Yeah, cavalry are strong, particularly on the charge (but be sure to alt-charge them - those lances are nearly useless as the fighting turns into a prolonged melee!).Originally Posted by DochtorGajo
But cavalry, especially heavy cavalry have their weaknesses - the heavy cavalry of the western nations have many advantages over their lighter cousins (both in the east and west) - but there are rapidly worn down as you face more and more advanced units - later infantry can have the armour to stand up to them, and the weapons to take them down quickly - AP polearms really bring them down, they still are stronger then light and medium cavalry, but the cost and unit size makes them the less attractive option. Firearms also eat heavy cavalry up - it's really a race in firearm v cavarly skirmishes - will the cavalry get to them before a volley is let off? If not, 30-50% casaulties is not out of the question, and that's enough to put a rather large lump in any knights throat!
While I am here, some more tips for some more balanced and interesting battles.
Archers are fast firing, have excellent range, but weak damage (with only a few types having AP arrows - none in the demo ATM!)
Firearms have excellent damage, great anti-armour abilities, but crap range and a low rate of fire.
Crossbows are sort of in the middle, good range, fair damage, but their reload is definately on the slow side.
With infantry, pikes are your stay-anywhere, stop-anything unit - weak on the move, its best to park them and have them grind the enemy down, they are especially good at eating horses, though a horse and knight wrapped in armour has the kind of inertia that could give a pikeman a really nasty headache. Be weary of militia pikes - they are not very well trained and can't maintain a nice orderly formation like they more professional allies.
Polearms make great heavy infantry - even the lighter ones! Those poles are big, powerful, and great for tackling armour - and even get a bonus against mounted units. But they are also slow and tire easily. In cheaper and earlier armies, they form the cream of your infantry, while in later era battles, mix them in with your pikes to provide counter attacks and flanking manouvers.
Swordsmen are swift and and agile, excellent for engaging line infantry, or tieing up pikes. Most infantry have a sword, so keep this in mind with any ranged or pike units - you can use them to quickly overwhelm the enemy, or bolster a faltering part of your line - some of them are even as good as dedicated sword-units in close combat!
Never underestimate the power of artillery either - one unit of serpentines is unlikely to cause major devestation, but their range and accuracy make them great for taking down elite units - watch for the sniper going for the general!
Culverins are not so good in field battles, though when you get hit by one, you feel it. They are better used against static walls and buildings.
Bookmarks