Sipahis, when V3 or better, can be effective desert cav, effective at dealing with the Saharans or other Cav of the Muslim factions. Otherwise, they are flankers, routers, harassers.
In the game there are some units that seem unnecessary because similar or better options exist. There is an histrocial basis for some of these units, but there are also two other good theories for this.
One, the 'redundant' units provide a little variety or diversity. usually these have slightly different stats (compare AHC and Ghulams, or Feudals and Porno Cav, Halbs and Bills, ).
or
There are some units that represent bad choices. In the campaign an unsuspecting player might build a stable full of OS because of the lower build requirements and/or cheaper cost to build, not realizing they are relatively weak and relatively expensive to maintain.
Khwarazmians, like Katank implies, fall into this category.
Regardless, it doesn't bother me the way it appears to bug some folks. I usually build a few Sips for my Turks, along with Ghulam Cav and Bodyguards, Turcoman HAs, AHC, even a few Sips of the Porte late in the game.
Regarding the AHC vs Ghulam Vs Sipahi comparison.
I'll bet you that most folks think AHC go North and and Ghulams and Sips go south, but if you look at the stats Ghulams have the same armor as Sips or AHC. AHC should do well in the desert.Originally Posted by [b
I don't think that turks get camels, except as Mercs or thru bribery (which is a good idea for a Turk Lord to do).Originally Posted by [b
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