarl, a strong melee unit with a better defense that is much more resistant to missiles. In fact, only a few bodyguard-type units have a better base level defense against arrows. The mace is slightly less effective than the Huscarl's axe, but the cleric will live longer and swing its weapon more. Notice the whopping heat penalty, also: Part of the price for all that armor protection.

Egypt
England
France
Holy Roman Empire
Hungary
Milan
Mongols
Moors
Papal States
Poland
Portugal
Russia
Scotland


Border Horse
Type: Marauder
Morale: 5
Attack + Charge: 9+4 = 13
Melee: Sword, 9
Total Defense (Missile Defense): 9(4)
Speed: Fast
10Y COST: ƒ1,740
Penalties: heat, 3; scrub, 0; sand, -2; forest, -4; snow 0
Other: Hardy but untrained
Availability:
- Wooden Castle (3)
- Stables (4)
- Knight's Stables (6)
Armour Upgrades: Light Mail

One of the few true light melee cavalry types in the game, Border Horse are the definitive router chasers. Only four non-missile cavalry are fast, and this is one of them. However, there's more to being a good router-chaser than being fast. Even routing units with high melee values — like bodyguards — can and will resist capture. Border Horse have enough attack and defensive skill to take prisoners against their will. Note, however, the lack of a shield and the low armor. As a rule, do not send these fast units chasing after missile cavalry. If the enemy has any ammo left, the Border Horse will suffer. Also, if the enemy won't rout, get this unit out of there, especially if there are archers in range. Morale is low and, if they rout, they'll be off the map before you can say "Kentucky Derby."


Sicily
Spain
Timurids
Turks
Venice
Mercenaries

Husar
06-12-2007, 23:46
Aww, it stopped after three, somehow I always enjoy to read unit descriptions, in-game and in-forum.:laugh4:
And I don't know all their strengths and penalties, so your guide is very appreciated, looking forward to the next additions.:2thumbsup:

John_Longarrow
06-13-2007, 00:00
Some basic tactical concepts that will be self evident to many, but very useful to new players; These can and should be refined as this thread grows.

Charge The standard charge is what everyone thinks of when you hear “Knights”. A bunch of horsemen line up and go full tilt at the enemy. This is the best attack for most melee cav and is best when done against the rear of an enemy formation.

Fake charge This is a tactic where you go full tilt toward and enemy but stop before you get to them. This is often used to shape a battle by getting enemy forces to stop and prepare to receive your charge. When used with missile troops this can be devastating by causing an enemy unit to become a stationary target. The classic example would be light cav running up towards pikes. The pikes stop and prepare to receive the charge. Archers then slaughter the pikes while they stay stationary. This is also useful when you want to keep an enemy force from encircling some of your troops or when the enemy looks like they will flank the ends of your lines.

Hammer In the classic Hammer and Anvil, cavalry charges the rear of a unit that has become entangled with another unit (the anvil). This is similar to the classic charge. After charging, the hammer is pulled back, reforms, and charges again. One reason this is called a hammer and anvil is because the hammer strikes the target again and again while the anvil holds it in place.

Flank attack When two lines of troops are locked into the classic melee, you use your cavalry to hit one flank, preferably from behind, with the goal of destroying or routing the forces at that point.

Encirclement A fairly straight forward concept, you move cavalry to both sides of an enemy force and a faster force behind them. The side forces are normally heavy cav while the rear force is generally light cav (as it is faster). You then attack your target from all sides.

John_Longarrow
06-13-2007, 00:12
Tactic – Nipping

Much as a small dog “Nips”, light cavalry can be used to nip stronger forces and cause some solid damage. This is normally only done when there are few units on both sides because of the amount of micromanagement required and because you have to have two light cav units trying to remove one target unit.

Basically one unit will do a fake charge towards an enemy, drawing their attention. This unit will then fall back while a second unit charges in from behind or on a flank. This second unit will almost immediately fall back itself to avoid being stuck in melee with a superior unit. As the target unit reforms you use each light cav unit to either draw their attention or to charge the target depending on how the target reacts.

This is very useful for dealing the small number of strong units an enemy army will have in the early part of a campaign.

Tactic – Killing archers / siege engines.

Most often archers and siege engines will not be involved directly in melee. They will be used to fire before the lines of battle converge but will try to avoid being stuck in a brawl. Once you have separated the missile and siege units from the enemy OR once the enemy line of battle moves forward from them, you can move cavalry around the flanks of the enemy to attack the often vulnerable troops. This is especially useful against siege engines as you can almost always get a charge into them which results in them routing. Early on, most missile troops will either try to skirmish away from you or route when you hit them. Both of these outcomes are good as they keep the missile troops from doing what they need to do, mainly shoot at your troops.

Tactic – Hunting missile cav

For most factions, missile cav is a very hard enemy to deal with. It is almost always easiest for you to use either your own missile cav or your light cav to hunt these units down. If using light melee cav, your best bet is to send two units towards a single unit of missile cav. Have them close in loose formation at a run. One unit will be moving to the right of the target, the other to the left. Your goal here is to have a cavalry unit on either side of your target. You also want your spread out units to take up more room than the target unit. This way when you do charge them they will have a much harder time skirmishing away.

This is most effective if you leave your units in loose formation until they are close to your target and only then having them change to close formation for melee. When you can pull this off you can often see an enemy missile cav unit dissolve under the two way assault. By closing in loose formation you also minimize you own casualties from their missile fire.

andrewt
06-13-2007, 00:51
Tactic – Killing archers / siege engines.

Most often archers and siege engines will not be involved directly in melee. They will be used to fire before the lines of battle converge but will try to avoid being stuck in a brawl. Once you have separated the missile and siege units from the enemy OR once the enemy line of battle moves forward from them, you can move cavalry around the flanks of the enemy to attack the often vulnerable troops. This is especially useful against siege engines as you can almost always get a charge into them which results in them routing. Early on, most missile troops will either try to skirmish away from you or route when you hit them. Both of these outcomes are good as they keep the missile troops from doing what they need to do, mainly shoot at your troops.


I have a bit of a warning concerning some of the later missile troops. If they skirmish, they can avoid a formed charge. Especially against missile units like dismounted dvor, it can result in even your heavy cav getting owned in melee unless you pull them out.

Husar
06-13-2007, 11:23
I have a bit of a warning concerning some of the later missile troops. If they skirmish, they can avoid a formed charge. Especially against missile units like dismounted dvor, it can result in even your heavy cav getting owned in melee unless you pull them out.
My knights keep charging as long as the enemy doesn't rout, that's quite different from Rome, where they would usually stop if the enemies turned their backs, but in Medieval 2 sometimes my knights catch horse archers because they keep charging and that gives them the slight speed advantage they need.:2thumbsup:

Psiloi
06-13-2007, 13:54
Mounted Sergeants

Factions: (Early and High): France, HRE, Milan, Venice, Papal States, Sicily
Morale: 5
Attack + Charge: 9+4 = 13
Melee: Sword, 9
Total Defense (Missile Defense): 13(8)
Speed: Normal
10Y COST: $2,045
Buildings Required: ?

Although billed as “light cavalry,” this is really just a poor man’s knight. They’re not fast, they’re not hardy, and they can’t form a wedge, which is useful for units trying to squeeze in tight places while avoiding combat. They have a substantial heat penalty and the same forest penalty as a knight, which hurts their lower attack. Then have a weaker charge than a knight and less mass than a Feudal Knight. The apparent cost savings will probably be eaten up by the cost of replacing higher losses than you would suffer with a real knight unit. Get something better if you can afford it.

I should disagree in some points. Ok about the fighting quality of this cavalry, but their economical advantages are crucial when you play with western factions and are in the middle of bad times. They are the most avalaible of the western cavalry units (not so much buildings need), cheap of upkeep and build. Compare with the Mailed Knights who are the usual base of the western cavalries in early times (at least for me) but many more expensive or the merchant cavalry, who is really worst in combat and more expensive of upkeep. Of course, the Mounted Sargeants should be use with careful, but at least in my case, they had saved me in the worst moments.

Doug-Thompson
06-13-2007, 15:30
I should disagree in some points. Ok about the fighting quality of this cavalry, but their economical advantages are crucial when you play with western factions and are in the middle of bad times. They are the most avalaible of the western cavalry units (not so much buildings need), cheap of upkeep and build. Compare with the Mailed Knights who are the usual base of the western cavalries in early times (at least for me) but many more expensive or the merchant cavalry, who is really worst in combat and more expensive of upkeep. Of course, the Mounted Sargeants should be use with careful, but at least in my case, they had saved me in the worst moments.


I don't disagree, Psiloi, but that's why I called it a "poor man's knight" and advised to get something better "if you can afford it."

John_Longarrow
06-13-2007, 18:35
Special note on Merchant Cavalry:

This unit has a strategic roll that is very different that other types of cavalry. It should not be used for offensive operations. The roll that this type of cavalry is most suited to is garrison work. The reason for this is their rather unique quality of being free of upkeep when garrisoned in a city that can build them. This makes them ideal quick reaction forces for dealing with Rebel stacks and small enemy forces. Between a very low recruitment cost and no upkeep, the fact that they are comparable to spear units for combat prowess is not much of an issue. If you treat them as long range fast town malitia instead of true cavalry you will be very happy with their performance. If you have access to the higher quality Merchant Cavalry that Italian factions get you will be very happy with their average performance because you are not spending florins on upkeep when you house them in your cities.

rvg
06-13-2007, 18:56
There is also quite a bit of difference between different factions as far as Merchant/Militia Cavalry goes. For example, Italian Militia Cavalry is quite formidable all around, the Byzantine variety has okay charge but is otherwise lackluster, and the German one quite simply sucks outright having no redeeming qualities whatsoever.

Doug-Thompson
06-13-2007, 19:02
Well, as it says in the entries on merchant cavalry ..


The free upkeep allows them to be useful anti-bandit units, too ...

(Note that Italian Militia Cavalry is a much better proposition. See later.)

I did take out the needlessly harsh reference to making bridge bait out of them.

Guru
06-13-2007, 22:34
Looks very good, keep it up! ~:thumb:
Just a little thing... I don't think mailed knights are impetuous.

-- Guru

Doug-Thompson
06-13-2007, 22:36
Added the Scots — an easy one.

Thanks for the tactical tips, also, and keep them coming. A tactics guide is coming, but the unit guide will take a while.

Doug-Thompson
06-13-2007, 22:38
I don't think mailed knights are impetuous.

You are correct. Will fix.

Mad Mac
06-14-2007, 02:45
I should disagree in some points. Ok about the fighting quality of this cavalry, but their economical advantages are crucial when you play with western factions and are in the middle of bad times. They are the most avalaible of the western cavalry units (not so much buildings need), cheap of upkeep and build.

I think availibility is an underrated virtue, myself. The lower pricetag on Mounted Sarges is nice, but when I build them, it's usually because they're the only calvary I can use to fill up the old recruitment que.

Similarly, I think the real strength of say, the Danes, is not just that they have solid heavy infantry, but they have so many different types of heavy infantry that any decent castle has a nigh inexhaustable supply of grunts, as opposed to a faction that relies on DFK's and can get 1 unit of heavy infantry/2 turns or whatever per castle.

Which I suppose is a roundabout way of saying that having semi-redudant unit choices can actually be an advantage when you're trying to maximize production of that unit type. Especially if you play like me and have only a few spread out castles.

Miracle
06-14-2007, 05:10
Mad Mac is entirely right; it's very important to list all the details regarding building requirements and recruitment pools.

That means "Buildings Required" should be changed to "Availability" and should look something like this:

Chivalric Knights

Availability: Citadel (3, Spain only), Earl's Stables (4)

...where the numbers indicate the max recruitment pool.

It's also very important to list potential armour upgrades. They can make quite a difference. For example, Arab Cavalry can upgrade to heavy mail while Mounted Sergeants cannot. This makes AC even more distinct than MS. In an another example, after Huscarls upgrade to heavy mail they have just one less total defense than vanilla Norse War Clerics.

hisn00bness
06-14-2007, 10:46
So right about the armour upgrades for Arab cav.

Also the fact that they can be retrained anywhere; means that it is way easier to get these units gold chevroned than say; a feudal knight.


A fully armoured and chevroned unit of arab cavalry costing me only 175 a turn is a great asset...

Doug-Thompson
06-14-2007, 15:06
Mad Mac is entirely right; it's very important to list all the details regarding building requirements and recruitment pools.

That means "Buildings Required" should be changed to "Availability" and should look something like this:

Chivalric Knights

Availability: Citadel (3, Spain only), Earl's Stables (4)

...where the numbers indicate the max recruitment pool.

It's also very important to list potential armour upgrades. They can make quite a difference. For example, Arab Cavalry can upgrade to heavy mail while Mounted Sergeants cannot. This makes AC even more distinct than MS. In an another example, after Huscarls upgrade to heavy mail they have just one less total defense than vanilla Norse War Clerics.

I agree entirely, but finding all the building requirements and getting them accurately is more trouble than it should be. For instance, Spain isn't the only faction to get Chivalric Knights just from a Citadel, at least not since the patch. I have them available in Citadels in my Hungarian campaign.

If armor upgrade info and building requirements are readily available from someone else's research, I'd love to cite it and give full credit where it's due.

Husar
06-14-2007, 15:19
I have them in Citadels in my Sicilian campaign as well.

Miracle
06-15-2007, 01:11
I have them available in Citadels in my Hungarian campaign.

If armor upgrade info and building requirements are readily available from someone else's research, I'd love to cite it and give full credit where it's due.
Those are the Eastern versions which have 3 shield instead of 4; I would consider them an entirely different unit. Maybe I should have said "Western Chivalric Knights"...

Anyway sometime later I'll provide you with the relevant info for the existing units featured in the guide.

I have them in Citadels in my Sicilian campaign as well.
Doh, I had a feeling I had forgotten some other faction...

Miracle
06-15-2007, 03:42
Alright here's the info. For future units I'll probably PM the info in batches.

Feudal Knights

Availability:
- Fortress (3 except England)
- Baron's Stables (4)
- Earl's Stables (6)
Armour Upgrades: Partial Plate

Mailed Knights

Availability:
- Wooden Castle (2)
- Castle (3)
- Knight's Stables (4)
- Baron's Stables (6)
Armour Upgrades: Heavy Mail

Mounted Sergeants

Availability:
- Wooden Castle (3)
- Stables (4)
- Knight's Stables (6)
Armour Upgrades: Light Mail

Merchant Cavalry Militia

Availability:
- Merchant's Guild (3)
- Merchant's Guild HQ (4)
Armour Upgrades: Partial Plate, Full Plate

Arab Cavalry

Availability:
- Wooden Castle (2, 3 for Egypt)
- Castle (3)
- Citadel (6, Moors only)
- Sheikh's Stables (4)
- Amir's Stables (6)
- Racing Tracks (4)
- Merchant's Guild (3)
- Merchant's Guild HQ (4)
Armour Upgrades: Light Mail, Heavy Mail

Italian Cavalry Militia

Availability:
- Militia Drill Square (4)
- Militia Barracks (6)
- Merchant's Guild (3)
- Merchant's Guild HQ (4)
Armour Upgrades: Partial Plate

Border Horse

Availability:
- Wooden Castle (3)
- Stables (4)
- Knight's Stables (6)
Armour Upgrades: Light Mail

darth_napo
06-23-2007, 18:11
no update?

Doug-Thompson
06-25-2007, 15:44
Real life became very demanding last week, and will be more demanding this week. Sorry. Thanks for the interest, though.

Garnier
06-25-2007, 16:28
Remember that pursuing routed troops is THE best way to get experience, especially if your unit is low on troops, they will get it faster. A good way to get 3 gold chevrons on a cav unit, is to let the unit take casualties in battle so they are down to 5 or less men, and then in the next battle have them pursue the enemy routed army, so they get 3 gold chevrons, and then retrain them so you have a full unit of men with 9 valour. Its kinda cheap and I don't use this tactic, but for people who like to use every possible method to win, this is one.

Grand Duke Vytautas
06-25-2007, 20:49
Awesome guide in progress Doug Thompson :yes: Loved your HAs guide too
May I ask moderators this to be stickied in M2TW guides section?

gardibolt
06-26-2007, 16:44
Remember that pursuing routed troops is THE best way to get experience, especially if your unit is low on troops, they will get it faster. A good way to get 3 gold chevrons on a cav unit, is to let the unit take casualties in battle so they are down to 5 or less men, and then in the next battle have them pursue the enemy routed army, so they get 3 gold chevrons, and then retrain them so you have a full unit of men with 9 valour. Its kinda cheap and I don't use this tactic, but for people who like to use every possible method to win, this is one.


I thought I remembered reading somewhere that routers only give a fraction of the experience of nonrouters, because of this exploit. Of course, catch enough of them and you make up for it. Am I remembering this right, or am I dreaming? :dizzy2:

Doug-Thompson
07-12-2007, 22:45
Finally put in Miracle's armor and availability stats, and added some info on Byz Lancers and Greek Cavalry Militia.

Monsieur Alphonse
07-12-2007, 23:00
The latest FAUST (ver. 1.2) has all available armor upgrades listed. :book:

Doug-Thompson
07-12-2007, 23:04
The latest FAUST (ver. 1.2) has all available armor upgrades listed. :book:


Excellent. That will save a lot of work, both for me and for Miracle. I'll be sure to credit the Faust guide for the numbers.

Miracle
07-13-2007, 01:44
This might be a good time to introduce a highly ambitious project I'm working on.

It will be better than FAUST, R'as al Ghul's Spreadsheets and even YAS's Tools.

Here are some sample pages:

http://scratchpad.wikia.com/wiki/Arab_Cavalry
http://scratchpad.wikia.com/wiki/Dismounted_Dvor
http://scratchpad.wikia.com/wiki/Naffatun
http://scratchpad.wikia.com/wiki/Missile_Cavalry

(These are test pages and not intended to be the final product)

Basically it will be an encyclopaedic guide to all things M2TW, including detailed and complete unit stats, faction guides, building guides, tactics, strategy and even info on the upcoming Kingdoms expansion.

The key difference between this and other unit guides is that it's a wiki which means anyone can add information or correct mistakes.

The final product will be hosted at m2tw.wikia.com, although I haven't set that up yet.

I know this sounds totally unrelated to this thread but please consider that any guide-making efforts are better put to use in a wiki.

Odin
07-13-2007, 13:00
This might be a good time to introduce a highly ambitious project I'm working on.

It will be better than FAUST, R'as al Ghul's Spreadsheets and even YAS's Tools.

Here are some sample pages:

http://scratchpad.wikia.com/wiki/Arab_Cavalry
http://scratchpad.wikia.com/wiki/Dismounted_Dvor
http://scratchpad.wikia.com/wiki/Naffatun
http://scratchpad.wikia.com/wiki/Missile_Cavalry

(These are test pages and not intended to be the final product)

Basically it will be an encyclopaedic guide to all things M2TW, including detailed and complete unit stats, faction guides, building guides, tactics, strategy and even info on the upcoming Kingdoms expansion.

The key difference between this and other unit guides is that it's a wiki which means anyone can add information or correct mistakes.

The final product will be hosted at m2tw.wikia.com, although I haven't set that up yet.

I know this sounds totally unrelated to this thread but please consider that any guide-making efforts are better put to use in a wiki.

:medievalcheers:

Looks good m8, Yas's tool is pretty dam good though but I like the wiki format. As a user of user created tools and data, let me say thanks in advance for your efforts.

Doug-Thompson
07-18-2007, 21:39
@ Miracle.

Very impressive. And no, I don't think it's unrelated to the thread at all.

=======

Added a few bits about Byzantines.