Re: I bet you don't believe this: cavalry charge is broken.
Kraxis,
I'm not sure how much pushback influences killing power in RTW. Mass determines pushback, but it is not having the impact I would expect on the charge--other than disruption/penetration. The 0.5 mass horse unit's charge was stopped cold, but the charge was still deadly enough...it just didn't go very far. Normal horse mass leads to penetration and push back, but not that many more kills.
I have not tried to determine if pushback influences the combat calcs directly. I remember that it did so in MTW. In RTW it might be more of a case of being able to stay in position or force passage. But in all the tests I've run the unit with lower mass always ends up moving backwards relative to the one with higher mass. The difference or ratio seems to help determine how rapidly one can force the other back.
Re: I bet you don't believe this: cavalry charge is broken.
Have you tried given the horse a separate armour rating {stat_sec_armour} .
As I understand it , it wouldn't factor into actual defense rating {C/A mentioned it wasn't use for normal cavalry I think} , but might effect charge as it now seems to function .
If I am correct in my supposition , then you could use that as a claytons charge value {the charge value you have when you don't have a charge value ;p} and match actual charge performance to what the "official" charge stat suggests .
If ;p
Re: I bet you don't believe this: cavalry charge is broken.
Quote:
Originally Posted by Old Celt
I will indulge in some speculation about armor:
If the difference in the tests was only 4 points of armor, I speculate that this translates into enough weight in horse barding to alter the impact formula with regard to the total kinetic energy delivered on impact, due to greater mass.
This might have been an appropriate theory if the units wee real soldiers. However, RL physics don't really apply in a game world, no?