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Thread: Hunters All Their Lives: A Missile Cavalry Guide

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    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Post Hunters All Their Lives: A Missile Cavalry Guide



    This is the most complete guide I can make to the missile cavalry units in MTW2 and on how to use them. It is not, however, an attempt to be the last word. The goal here is to answer questions for the beginner while encouraging new ideas. I hope it also refreshes the memories and stokes the imaginations of experienced players.

    The Video
    A picture is worth a thousand words, they say. That must make a video worth millions. This video, highly recommended shows exactly what I'm trying to describe. Note the lack of use of auto-skirmish, allowing close-range and very deadly fire delivered from optimum angles. This is a pro at work.

    A note on the thread's title: "Hunters all their lives" is a phrase from "Age of Empires: Age of Kings." The last frame in the narration of the Mongol campaign begins, "Hunters all their lives, old wolves ..."

    THE UNIT GUIDE (Click for jump)
    THE TACTICS GUIDE(ditto)

    Research and summaries of units by other forum members are welcome. Corrections and elaborations are welcome also.

    THE UNIT GUIDE

    (References to "MXB" mean "Mounted Crossbowmen." See the last unit guide entry.)

    England, Scotland and the Aztecs have no non-mercenary missile cavalry. Denmark, Milan, the Papal States, Sicily and Venice have none except the MXB, which arrives in the High Era.

    AMMO

    The base figures from R'as al Ghul unit guides are:

    Javelin Cavalry - 8
    Crossbow Cavalry - 30
    Bow Cavalry - 25
    Gun Cavalry - 20
    Elephant Rocket - 36

    THE FACTIONS

    BYZANTINE EMPIRE
    EGYPT
    FRANCE
    HOLY ROMAN EMPIRE
    HUNGARY
    MONGOLS
    MOORS
    POLAND
    PORTUGAL (see SPAIN)
    RUSSIA
    SPAIN
    TIMURIDS
    TURKS
    MXB ONLY: Denmark, Milan, Papal States, Sicily, Venice
    MECENARIES

    MORALE STATS



    BYZANTINE EMPIRE by Quillan

    Units, availability: Skythikons, Byzantine Cavalry, Vardariotai, all Early

    SKYTHIKON

    Skythikon is the Byzantine term for the steppe horse archers. Wearing little armor, armed with a composite bow and a small sword, they are capable of melee when necessary but are best kept out of it. They are excellent archers, and very good at running down routing units or charging into the flank or rear of already engaged units. The unit is fast.

    Skythikon stats: (Melee-missile attack/defense/charge bonus) 06-06/3/02. Can have one armor upgrade

    Special abilities: Circle

    Cost/upkeep: 380/175

    Buildings Needed: Castle only. Can be built at a Motte & Bailey, but the stable line of buildings increases both the size of the recruitment pool and the replenishment rate. Max size is 9 units at King's Stable.

    BYZANTINE CAVALRY

    These are the staple cavalry type of the army. Wearing mail or brigandine armor, and armed with a sword and composite bow, Byzantine cavalry are capable of both melee and missile combat. Slower moving than the other horse archers but better defended, they are more than capable of holding their own against almost any other light cavalry unit out there.

    Byzantine Cavalry stats: (Melee-missile attack/defense/charge bonus) 07-06/12/02. Can have two armor upgrades.

    Special ability: Circle

    Cost/Upkeep 530/175

    Buildings Needed: Castle only. Can be built starting at Wooden Castle level, but again pool size and replenishment rate are both increased by the stables building. Max size is 9 units at King's Stable.

    VARDARIOTAI

    Vardariotai are something of a mystery and a surprise. For people familiar with the Byzantine military, the iconic units that defined them were the Varangian Guard and the cataphracts. That's why it is surprising that the Vardariotai are the single most expensive land unit in the Byzantine order of battle, and only the Lanternas ships are more expensive of all of their units.

    Vardariotai are elite steppe archers, descended from Magyars who settled in the Vardar river valley. They are well equipped and extremely well trained. With exceedingly high stats, Vardariotai can outshoot most any other horse archer in the game, outfight most any other horse archer in the game, and even potentially win melee engagements against the best knights Europe has to offer. The unit is fast, has good morale and good stamina. It has the highest morale factor of any missile cavalry unit and is the only missile cavalry unit to reach the "highly disciplined" level. They are also one of the four highly trained missile cavalry units available. What all that means is: They don't rout until things are absolultely hopeless.

    Vardariotai stats: (Melee-missile attack/defense/charge bonus) 10-09/17/04. Can have one armor upgrade.

    Special abilities: Circle

    Cost/upkeep 800/250

    Buildings needed. Castle only. Can be built starting at the castle level. Unlike the previous two, stables do NOT increase either the recruitment pool or the replenishment rate. Max unit size is 3 at Citadel.

    (TOP)

    EGYPT

    Units, availability: Desert Cavalry- Early; Mamluk archers- Early

    DESERT CAVALRY

    Basically Jinetes with no armor, Desert Cavalry has a slightly weaker melee attack, the same charge bonus and the same javelin attack with anti-armor bonus as its Spanish cousin. However, it has a much weaker defense. Still, it's a very useful unit, particularly against heavily armored crusaders in the desert. Desert Cavalry -- surprize! -- have a desert bonus while armored units broil in the sun. Desert Cavalry is also fast and has very good stamina, which means it can run and run and run.

    Desert Cavalry stats: (Melee attack-Missile Attack/Defense/Charge bonus) 08-08/08/03. (For comparison, a Jinete's stats are 09-08/15/03)

    Special ability: Circle
    Cost/Upkeep: 540/150
    Buildings needed: Wooden Castle + Stable

    MAMLUK ARCHERS

    An excellent all-round cavalry archer and dual-purpose medium cavalry unit. It will remind RTW Parthian players of Persian Cavalry. This is a missile unit that can defend itself against most light and medium cavalry types, seize charge opportunities in the flanks and rear, help trap generals and can even hold knights if help arrives quickly. In melee, they fight with maces which are good against armor, a little tidbit not mentioned in the stat summary. Good stamina and good morale. One of the "four horsemen" missile cavalry who are highly trained, along with the Byz Vardariotai, French Mounted Archer and Mongol Heavy Archer.

    Mamluk archer stats: (Melee attack-Missile Attack/Defense/Charge bonus) 08-08/15/04

    Special ability: Circle
    Cost/Upkeep: 900/210
    Buildings needed: Wooden Castle, or a City with a Tier 2 racetrack

    (TOP)

    FRANCE

    Units, availability: French Mounted Archer- High

    FRENCH MOUNTED ARCHER

    France has an excellent mounted archer, but must wait for the High period and a Military Academy to get it.

    The FMA is a longbowman on a horse. Interestingly, the English don’t get this unit. Let’s also gloss over the practical problems with firing a six-foot long bow from a galloping horse.

    The longbow anti-armor bonus applies, making this unit better against hard targets than the typical horse archer. Unlike anti-armor javelins, however, the FMA has bountiful ammunition. Unlike the mounted crossbowman, the longbow has a high base attack value.

    Therefore, the FMA is a uniquely deadly combination of anti-armor capability plus enough ammo and base attack value to shoot up massed soft targets. The unit also has good morale and good stamina, although it’s not as fast as some other horsearchers. Finally, the FMA has respectable melee stats, quite close to a jinete. This is one of the four highly trained missile cavalry units.

    French Mounted Archer stats: (Melee-missile attack/defense/charge bonus) 09-07/14/04. Anti-armor bonus for missile fire. For comparison, a Jinete’s stats are 09-08/15/03.

    Special ability: Circle

    Cost/upkeep: 1,030/210

    Buildings Needed: Military Academy

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    HOLY ROMAN EMPIRE
    Units available, and era: MXB- High; Reiters- Late

    REITERS

    Reiters appear in the late era, and have the most powerful missile attack of any cavalry. They also have good armor and good morale plus decent defense and melee. Their gunpowder attack has an anti-armor bonus and imposes a morale penalty on the target, too.

    However, their rate of fire is slow. They suffer the same weather penalties as any gunpowder unit. They have the shortest range of fire of any missile cavalry unit. Even javelins outrange them. They move more slowly than most other missile cav. This is offset somewhat by good stamina: They run more slowly, but can run more before getting tired. Like most missile cavalry, they lack a shield. This puts this heavy, not-exactly-quick unit at some disadvantage in melee.

    Reiters aren't the light, wasp-like swarm unit most horse archer players are familiar with. They are also one of the few missle cavalry types who don't have "skirmish on" as a default setting. They can skirmish, however, and circle. This circling and their armor make them hard for regular archers to kill. Reiters are not hit-and-run units so much as hit-and-stay.

    Tactically, I have little practical experience with these troops. They would probably make a good mobile reserve, able to go where some well-armored unit was causing trouble and blast it. Pavise crossbowmen's shields would also be less help against these Reiters than usual. A thread on their tactics is here

    Reiter stats:(Melee-Missile Attack/Defense/Charge bonus)
    11-20(!)/13/05. (For comparison purposes, a Feudal knight's stats are: 10/16/06. An arquebusier's missile attack is 14)

    Special ability: Circle

    Cost/Upkeep: 920/250

    Buildings Required: Royal Armory (City or Castle)

    (TOP)

    HUNGARY

    Units, availability: Magyar Cavalry- Early; Hungarian Nobles- Early

    MAGYAR CAVALRY

    A good if unspectacular HA unit similar to the Turkoman. Still, it's a very good unit by Early Era standards that's much better than entry-level HA like Kazaks or Turkish Horse Archers. They are fast but have no extra stamina or morale.

    Magyar Cavalry stats: (Melee attack-Missile Attack/Defense/Charge bonus) 06-06/07/02. For comparison, Turkoman stats are: 07-06/08/02

    Special ability: Circle

    Cost/Upkeep: 400/175

    Buildings Required: Castle (Motte and Bailey)

    HUNGARIAN NOBLES

    The European Mamluk Archer, and then some. An outstanding unit, especially by Early Era standards. Usable for both missile fire and melee. Good stamina and good morale but not as fast as weaker HA. Note that the initial cost is far less than the Mamluk but upkeep is just as high.

    Hungarian Noble stats: (Melee attack-Missile Attack/Defense/Charge bonus) 09-08/16/04. For comparison, Mamluk Archer stats are: 08-08/15/04
    Special Ability: Circle
    Cost/Upkeep: 750/210
    Buildings Needed: Wooden Castle

    (TOP)

    MONGOLS

    Units, availability: Mongol Horse Archer- Early; Mongol Heavy Archer, Early

    MONGOL HORSE ARCHER

    A good HA but not much of a melee unit. Better than the very lightest HA at melee, though. For instance, their defense is twice that of the very weak Kazak or entry-level Turk, and they have good morale. They are vulnerable to missiles. They also have very good stamina and are fast. This unit and the Mongol Heavy Archer below are the only disciplined missile cavalry units besides the Byzantine Vardariotai, which is highly disciplined.

    Mongol Horse Archer stats: (Melee-Missile Attack/Defense/Charge Bonus) 08-08/06/04
    Special Ability: Circle
    Cost/Upkeep: 590/na
    Buildings Needed: NA

    MONGOL HEAVY ARCHER

    An excellent dual-purpose cavalry unit. The stats are identical to the Mamluk Archer but this unit has better stamina. Good morale, and has discipline, which is something no non-Mongol missile cavalry has except the highly disciplined Byzantine Vardariotai.

    Mongol Heavy Archer stats: (Melee-Missile Attack/Defense/Charge Bonus) 08-08/15/04
    Special Ability: Circle
    Cost/Upkeep: 900/NA
    Buildings Needed: NA

    (TOP)

    MOORS

    Units, availability: Desert Cavalry- Early; Grandine Jinete- Early; Grandine Crossbow Cavalry- Late; Camel Gunners- Late

    DESERT CAVALRY
    See this entry under “Egypt”

    GRANDINE JINETE
    Very similar to the Spanish Jinete, but with a slightly lower attack and two points less defense. Fast and with good stamina.

    Grandine Jinete stats: (Melee-Missile Attack/Defense/Charge bonus): 08-08/13/03. Javelins hava an anti-armor bonus. For comparison, a Spanish Jinete is 09-08/15/03
    Special ability: Circle
    Cost/Upkeep: 670/175
    Buildings needed: Large City+Sultan's Racetrack, or Castle (Fortress)

    GRANDINE CROSSBOW CAVALRY
    These show up one era later than other Mounted Crossbow units and are quite similar. However, the missile base attack is considerably better and has the same anti-armor bonus of other MXBs. A better charge bonus and slightly higher melee attack than other MXBs is offset a bit by a slightly lower defense. This is an interesting unit but one that seems overshadowed by this faction’s Camel Gunner. (See below.)

    Grandine Crossbow Cavalry stats: (Melee attack-Missile Attack/Defense/Charge bonus) 08-07/09/03 For comparison, a MXB’s stats are: 07-05/10/02
    Special ability: Circle
    Cost/Upkeep: 580/175
    Buildings needed: Citadel + Marksman range

    CAMEL GUNNERS
    These units outrange longbowmen. A very long range unit, this unit has 50 percent more range than a bow-armed cavalry unit. It outranges any missile infantry except for various musketeers and can fire on the move. Camel gunners will rarely stop firing if you leave “fire at will” on. Something is almost always in this unit’s range. As Musashi once described, “I keep fire at will off, move them to flank, and then open fire. Doesn't matter how well armored the enemy is when you're behind them. And their range is a major asset when using them this way, because it's hard to defend against flanking when the enemy can do it from so far away.”

    That said, getting in close if possible and delivering a volley would be devastating also. This unit’s missile attack is twice that of a normal cavalry archer unit and has an anti-armor bonus, but has a slow rate of fire. That’s another reason to go for volley fire.

    To no one’s surprise, the unit has a desert bonus. They scare horses and are vulnerable to missiles — assuming that the horses ever get close enough and the missiles get in range. They have good morale and very good stamina. Leave them on “run” all the time and you shouldn’t face too many consequences, especially since they don’t have to run very far to get in range.

    This unit has drawn a lot of attention from Musashi, who wrote on another thread:

    My trick is actually to deploy half on one "wing" of my formation, and half on the other, and then send them to both enemy flanks, making it impossible for the enemy to turn to face one without setting themselves up to take fire from the rear. Then I march the rest of my formation to close range directly from the front. This gives me a three sided envelopment, and my camel gunners are in position to demoralize, devastate (Seriously, those muskets are EVIL) run down routers, and also if the enemy skirmishers attempt to pull back behind the front lines my camels can sweep in and annihilate them in melee, leaving the enemy with no ranged support, and even better, my gunners right on top of them at the rear, able to deliver volley fire and rear charges .
    That may sound like conventional missile cavalry stuff, but it's not. The very long range of the camel gunners — as Musashi has pointed out before — makes this kind of three-pronged attack easier to accomplish. Also, the very long range of the guns create particularly deadly crossfire. It hasn't been noted enough that it is perfectly possible for an archer to miss it's target unit but hit something else. Many HA have a short range with firing arc like a rainbow. The arrow or javelin lands on or near the target unless range is close. Camel gunners have long range and relatively flat trajectories, as far as I can tell. This can create enfilade fire at its finest, IMO.

    Camel Gunner stats: (Melee-Missile Attack/Defense/Charge bonus) 08-16/06/04
    Special ability: None
    Cost/Upkeep: 1,180/300
    Buildings needed: Castle (Citadel)+Caravansary

    (TOP)

    POLAND
    Units, availability: Lithuanian Cavalry- Early; Strzelcy- Early; Polish Nobles- Early

    LITHUANIAN CAVALRY

    Combines a good missile attack with decent melee attack and defense. This is a very good unit, particularly by Early Era standards. Not the fastest pony in the barn but it does have good stamina. Morale is normal, making this decent double-duty cavalry, an HA with a melee option. Significantly, this unit's range is noticeably less than normal: 100 spaces compared to the regular 120 for bow-armed cavalry.

    Lithuanian Cavalry stats: (Melee attack-Missile Attack/Defense/Charge bonus) 09-06/11/03 (For comparison, Byzantine Cavalry are 07-06/12/02)

    Special ability: Circle
    Cost/Upkeep: 500/175
    Buildings Needed: ?

    STRZELCY

    A Mounted Crossbowman with a distinctive name and two notable advantages -- it's available in the Early Era and has very low building requirements. Strzelcy have a slightly higher defense and are slightly slower than MXBs. Also, note that much of that improved defense is in a shield. The unit's fast enough to make it useful against German or Danish infantry, especially those Viking types who suffer greatly when you get behind their shield. Cheaper to get than a Jinete and costs the same to maintain. All in all, not a great unit but a very useful and cheap supplement to the very powerful Polish Noble: Makes for an effective and affordable cavalry force in the campaign game.

    Strzelcy stats: (Melee attack-Missile Attack/Defense/Charge bonus) 07-05/12/02 Anti-armor bonus for missile fire. (For comparison, MXBs are 07-05/10/02 with the same bonus.)

    Special ability: Circle
    Cost/Upkeep: 510/150
    Buildings needed: Castle (Motte and Bailey)

    POLISH NOBLES

    A superb all-around, javelin-armed cavalry unit. They have good attack, good defense and good morale, making them fit units to pin an enemy: An anvil in melee or a hammer with javelins. Meaner and tougher than Russian Boyars Sons, these units also make good battlefield assassins, swarming upon a general or high-value knight unit even if they have to fight their way there, then pouring on the javelins. Finally, if you ever need to kill an elephant, a few of these units will do the job from a distance, with enough defense to withstand missile fire better.

    Polish Nobles stats:(Melee attack-Missile Attack/Defense/Charge bonus) 11-10/17/04 Anti-armor bonus for javelins. (For comparison, Boyar Sons are 09-08/14/03 with the same bonus.)

    Special ability: Circle
    Cost/Upkeep: 800/210
    Buildings needed: Wooden Castle

    (TOP)

    PORTUGAL

    See Spain: Same units, same availability. (Spain is listed in deference to it's seniority in the MTW game series. It was a faction in MTW1 whereas Portugal was not.)

    (TOP)

    RUSSIA

    Units, availability: Kazaks- Early; Boyar Sons- Early; Dvor Cavalry- High; Cossack Cavalry- Late

    KAZAKS

    Entry level HA. Stats are identical to Turkish Horse Archers and the unit is just as fragile if caught in melee. They're fast but have normal stamina, therefore they get tired faster than some other HA. They're vulnerable to missiles too.

    Kazak stats: (Melee attack-Missile Attack/Defense/Charge bonus) 06-06/03/02

    Special ability: Circle
    Cost/Upkeep: 380/150
    Buildings needed: Castle (Motte and Bailey)

    BOYAR SONS

    The Polish Noble's kid brother: This javelin-armed unit would look a lot more impressive if it didn't suffer slightly in comparison to the Noble. This is a very good all-round cavalry unit that gives a fine account of itself in melee and has a ranged attack with an anti-armor bonus that's dangerous to any unit, including elephants. Not fast, but has good stamina.

    Boyar Sons stats: (Melee attack-Missile Attack/Defense/Charge bonus) 09-08/14/03. Javelins have an anti-armor bonus. For comparison, a Polish Noble's stats are: 11-10/17/04 with the same anti-armor bonus.

    Special ability: Circle
    Cost/Upkeep: 610/210
    Buildings needed: Wooden Castle

    DVOR CAVALRY

    The Russian Vardariotai, with a slightly higher attack and slightly lower defense. Not cheap, either. Not as fast as some HA but has little need to run from anything, and with good morale and good stamina. This is the type of unit that can demolish one unit with flanking fire while it's riding around to destroy another unit with a charge in the back. No anti-armor bonus, but who needs one when you have a base missile attack of 10, the rate of fire of a HA and a quiver full of ammo instead of javelins?

    Dvor Cavalry stats: (Melee attack-Missile Attack/Defense/Charge bonus) 11-10/16/04. For comparison, a Byzantine Vardariotai stats are: 10-09/17/04.

    Special ability: Circle
    Cost/Upkeep: 800/250
    Buildings needed: Citadel + Earl's stable

    COSSACK CAVALRY

    Not quite as good as a Mamluk Archer or Mongol Heavy Archer in melee despite a better attack because of a significantly weaker defense, but still a fine HA with a respectable melee and good morale. It is also fast and has very good stamina.

    Cossack cavalry stats: (Melee attack-Missile Attack/Defense/Charge bonus) 09-08/11/04. For comparison, a Mongol Heavy Archer stats are: 08-08/15/04

    Special ability: Circle
    Cost/Upkeep: 700/150
    Buildings needed: Citadel + Earl's stables

    (TOP)

    SPAIN

    Units, availability: Jinete, Early; MXB, High

    JINETE
    The original javelin-armed cavalry unit and an old favorite from MTW1 returns, greatly improved.

    Jinetes have an anti-armor bonus, good melee for a non-knight unit, are fast and have good stamina. This combination made then valuable even in MTW1, when their range was shorter and they couldn’t fire on the move.

    Jinete ability to move quickly to missile attack some high-value armored unit endears them to many players. They can also charge into melee against soft targets, or against hard targets weakened by javelins. They are very good chasers of routed in the game too, taking prisoners by the bushel basket. On a more exotic note, they make excellent camel and elephant killers because they can attack the scary beasts from a distance, circling to minimize the effect of counter-fire.

    Jinete stats: (Melee-missile attack/defense/charge bonus) 09-08/15/03. Anti-armor bonus for missiles.

    Special ability: Circle
    Cost/upkeep: 520/175

    Buildings Needed: Can be recruited at any castle regardless of size, recruitment pool is enhanced by the stable line of buildings, and can also be recruited in cities that have built a Plaza del Toro.

    (TOP)

    TIMURIDS

    Units, Availability: Turkish Horse Archer- NA; Turkomans- NA; Mongol- Heavy Archer-NA; Elephant- High; Elephant Artillery- High

    TURKISH HORSE ARCHERS
    See Turks: Units are identical, down to the name.

    TURKOMANS
    See Turks: ditto

    MONGOL HEAVY ARCHERS
    See Mongols: ditto

    ELEPHANTS

    Besides being a monstrous melee unit, elephants with arquebuses are very powerful missile units, perfectly able to wipe out an armored infantry unit and still have more than half its ammo left. It doesn't skirmish so using them as missile cavalry does require a little micro. They are perfectly capable of walking or running away from a chasing infantry unit and pelting it with fire the whole way. Not only will this kill most of the infantry unit, but knocked down infantry will have to catch up to the rest of their comrades, straggling them all over the place. Then the elephants can turn around, charge and stomp them before the unit reforms.

    Regular elephants can also walk right up behind an engaged unit of yours and fire down on whomever is attacking it in melee.

    In melee, charging elephants would be an effective unit even without their special attack. Notably, they have a bonus vs. cavalry and frighten nearby enemy units. This is nice. The camel, for instance, frightens horses -- including your horses if the units get mixed up. Elephants have good stamina. Rather sensibly, they can't hide. They move as far as regular cavalry on the strategy map.

    Here's the catch: Elephants can run amok. When they do, they'll trample nearby friends and foe.

    The skill of driving elephants crazy has become something of a craft with whole threads dedicated to it. Beware missiles most in that regard, including garrison fire in sieges. Elephants running amok are a big threat to anybody nearby, and the men on the elephant's backs stop firing. Worse, I've never seen an elephant unit recover during a battle. As far as I can tell, they're immune from rallying cries from the general and so forth. Their special ability is suicide: The riders kill the beasts.

    Elephant stats: (Melee attack-Missile Attack/Defense/Charge bonus) 10-16/16 (With six hit points instead of one)/09

    Special ability: Instant death
    Cost/Upkeep: 2,090/NA
    Buildings needed: NA

    ELEPHANT ARTILLERY

    This is mobile siege artillery, fully capable of taking down a castle wall from long range. They can also destroy gates and towers. They can't target buildings, but misses from shooting at fortifications does damage buildings. Range has little if any effect on accuracy when shooting at fortifications, too.

    Moving as fast as cavalry on the strategy map, this makes them a mobile siege unit particularly suited to crossing vast areas to subdue settlements. Russia and North Africa are good examples.

    These units have all the effects of regular elephants: Scare nearby enemies, etc. They also have very long range. They can also run amok.

    On an open battleground, this "self-propelled artillery" has factors to remember: They have to face what they are shooting at; They don't shoot on the move; They appear to have a minimum range, and they can't skirmish. They also aren't particularly accurate, but their shot does have a nice effect when they hit. It's immediately lethel to some while throwing others in the air. The thrown people can recover but unit cohesion is compromised.

    With those limitations in mind, elephant artillery are still quite deadly, particularly when a large number of units are in a constricted space such as a river crossing. Look for dense packs of enemy units and fire into. Range is phenomenal: 350 spaces. This compares to 160 for a longbow.

    On a side note, being a driver of one of these units with the cannon's muzzle right over your head must be a fun job. This is the closest thing to a fantasy unit in the game, but there is some historical precedent for it.

    If the enemy army has siege weapons, there's a little quirk worth remembering. You can't target the catapult or whatever directly with your elephant cannon, but you can target the crew. There is a good chance that one of your shots will hit the weapon, which will fall to pieces quite nicely if it’s a catapult. Trebuchets take 20 percent damage per hit.

    Elephant artillery stats: (Melee attack-Missile Attack/Defense/Charge bonus) 10-28/16 (with six hit points instead of one)/09.

    Special ability: Circle
    Cost/Upkeep: 2,750/NA
    Buildings needed: NA

    (TOP)

    TURKS

    Units, Availability; Turkish Horse Archer- Early; Turkomans- Early; Sipahis- Early

    TURKISH HORSE ARCHER

    An entry-level HA with a decent missile attack and a very short lifespan in melee. It's vulnerable to missiles but is fast and has good stamina.

    Turkish Horse Archer stats: (Melee attack-Missile Attack/Defense/Charge bonus) 06-06/03/02

    Special ability: Circle
    Cost/Upkeep: 420/150
    Buildings needed: Wooden Castle+Stable

    TURKOMANS

    Desert Cavalry with bows instead of javelins and weaker melee attack and charge. This unit is not quite dual-purpose. It's defense is certainly better than light, entry-level HA but not enough where it can really mix it up with purpose-built melee cav or Mamluk Archers. Put it this way: they can certainly whip a lightweight HA unit if they get the chance, can chase routers like the devil and could pull off an ugly surprize attack into the rear of a unit that's already shaken. Don't get in a fair fight, however.

    Turkoman stats: (Melee attack-Missile Attack/Defense/Charge bonus) 07-06/08/02 (For comparison, Desert Cavalry stats are: 08-08/08/03)

    Special ability: Circle
    Cost/Upkeep: 510/150
    Buildings needed: Castle (Motte and Bailey) or City+Race Track

    SIPAHIS

    The core of Turkish missile cavalry, this unit has better melee than a Mamluk Archer and an equal charge once you add up the melee and charge bonus figures. This is a good strong unit that unfortunately has regular morale and regular stamina. Be aware that against Mamluks, for instance, the Siphahis are more likely to be tired after running around in missile combat, which will worsen their morale disadvantage. This is a finer point, however. The bottom line is that Sipahis are a double threat, able to shoot from a distance and give good medium-cavalry melee performance.

    Sipahis stats: (Melee attack-Missile Attack/Defense/Charge bonus) 09-08/15/03 (For comparison, Mamluk stats are: 08-08/15/04)

    Special ability: Circle
    Cost/Upkeep: 760/175
    Buildings needed: Wooden Castle or Large City+Sultan's racetrack

    (TOP)

    MXB ONLY: Denmark, Milan, Papal States, Sicily, Venice

    MOUNTED CROSSBOWMAN, or MXB

    This is the most widespread type of missile cavalry, a High-era vanilla unit. It is the only type of non-mercenary missile cavalry available to Denmark or the Italian factions: Milan, the Papal States, Sicily and Venice. It is also available as an option to the Holy Roman Empire, Portugal and Spain.

    The unit is fast, but it's stamina is normal. They can get tired, especially if left circling or in extremely hot climates.

    The crossbow bolts get an anti-armor bonus, but the base attack is weak and the rate of fire is slow.

    As I said in the Missile Cavalry tactics thread, this is one weird species of duck. It has more ammo than any other HA but a lower rate of fire. It has cheap recruiting costs for an HA — less than a Jinete's — but high building requirements. Any faction that builds the necessary Marksman's Range is not hurting for good foot-archery alternatives, either.

    Melee is decent and defense is better than most horse archers. There's also a modest charge bonus. It takes so long for MXBs to run out of ammo, however, that there's little need to resort to melee, but melee may be the best option. They do make excellent chasers of routing units.

    MXB stats:(Melee-Missile Attack/Defense/Charge bonus)

    07-05/10/02

    (For comparison purposes, a Holibar's stats are: 07/07/03. A foot crossbowman's missile attack is 9.)

    Special ability: Circle

    Cost/Upkeep: 470/175

    Buildings Required: Castle, Marksman's Range

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    MECENARIES

    MERC AKINJIS (Early)

    The horse archer for factions that have no horse archers. Widely available (in Asia Minor. Will find more in other campaigns, I hope) Not prohibitively expensive, but you get what you pay for. Fast

    Merc Akiinjis stats: (Melee-missile attack/Defense/Charge) 06-06/03/02

    Special ability: circle

    Cost/Upkeep: 620/150

    MERC BEDOUIN CAMEL RIDERS

    This is one relatively light HA unit that has nothing to fear from light melee cavalry. In melee, they scare horses. They also have a desert bounus. They are a tad slow but have very good stamina. Although "vulnerable to missiles" is not listed among their weaknesses, missiles are a good counter, particularly since this unit cannot circle.

    Merc Bedouin Camel Rider stats: (Melee-missile attack/Defense/Charge)09-08/10/03

    Special ability: None

    Cost/Upkeep: 620/150

    MERC CUMAN HORSE ARCHER -- See RUSSIA, Kazacks

    MERC ELEPHANT ARTILLERY -- See TIMURIDS, Elephant Artillery

    Cost/Upkeep: 2750/350

    MERC TURKOMAN (Early)

    Same as the Turish unit, only much more expensive. Fast with good stamina.

    Merc Turkoman stats: (Melee-missile attack/Defense/Charge) 07-06/08/02

    Special ability: Circle

    Cost/upkeep: 740/180

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    MORALE STATS SUMMARY

    MORALE = 3
    Akinjis
    Byzantine Cavalry
    Cuman Horse Archers
    Kazaks
    Magyar Cavalry
    Mounted Crossbowmen
    Strzelcy
    Skythikon
    Turkish Horse Archers
    Turkomans
    Turkomans_Mercs
    Turkopoles

    MORALE = 5
    Bedouin Camel Riders
    Boyar Sons
    Desert Cavalry
    Granadine CB Cav
    Granadine Jinetes
    Jinetes
    Lithuanian Cavalry
    Sipahis

    MORALE = 9
    Camel Gunners
    Cossack Cavalry
    Dvor Cavalry
    Elephant Artillery
    Elephant Artillery Mercs
    Elephant Rocketeer
    French Mounted Archers
    Hungarian Nobles
    Mamluk Archers
    Mongol Heavy Archers
    Mongol Horse Archers
    Polish Nobles
    Reiters

    MORALE=11
    Vardariotai

    (TOP)


    THE TACTICS GUIDE



    CONTENTS

    I. INTRODUCTION: THIS MONSTER I’VE CREATED

    1. FUNDAMENTALS
    2. FUNDAMENTALS, QUICKLY DEFINED
    3. UNDERVALUING INFANTRY WILL GET YOU KILLED: AVOIDING THE “ONE-UNIT ARMY” TRAP
    4. HOME ON THE RANGE: STRATEGY MAP CONSIDERATIONS
    5. TO HAVE AND HAVE NOT: WHICH FACTIONS HAVE DECENT, NON-MERCENARY MISSILE CAVALRY
    6. WHAT SHOULD MY STACK LOOK LIKE?
    7. DEPLOYMENT AND GROUPING: A QUICK OVERVIEW OF TWO CONTENTIOUS SUBJECTS
    8. KILL THEM, NOT YOU: BASIC MISSILE CAVALRY TACTICS AND HANDLING
    9. AUTO-SKIRMISH, FIRE-AT-WILL AND AMMO
    10. GOING COMMANDO: SKIRMISHING WITHOUT AUTO-SKIRMISH
    11. SHOOTING TO KILL, LOVINGLY DETAILED, AND ELEPHANT HUNTING
    12. THE MELEE OPTION, AND WHY MISSILE CAVALRY ARE THE BEST PURSUERS
    13. CIRCLING, FRIENDLY FIRE, SHIELD USE AND STRAGGLING
    14. NOW THAT YOU KNOW OUR SECRETS: HOW TO FIGHT MISSILE CAVALRY
    15. SOME DISCUSSION OF GUNPOWDER CAVALRY, INCLUDING ELEPHANTS, AND A WORD ABOUT MOUNTED CROSSBOWMEN

    I. INTRODUCTION: THIS MONSTER I’VE CREATED



    I don’t seriously expect anyone to read this thing through. The chapter numbers have jumps to make topics easier to find.

    This beast isn’t all my fault. A couple of people requested that I put missile cavalry tips in one place for “one stop shopping.” I didn’t know much, so I expected to finish quickly.

    However, missile cavalry units in MTW2 are almost indescribably more practical to use than those in MTW1. These units are also available in an almost bewildering variety compared to Rome: Total War.

    Missile cavalry is no longer a micro-managed niche unit that only devotees really enjoy.

    The result is that old hands at the unit type were more enthused than I’ve seen in years, although there are some who have serious disappointments based on solid history. At the same time, the topic is more open to fresh ideas and new enthusiasts than at any point during the Total War series.

    Therefore, the discussion on these particular tactics have been some of the best discussion I’ve seen on this forum in a very long time. I think I’ve accounted for my bias on that, especially since some of the very best points were critical. I’d like to see some more rigorous testing going on. Most of the research has been in totally unexplored territory like how to trigger guild headquarters. I’d like to give particular thanks to Whacker, who has labored on my favorite topic.

    I was taken aback when I realized how much of this ongoing discussion was news to me. This guide is the result of my decision to include any new ideas that appeared sound and experience-based to me.

    As always, this thread is fair game: Criticism and correction are not only welcome but hoped for. No one can argue that I haven’t given people plenty to criticize, given the sheer size of this post.

    Even if you don’t like the unit type, you’ll have to fight them. This is a game with two Eastern hordes, after all. Even factions without the type have plenty of opportunities to hire them during Crusades and such. For an English player, for instance, knowing how to use this unit and how to fight it could determine whether your Crusade succeeds.

    Know your enemy -- and if you figure out a good anti-missile cavalry tactic, please post it. Everybody’s good ideas are welcome. You’ll even find a section on those countermeasures.

    This thread keeps evolving from Org postings going back to MTW1, and those benefited from earlier efforts by Shogun players. The number of people whose ideas flowed, are flowing and will flow into this thread will never be reliably known. Therefore, we cannot adequately thank them but want to express deep appreciation. I’d like to extend special thanks to Orda Khan, whose artwork is posted above, and to Sinan, whose beautiful screenshots and sig pics I’ve shamelessly ripped off while he’s on his self-imposed MTW2 moratorium. Their artwork was chosen primarily for beauty, but also as a homage to the insights they’ve freely given. Also, this guide was all Oleander Ardens idea. It was more work than I ever thought it would be, but thanks, OA.


    1. FUNDAMENTALS


    1. Get to high ground.
    2. Know the enemy’s weak spots. Exploit them.
    3. Create cross fire.
    4. You own the battlefield. The enemy's trespassing.
    5. Attack morale at least as much as units.
    6. Attack or neutralize the biggest threats first.
    7. If enemies aren’t dying, get closer.

    Sinan has a much simpler set of rules that, arguably, are better. They are certainly worth repeating:

    1. Destroy the enemy's mobility.
    2. Destroy the enemy's range.
    3. Isolate, lure and destroy individual units.

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    2. FUNDAMENTALS, QUICKLY DEFINED


    1. Get to high ground. That’s self-evident. If there’s a hill you can get to and fire from, get there first with the most men. If the enemy holds high ground, find the gentlest slope and go up it instead of riding directly at them. Missile cavalry are among the fastest units in the game. Use that.

    ============

    2. Know the enemy’s weak spots. Exploit them. These spots are, in priority order:
    a. From the back.
    b. On the enemy’s “weapon hand,” his right flank. This matters less with units that have no shield, like peasants, but most units have shields.
    c. The other side, “shield side.”
    d. In front, from the “weapon” or right end. If you are in the enemy’s “2 o’clock” position, you get at least some of the raking effect.
    e. In front, “shield” end.
    f. Dead ahead.

    (See enfilade fire in the “Shooting to Kill” section below)

    Note that the ability of missile cavalry to get to those spots is its greatest advantage over missile infantry.

    =============

    3. Create cross fire. Shields can only face one direction at a time. Even shieldless, unarmored units present a smaller target when facing you. This is particularly true of horses and camels. This level of detail is apparently present in the game. Give units more than one direction to face. You will find that horses and camels make particularly inviting targets from the side.

    ===========

    4. You own the battlefield. The enemy's trespassing. Rush out and keep him in the middle and make him pay for any ground gained. Make him pay for any ground lost. Make the only part of the battlefield he controls the poor, low ground he's standing upon and make him pay rent in lives for that. Don’t get pinned. Battle map corners and sides are almost as big a threat as the enemy. Those borders are the anvil. The enemy is the hammer. Don’t get close to the anvil without a compelling reason, and keep a way of escape in mind. Also beware of getting one of your units surrounded and terrain obstacles like rivers or structures.
    =============

    5. Attack morale at least as much as units. Nothing helps win a battle like a dead enemy general. Javelin cavalry are the best general-killers available. Also, note that having your missile cavalry behind and flanking units create big morale penalties for your opposition. Use it. If your melee units can rout one unit, the rest may soon follow.

    ==========

    6. Attack or neutralize the biggest threats first. A set of spear infantry that can't catch you and can be easily shot up later are not the biggest threat. Cavalry that might catch your units or enemy missile units that reach you are. Kill them as soon as you can, especially if you can goad them out and destroy them in detail with your melee cav and javelins. In Sinan's juicy expression: "An army without missile or cavalry against an all cavalry army is the best meat you can buy."

    Foot archers are a threat, but they cannot fire on the move. Get them moving with treats of charges from melee cav or even your HA, if they have decent melee stats, then shoot them to bits.

    "It is natural to target first fast missile cavalry, fast cavalry, and ranged units, but not all seem to do it," notes Oleander Ardens.

    ==============

    7. If enemies aren’t dying, get closer. Self-explanatory.

    ========

    While we’re on fundamentals, here’s a point that can’t be emphasized enough:

    EXPERIENCE
    A target unit’s experience level makes absolutely no difference to its defense against missile fire. A 10-star general’s bodyguard unit with three gold chevrons is just as easy a target to a bunch of incoming javelins as the bodyguard of a zero-star lunatic who just turned 16.

    However, the effectiveness of your missile fire does improve with unit experience.

    On another point, missile cavalry do fire in all directions (with the exception of Elephant Artillery.) There is some penalty for firing directly behind, at least, but that’s not been fully studied and quantified as far as I know.

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    3. UNDERVALUING INFANTRY WILL GET YOU KILLED: AVOIDING THE “ONE-UNIT ARMY” TRAP



    We horse archer nuts are routinely — and not without cause — accused of overemphasizing our favorite unit type.

    As Sinan warned us all in one thread, the real fight is mental. You either want to cut off your enemy’s options or blind him to those options and dictate the fight. In effect, you want to order both side’s units around. The player who can do that will win, whether he’s commanding infantry, cavalry or a combination.

    My rationale for this thread's emphasis boils down to this: Missile cavalry tactics simply don't come naturally to as many people as melee tactics. I don't know why. Once the mystery is removed from using missile cavalry, using them in combos — at least with other cavalry — seems to flow.

    Some thoughts on melee/missile cavalry tactics will come in the deployment section of this thread. However, let me repeat that this is a rich field in which a lot of people have a lot of experience, but that’s still largely untouched in forum discussion.

    The coordination of infantry and missile cavalry is even more neglected. Too easily, people become “cavalry” or “infantry” players. The fact is that a good unit of armored infantry attacking a unit that had its foot-archer support stripped away by an aggressive, effective use of cavalry archers in melee mode, then firing into the opposing melee unit’s back — that attacking infantry is the closest thing to an unstoppable unit in this game.

    Another point: Infantry is better armored in MTW2 than it was in RTW. Horse archers who encircled a unit in RTW quickly wiped it out, because the shield was most of the armor for most infantry. That may still be true in the early rounds of MTW2 and against factions that can't afford well-armored infantry, but well-equipped infantry is much harder to kill.

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    4. HOME ON THE RANGE: STRATEGY MAP CONSIDERATIONS



    Cavalry moves farther on the strategy map than infantry. It’s a simple fact with obvious benefits — and some harder-to-see pitfalls.

    Cavalry armies can attack more stacks in one turn. Since they start every battle “fully loaded” with missile ammo, they can fight multiple battles. They can advance deep into enemy territory and besiege a place with mercenary infantry or with spies. After all, if the spies don’t open a gate on the first turn of a siege, try again then next turn.

    The biggest advantage, though, is the greater ability to put two or more stacks in the same place at less risk. You can have a couple of stacks of cavalry widely dispersed on one turn. The enemy with some infantry can’t get to any of them. Next turn, you converge and attack with everything you’ve got.

    It is more difficult to destroy a cavalry-only army because they have more movement points. They can retreat farther, get to mountainous areas or river crossings that give them good terrain advantages, and can get out of an area as fast as they got in.

    The vital pre-requisite for using such an army effectively is information. Spies in enemy territory and watchtowers in friendly territory are vital. Also, don’t ignore the most important function of cavalry in the history – reconnaissance.

    Even for a faction with weak cavalry, a small cavalry force can drive the AI to distraction. For instance, putting a unit in a high-value trade harbor blockades the port. Stacks of infantry are not free to move about if you can bushwhack them.

    One strategy-map technique all-cavalry armies can do better than others is "shoot and scoot," or "losing with style," to quote Rebellious Waffle. They engage a stack, withdraw, and attack again. Be advised, however, that you MUST HAVE SOME MOVEMENT ALLOWANCE LEFT to be able to withdraw after a battle at your own will. Also, you will "lose" the battle, even if you kill 1,000 enemies without loss, and the "defeat" could cost your general a trait decrease.

    Then there's practice. Remember the point about experience improving missile performance but not target defense? Bandit killing is a rich source of experience for missile cavalry. Missile cavalry can engage scattered bands of rebels rather effectively. Experienced units can then join the main army.

    Now, for some balance — all-cavalry armies are expensive to build and can eat up your treasury to maintain. They don’t hold bottlenecks like river crossings as well. A well-garrisoned town may not be able to drive an all-cavalry army off, but it can usually hold out until relief comes. If spies open the gates, archers on the walls and armored infantry on the ground can cause frightful losses.

    Consider putting balanced forces in your cities or important regions and having all-cavalry field forces to supplement these, especially if you are fighting a multi-front war. The all-cavalry force can help win on one front, then quickly move to another.

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    5. TO HAVE AND HAVE NOT: WHICH FACTIONS HAVE DECENT, NON-MERCENARY MISSILE CAVALRY?



    For detailed descriptions of the units within each faction, jump to the UNIT GUIDE

    England, Scotland and the Aztecs have no non-mercenary missile cavalry.

    Denmark, Milan, the Papal States, Sicily and Venice have none except the mounted crossbowman, which arrives in the High Era.

    France has an excellent mounted longbowman, which doesn’t arrive until the High Era. The Holy Roman Empire, Portugal and Spain get the Mounted Crossbowman too, but have other options.

    The Holy Roman Empire has the very impressive Reiter, which doesn’t arrive until the Late Era. Moors get the very powerful, long-ranged camel gunner late in the game and some units earlier than that. Portugal and Spain have the very good Jinete javelin cavalry unit from the onset.

    The Byzantine Empire, Egypt, Hungary, Mongols, Poland, Russians, Turks and Timurids are top-notch missile cavalry factions.

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    6. WHAT SHOULD MY STACK LOOK LIKE?

    There is no such thing as a perfect army in single-player, where battles range from huge affairs with multi-stack reinforcements to bandit killings. Multiplayer battles against humans also defy generalizations. Going up against a guy who loves elephants? Javelin cavalry are great, for reasons given below. Got another one who loves longbows? Something fast and hard to hit is in order, so it can close the range and circle.

    When I go looking for trouble as Egyptians in single-player, I build stacks around a core that looks something like this: Four to six Mamluk archers; at least two javelin-armed Desert Cavalry; four good-quality melee cavalry, such as melee Mamluks, Arab cavalry or mercenary Armenian Cavalry, and a general.

    Options for filling out the balance include: Light cavalry archers such as mercenary Turkomans until I can afford something better; More melee cavalry if I’m up against an Eastern horde; More javelin cavalry if I’m up against armored infantry; or infantry if I’m headed to take a city or want to defend a river crossing.

    (top)

    7. DEPLOYMENT AND GROUPING: A QUICK OVERVIEW OF TWO CONTENTIOUS SUBJECTS



    This section presumes that you’re deploying for a field battle, not a siege defense. It also deals with deploying the cavalry. This is not a comprehensive combined-arms guide.

    HORSE ARCHERS: CAVALRY WITH BOWS

    The simplest way to use a cavalry unit with bows is to put it into big squares in loose formation. This allows that unit to move easily while firing in any direction, and also reduces their vulnerability to missile fire.

    Somebody better at computers than me can explain how to change a unit's default deployment depth. The deployment method I usually follow before a battle for horse archers is to group them all, put them in loose formation, put them in single line, then stretch them into a long, thin single line two ranks deep. Then I push the "-" key until the individual units are in squares. For a 40-man unit, notice that a “square” is four ranks deep and 10 files wide, since horses are long critters.

    Notice the large gaps between units. This is no problem. Anything that marches through those gaps will be shot to mincemeat by crossfire. The gaps also help reduce friendly fire losses and are also handy avenues for your own counter-charging melee units. As a rule, skirmish and “fire at will” should be left on for horse archers. (Note: things are different for javelins. See below.) Also, I generally deploy on the highest ground available. If there’s obvious, dominant high ground outside my deployment area, I’ll get as close as possible and rush there when the battle opens.

    I haven’t heard much dissent from using squares for horse archers, although it’s questioned from time to time. Some people whose opinion I respect don’t think loose formation is necessary, but my experience favors “hanging loose.” Also, other very good players put their cavalry on the flanks of conventional armies. Some even put all on them on the left end of their line so they will automatically be firing into the vulnerable “shield less” side of their opponents. I prefer the long line of separated squares so I can wrap it around the enemy and quickly develop crossfire.

    JAV-CAV

    Opinions on deployment of javelin cavalry vary much more. I like a front line of horse archers supported by javelins further back and grouped in the center. Javelin cavalry are the best general-unit assassins ever invented. The only thing better than a javelin cavalry unit for this work is a bunch of those units. Massing them in the center means I can send those fast units wherever needed. Other, experienced “Jinete Jockeys” divide them between flanks so they can quickly get around the ends and start skewering enemies in the back.

    However you deploy, I recommend turning fire-at-will OFF during deployment. Otherwise, your jav-cav will throw all their pointy sticks at some peasant unit passing by. The fire on the move and only have eight shots. You could find yourself out of javelins when you reach the hard-armored, high-value target you were hoping for.

    There’s also a difference of opinion on whether javelin cavalry should be put into squares. Many of these units make excellent dual-purpose cavalry with a very respectable melee capacity. Polish Nobles are the extreme example of this, but even Jinetes are respectable. Squares obviously are not as good for melee. Most of my experience is with Desert Cavalry, which are relatively weak in melee, so I use squares.

    CAVALRY WITH GUNS

    Gunpowder cavalry -- Reiters and Camel Gunners -- are extremely powerful units whose devotees daily plow new ground on tactics. The work on gunpowder tactics gets a special section below. It will include elephants, which are very effective missile cavalry that also happen to be a monstrous melee unit.

    MELEE CAV

    Deployment of the melee cavalry, IMO, depends on what type of missile cavalry you have. I like to deploy some melee cavalry behind each “wing” of horse archers if my archers are weak melee types like Turkomans. Even if you have better HA, this practice has advantages. If powerful enemy knights charge one wing, the melee cavalry from the other side can usually charge its rear.

    Orda Khan, for example, creates several groups of about 2/3 missile cavalry and 1/3 melee together and uses them in the "constant rotation" method described in the basic tactics section below.

    If my horse archers are good “double duty” types with decent melee, like Mamluk Archers, I like to put my melee cavalry in the center on the assumption that my good HA can pin the unit until a very powerful counter-charge arrives.

    If I have a mix of good “double duty” HA and weak HA, I put the stronger HA on the wings of the front line with the weaker units in the center and a mass of melee cavalry in the center behind them for quick support.

    “Router-chaser” light cavalry stay close to my general as a sort of light bodyguard and opportunist’s reserve.

    GROUPING

    Deployment is a wonderland of calm consensus compared to the debates on grouping.

    Very roughly, people fall into two categories: Those who group by type and those who group by position — center, left, right, reserve, etc.

    Frankly, my center, left, right and reserve keep getting hopelessly mixed. I enjoy what looks like chaos to most folks.

    I like to keep groupings simple and according to type, but strongly advise against lumping all horse archers together. Those units tend to divide naturally into two groups that I call “fight” and “flight” types. For now, suffice it to say that some HA do quite well in melee and, therefore, have a good melee option. Others will melt if even if hit by routers. Grouping these deer and hounds makes it needlessly difficult to seize lucky, fleeting melee opportunities.

    Very generally, I group units like this: 1. “Fight” horse archers. 2. “Flight” horse archers. 3. Javelins 4. Strong melee cav 5. Lighter “chaser” and flanking cavalry. 6. The general and some reserve, lighter cavalry or partial units.

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    8. KILL THEM, NOT YOU: BASIC MISSILE CAVALRY TACTICS AND HANDLING



    Using missile cavalry well requires an opportunistic outlook. Never, never, NEVER forget that formulas have only two very limited purposes. First, new missile cavalry players need someplace to start. Second, experienced players sometimes break old habits when shown alternatives, encouraging them to think up new ones. Beyond that, never forget that a player who always goes “by the book” becomes as predictable as the AI, even if he uses different “books” for different battles.

    Just as important, never forget that the enemy’s morale is the real target. This morale principle is important in multiplayer too, where the best opponent cannot order around units on the verge of routing, especially if you get him flustered too.

    ============

    The four basic styles of missile cavalry play that I know of are: bagging, grinding, flanking and blitzing. Another important technique, described by Orda Khan and called the "constant rotation" method, is described below too. I consider it an effective form of bagging that would be difficult for beginners.

    BAGGING consists of surrounding the whole enemy army with missile cavalry and using your melee and some javelin units to stop break-out attempts. For instance, if you have six horse archers, you send the ones on each end of your line around the sides and to the rear of the enemy, have the next two take up positions on each flank of the enemy army and leave a couple in the front. You now have the enemy surrounded by widely spaced “squares” with crossfire. Your object is to round up the enemy, break any scattered or vulnerable parts with melee cavalry charges and keep drawing the bag tighter. You used to be able to scatter an army badly and charge units in detail in singleplayer, but that’s not as easy as it was in Rome: Total War.

    GRINDING is simpler and effective though not as totally destructive. You cup your missile cavalry around one end of the line, something like this: C--. The converging fire from your units is very destructive and you chew your way down the line. Your melee and other units basically wait somewhere far enough away to watch and close enough to prevent your enemy from turning his line. Your “cup” of missile cavalry are walked around and closer to the ever-diminishing line until most of your firing units are behind or beside the target at close range. Almost every shot will hit.

    There's an even simpler variation of this I'll call the "firing squad." Sometimes, you have an easy bandit-killing that you just want to get over with without taking any casualties. Put your missile cavalry in a column, in squares. March them right past your unfortunate victim, either on his shieldless side or even on the shielded side if there's a height advantage. This way, there is no friendly fire risk.

    FLANKING is to use missile cavalry in a traditional cavalry role -- to charge around the either end, or both ends, of the enemy line and pin him against your main line. Your missile units and melee line work together directly to collapse his flanks, trapping whatever units are left. Done right, it leads to a crushing of the whole enemy army very quickly.

    The advantages of missile cavalry for this type of work are that they can keep up some fire on the enemy while riding around the flank(s) instead of having that be “dead time” while they get in position; They have less chance of getting intercepted or stuck in unwanted melee because their range lets them attack from farther away, and they can quickly change targets with their missile fire. Good dual-purpose missile cavalry also have the option of charging. Although there is some resemblance between this technique and “bagging,” bagging is not as swiftly destructive and flanking yields fewer surviving routers to chase around.

    BLITZING is missile cavalry warfare in its most extreme form. It requires use of the “waypoint” control method found in the “Going Commando” section below.

    The best way I can describe this style is to compare it to aerial combat. Most pilots can’t resist twisting and turning into a dogfight. They want to stay with their target until it’s dead and didn’t kill it on the first pass. They get into the “furball” of a fight where they are in danger too, because they can’t keep up with all the threats while dogfighting themselves.

    Other pilots, however, pick a good target, fly in, give their victim a well-aimed burst and fly out. They glance back from the outside and -- the sooner the better -- they find another good target and repeat.

    “Blitzing” is like that, only you have eight to 10 units or small groups of missile cavalry, and melee groups to control.*

    Only missile cavalry can do this sort of thing in MTW2. Melee units don’t make firing passes. Unless the enemy routs on contact, there’s a fight. Foot missile troops aren’t fast enough and don’t fire on the move.

    Even in single-player, you’re setting up your next attack before the last one is finished. Multiplayers say that this technique can drive “by the book” opponents to distraction. Ideally played, your opponent never knows what’s coming and is appropriately apprehensive. They focus on what you’re going to do to them and lose sight of what they might do to you -- which means they’re beaten already.

    *(Alternatively, it is possible to use the bag technique, for instance, and “blitz” with individual units as the opportunity arises.)

    CONSTANT ROTATION

    This is an excerpt from this more detailed thread.

    Quote Originally Posted by Orda Khan
    Have your army divided into groups (number depends on army size) with a similar unit ratio (1/3 melee cav, 2/3 missile cav) per group. The enemy will tend to focus on your General but you offer no battle line as such and you can almost see the confusion among their ranks. When battle starts, each group is sent in an encircling manoeuvre and your General's group marches to a new location. Once your groups are nicely positioned you begin to rotate, keeping the enemy as your axis. This includes you General's group who is basically skirting the perimeter, any foray by the enemy can be cut down piecemeal by the units you have supporting your HA. Don't forget that your HA will provide a nice rear attack to any unit/s engaged by supporting melee cav. The constant movement helps to conserve arrows and should provide many weak spots that can be exploited as the enemy is drawn out of position.
    The AI, in particular, focuses on your general. Keeping him in the rotation bewilders the enemy.



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    9. AUTO-SKIRMISH, FIRE-AT-WILL, AND AMMO



    The secret to long life and health as a horse archer is to recognize when you're getting cornered and know how to either avoid it or get out of it. The borders of the battlefield map are your worst enemy. Stay away from them unless there’s a good reason to get close, like a nice height advantage with a clear escape route. Sometimes, you'll have to turn skirmish mode off to do that. If you don't, sometimes you'll click on the ground to get away but the HA will "skirmish" away from an approaching enemy unit, canceling your order.

    Auto-skirmishing is vastly better than it was in MTW1, but that doesn’t mean you can just sit back and let it take over. It’s not auto-pilot. It’s cruise control. As just mentioned, sometimes you have to turn auto-skirmish off just to get where you want to go. Also, it is possible for an HA unit to get caught in the open if two different units are approaching it from different directions so that it can't skirmish away from both.

    Another annoying fact is that a whole unit of missile troops — foot or horse — will stop firing if a few of its members blunder into melee. The whole unit goes into melee mode. You have to click a spot and run away or, in extreme cases, temporarily hit “withdraw” to get them away and firing again.

    Routing units don’t trigger skirmish. Therefore, routers will run through a unit that is in its way and the blocking unit will not, repeat, not skirmish away. That crazed mob of routers will kill people who block their escape. Beware large clumps of panicked troops unless you are chasing and overtaking them.

    Quillan pointed out one very nice improvement since RTW: You don’t have to turn skirmish off to charge any more. Just click alt-attack. In RTW, you had to turn skirmish off before they’d close with the enemy. As an added bonus, skirmish turns itself back on if you pull the unit out. However, this feature does not work in one case: if the unit you order into an attack is your general's unit. If your battle is lead by a captain who happens to be in a missile unit, skirmish stays on until you turn it off.

    I used to leave the "run" button pushed once the enemy's in range. If you're going to skirmish away, skirmish quickly. However, that makes the problem of "straggling" worse. Running also lowers accuracy. Missile cavalry generally have very good stamina and also stop once they've skirmished away far enough, so tiring your units out is not generally a problem. It can happen, but fatigue is manageable with a little light checking.

    Sometimes, units skirmish too far. A little micromanagement can pay big dividends by halting the skirmishing or walking the unit back to a closer range. One good habit is to keep an eye on your unit display. If you see the double-arrows indicating a unit is running, select it and take a look. If it's run far enough, click "toggle walk/run" (R) and slow those horsies down. Alternatively, you can click on the ground to make the unit turn — and walk — in the direction of the enemy's vulnerable side.

    I'm a big fan of speed, but in the right direction. HA need to run where you want them Once they get there, they need to not run away unless you send them somewhere else.

    Fire-at-will is a simpler affair. Although I’m inviting dispute by saying this, fire-at-will works rather well. The AI does a good job of picking up targets with a high hit percentage. This drives many people to vexation when they watch a bunch of their precious-few javelins flying into a peasant unit right beside the enemy general, but they shouldn’t blame the AI for playing the odds.

    To get any missile unit to stop shooting, you must turn fire-at-will OFF, then hit HALT. Even then, it will take a few seconds.

    To get a unit to fire at a target of your choosing, you have to have fire-at-will off, then target the unit you want. I don't believe that clicking "halt" then giving an attack order is necessary, but it doesn't hurt.

    If you target a specific unit that is out of range and leave “skirmish” on, it is likely that your unit will keep skirmishing away from other enemy units and NEVER fire at the intended target. If you turn skirmish off, however, your unit could get engaged in melee, even slightly, and stay stuck there. Your unit will not, repeat, not break away and close with your intended target unless you give it a movement command. This is a major issue with javelin cavalry with their relatively short range. This is another reason you want to put enemy units in a “bag,” so you can charge in from any direction.

    Ammo for horse archers isn’t as much of a concern as for javelins, but why waste shots? Even if horse archers carried 100 shots, why ping them against shields while riding around the front and flank? If the enemy’s not close when the battle starts, consider turning fire at will off until at least one unit in a group is in good position.

    A QUICK NOTE ABOUT HOTKEYS

    Learn them. That is all. Well, you might also want to reset a few so you can leave one hand on the keyboard and one on the mouse at all times. I changed "halt" to "Q", for instance.

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    10. GOING COMMANDO: SKIRMISHING WITHOUT AUTO-SKIRMISH



    Some veterans and other players who just have the skills don’t use auto-skirmish at all, using a waypoint method, excellent situational awareness and good, trained reflexes.

    I do not recommend trying to learn the following technique "on the job." Go to custom battles and practice and, when you think you're ready, practice some more until it becomes a reflex. I'd also advise everybody to try and learn this, because it can be devestating when you pull it off. I routed a unit of peasants in two passes the first night I tried this and the first time I got lucky and got it right. Even if you never want to use this for every missile cav unit in your army, you should acquire the ability to use it with any given unit at any given time. Seizing opportunity is what maneuver is all about. Also, use close formation and not loose when you do this. It's makes a more compact, harder-to-intercept formation. There is no downside, since your troops are running and therefore have that protection against missile fire.

    For those brave souls who want to try this, here’s Sinan’s little set of instructions:

    In order to circle around the enemy:
    1. Turn OFF fire at will.
    2. Waypoint a path around the enemy as close as you can get to the enemy.
    3. RUN.
    4. Enable fire at will when very close (to maximize accuracy) OR when far (to maximize early under fire morale penalty and early enemy formation disruption)

    If you want to make this even more complex and awesome to watch:
    1. Turn OFF fire at will.
    2. Waypoint a 2 waypoint path around the enemy as close as you can get to the enemy.
    3. RUN.
    4. At waypoint 1 (as close as possible), missile attack the enemy and click F (special ability).
    5. Waypoint another 2 point path.
    6. At waypoint 1, missile attack the enemy and click F.
    7. Repeat as a above, indefinitely.

    The 2nd waypoint is just in case you get intercepted at waypoint 1. Then you already have a waypoint ready in case you don't want to (circle) you can just carry on running.

    The above is hard to do but it's incredibly beautiful to watch the archers shooting while constantly moving. Pay attention though because to pull this off you have to ALWAYS have skirmish off, and you have to be very alert. There's a lot of micromanagement involved. IMO skirmish doesn’t really work well, I mean even with experience 9 it seems some missile cavalry just can't see a charge coming even when it's staring them in the face on the tip of 40 large colorful tournament lances. I find I get better results by clicking myself, especially in extremely close quarters.

    Be careful to watch your casualties against missile units, you have to make sure you are killing more than they are. I should say that I use (circle occasionally, but mostly I run across from side to side, from one flank to the other circling around the enemy army. If the opportunity presents itself I charge in.
    HOW TO SET WAYPOINTS: I couldn't find this in either the manuel or in the key-mapping screen of the game. So here goes:

    Hold down "Shift" when right-clicking for movement. You can set as many waypoints as you want, anywhere on the battle map that you want. The unit will go to them in the order you set them. In fact, you can set a waypoint and, while still holding "shift", order a melee or missile attack. Your unit will go to the waypoint first, then attack from that direction.

    Unfortunately and inexplicably, this does not work for groups.

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    11. SHOOTING TO KILL, LOVINGLY DETAILED, AND ELEPHANT HUNTING



    ENFILADE
    Enfilade fire's become one of those ingrained things everybody should know, but not everybody does. This is a very important concept, especially if you are interested in missile cavalry. One of the key advantages of missile cavalry is that they achieve enfilade much more easily than foot units. So here goes:

    "Enfilade" a fancy name for shooting down the widest or longest part of the enemy formation. It's like "Crossing the T" for those of you familiar with naval combat with guns.

    If you are directly in front of a unit of infantry and it's charging at you, you might think you have a nice, broad target. If you watch your battle closely however, you will clearly see most of your arrows flying right over the enemy's heads, especially if the target unit is running and even if the range is short. You will also notice many arrows sticking up in the ground in front, especially if your unit's accuracy is hurt by having to skirmish away.

    By far, most misses — especially on stationary targets — are NOT, repeat, NOT wide to the right or left. They are overshoots and undershoots.

    If you are "raking" the target down the wide side, your overshoots hit more men farther from the middle and the undershoots hit men closer too you. This is especially true if you have a height advantage. "Undershoots" still have a chance of hitting and "overshoots" can still land on an enemy instead of plowing into the hillside.

    If a spear unit is four ranks deep and has 75 men, for instance, it's about 19 men wide. Get on the flank and shoot down the side of the unit. (You may need another unit to "pin" the target and keep it facing the same direction.)

    It is perfectly possible for an archer to miss its target unit completely but hit some other nearby unit. Obviously, if you are firing down the enemy's line you stand a much better chance of killing something, either in the unit you are firing at or in the next unit in line.

    Many horse archers, particularly javelin troops, have a short range and a firing arc like a rainbow. The arrow or javelin lands on or near the target unless range is close. One reason close-range fire is deadly is because the trajectory is closer to being flat, resulting in more enfilade.

    Camel gunners have long range and relatively flat trajectories, as far as I can tell. This can create enfilade fire at its finest. Reiters and mounted crossbowmen are also "straight shooters" compared to HA.

    Note that shooting from behind a unit attacks his most vulnerable spot and causes rather enormous morale penalties on the target unit. So don't pass up opportunities to shoot units in the back, despite the lower accuracy.

    THE SOFT SPOT

    Whenever possible, get behind or at least to the open, shieldless "weapon side" of an enemy unit. Arrow fire is MUCH more effective from an unprotected side. Getting a unit in a crossfire of two or more directions is particularly deadly. Even if you only have only one HA unit, keep riding around a target unit, which will have to turn to face you. This compromises their shield bonus while turning, while you keep maneuvering to their right side. You fire on the move, so this is more effective than just pouring direct fire into their shields (assuming they have shields. Against peasants and such, the finer points don't matter so much.)

    SPECIAL TACTICS FOR JAVELINS

    I prefer to wait until a high-value unit is pinned in melee, then throw javelins. There are too few javelins to waste on a fast-moving target. Jav-cav working in close cooperation with good melee cavalry is particularly deadly and versatile. All the height and flank advantages of regular missile combat apply. Also, javelins are not penalized for bad weather, which is a more important consideration than you might think. If it’s raining, your javelin troops represent a much higher portion of your combat strength than they did before.

    Although it seems like a waste to throw javelins at targets that aren't armored, there are many exceptions. Throwing javelins to kill 10 or 12 infantrymen who are trying to kill your general is obviously a better investment than throwing an equal number and missing the few remaining members of a routed knight unit. As a rule, I turn “fire at will” on once my high-value target is devastated or dead. Jav-cav can effectively engage spear units from range, even cheap ones. So save the javelins for high value units, but don't get tunnel vision about it.

    ELEPHANT HUNTING

    There simply is no better unit for killing elephants, in my humble opinion, than javelin cavalry. Jannissary Infantry and artillery fans might disagree. My reply is that Javelin Cavalry are: Available from the beginning of the game and have minimal building requirements for factions who are blessed with them; Can fire on the move and are threrefore harder targets who are shooting all the time; Are faster than elephants; Move farther per turn on the strategy map and, to be blunt, are either well protected (like Boyar Sons) or aren't all that expensive (Like Desert Cavalry).

    Remember the point earlier about horses and camels being more vulnerable from the side? The same with elephants, only much moreso. Don't wait for the elephants to get pinned in melee. Hunt them down now. You might have to wait for other troops to be whittled down, but keep your eye out for your first chance. Also, this is one clear case where circling can really help your jav-cav survive the elephants' counterfire. Elephants are too big to miss, even while circling.

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    12. THE MELEE OPTION, AND WHY MISSILE CAVALRY ARE THE BEST PURSUERS


    Missile Cavalry tend to fall into two types: Fight or flight. Fast and frail units tend to be very, very hard to catch but die quickly in melee. Dual-purpose can hit and run or hit and stay. A Mamluk Archer is a better melee unit than Arab Cavalry, for instance. Reiters are knights that can shoot.

    “Know your enemy, know yourself, and in a thousand battles you will never be in peril,” as Sun Tzu said. Knowing whether your missile cavalry unit can resort to melee is the kind of basic knowledge any good player has check out before the battle begins. All the information is available in the unit guide

    To melee attack, hold down the “alt” button and click attack — or just run out of ammo and click attack.

    You should form up into a close-order line first, if possible. Sometimes, it’s not, or not desirable. It’s better to trap an enemy general with a loose square of Sipahis than let him get away while you’re forming up.

    Like everything else, these rules come with too many exceptions. For instance, there’s no good reason why many “flight” missile cavalry can’t chase routers or stop a general who’s trying to get away. Even if there are losses, those loses are sometimes worth it.

    PURSUIT

    HA make outstanding chasers for routed units. They were the best at it before the 1.02 patch of May, 2007 fixed the the bizarre behavior of other router chasers. Whole threads have been devoted to the wild gyrations pursuing units go into before the patch came out. The root cause of this floorshow was that the whole unit will engage one straggling router while the rest of them get away.

    Obviously, if you have a pursuing unit with some range and ammo it will concentrate fire and kill more of those stragglers from a distance. This is true even if you hit alt-attack to melee with the fleeing unit. Your horse archers will fire all they time they are in range and closing if you leave fire-at-will on. Chances are good that “the last man out” will die from arrows before the units even arrive to circle around him in melee. I’ve even kept a very experienced Turkoman mercenary unit in reserve in some battles just to give myself a fast router-chaser with plenty of ammo.

    Note, however, that if you give a fire command on a fleeing unit, your horse archers will get in range, then stop and keep firing. Your “pursuers” won’t fire again until the fleeing unit gets out of range. This means most of the routers will probably get away. It is much better to hit alt-attack and run, especially if the fleeing unit is cavalry.

    Before the patch, chasing routers needed loose formation. This prevented the chasers from stopping and reforming. Since you are chasing with a ranged unit, they can concentrate fire without being physically near each other. It still helps, but not so much since the patch.

    HA are generally quite fast. There are 20 fast cavalry units in this game, the very fastest units of all. Of those, 16 are missile cavalry. Obviously, being fast helps in a chase. So does good stamina, something most missile cavalry has.

    If the routers are good melee units, though, expect to take some loses if you catch them with low-melee HA. The victims will resist capture and fight back.

    Unfortunately, pursuing units turn their back to other units that are still firing on the routers. If you are not careful, this will lead to a painful number of friendly fire casualties. See the friendly fire section on how to avoid that.

    One good trick is to hit alt-attack, leave fire-at-will on, but hit “halt” before the melee starts. Now you can put some good close-range fire right into the fleeing unit’s back and either walk or run behind them. Running right through them is an option too, but it doesn’t seem to work as well as it did in MTW1. Another trick is to have your chasers run or walk beside the target. This allows other units to keep firing.

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    13. CIRCLING, FRIENDLY FIRE, SHIELD USE AND STRAGGLING



    CIRCLING

    Cantabrian circle goes clockwise for a reason. This way, the units’ shields (assuming there are any) are on the outside of the circle. The unit members closest to the enemy and taking fire always have their shields turned toward that fire. That, and the constant movement, make circling units less vulnerable to enemy missiles. An HA unit will defeat a foot archer unit of equal quality when the horses are circling, generally speaking.

    The bad news is that maneuver tires your horses and reduces accuracy of your own fire. If the enemy is short on missile troops, deadlier fire from units that aren't circling will result in less wasted ammo and more kills, at the cost of a few more casualties. Better to kill all the enemy spears and lose a couple HA than lose a lot more men in melee to units that survived your missed arrows.

    Some players report that circling units seem irresistible to AI melee units. Therefore, circlers make excellent bait.

    Getting units to circle has been a problem. Sometimes, the AI decides it's better off standing still. If you strongly disagree — for instance, if your general is an HA unit that's under fire — then:
    1. Turn OFF skirmish and fire at will.
    2. Approach the target.
    3. Hit “special ability” (F) and click the target.

    Circling and auto-skirmish don’t work well together, but they do work. It just takes longer to stop circling and then skirmish away, as opposed to just skirmishing away. Also, it at least appears that units will stop circling as the enemy approaches if skirmish is left on. All this needs some more verification testing, however.

    SHIELD USE

    Turning your shield toward the enemy seems like a no-brainer, especially for missile cavalry with no armor. However, it’s not as simple as that. Remember, the side of a horse is a very big target compared to its front. What you gain in shield protection you can easily lose by presenting a bigger target.

    There’s no simple rule of thumb other than this: Get in a good firing position first, then worry about shield protection if you have time. Most often the shield facing will work itself out. For instance, if you’re approaching an enemy missile unit from behind — the ideal firing position — and just a bit on his weapon side, your shield will be in the right place.

    One warning: If you are in a running fight with another missile cavalry unit and both of you are headed in the same direction, the unit on the right will have shield protection and the other won’t.

    Note how autoskirmish will turn your unit's backside to the enemy and leave it there, negating any shield benefit. How much you do about that depends greatly on how much micromanagement you’re willing to commit.

    STRAGGLING
    Another very nice effect of the 1.02 patch is that it has reduced straggling. In 1.01, I had one HA lag behind and get killed by a slow-moving pike unit while another from the same unit was out of range.

    If you still suffer a problem from this, select the sloppy formation and quickly tap the "c" key twice. It orders the unit to close formation and then quickly orders it to disperse again. They'll move into place. If that doesn't work, hit "c" and wait for those stragglers to start moving. Then you can hit "c" again.

    Sometimes, there’s just no other way to stop a couple of “hero” types from charging into melee and putting your whole missile unit into melee mode other than to halt.

    FRIENDLY FIRE
    Missile units don't seem to suffer friendly fire from archers that are behind them but in the same unit. Fire from a different unit, however, can be deadly. Also, your cooperating melee units can suffer more deaths and wounds from your own cavalry than from chasing a fleeing enemy.

    To get a missile unit to stop shooting, you must turn fire-at-will OFF, then hit HALT. This is true of foot and horse units. Even then, it will take a few seconds. Notice that you have to do something similar to get any archer unit to target one specific unit when other, more vulnerable or closer targets are in range. You have to have fire-at-will off, then target the unit you want. I don't believe that clicking "halt" then giving an attack order is necessary, but it doesn't hurt.

    If you have two units firing at the same enemy and they get too close, it is quite possible — and logical — for your archers to hit each other.

    By far, most friendly fire loses that I’ve experienced happen when masses of units keep firing on a few survivors after the battle’s already won. Be patient, and have a sense of proportion.

    Also keep in mind that creating crossfire has another key advantage besides greatly enhance kill rates: Units firing from two different directions don’t often get in each other’s way.

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    14. NOW THAT YOU KNOW OUR SECRETS: HOW TO FIGHT MISSILE CAVALRY


    Originally Posted by ScrapTower
    For the people who play factions with no missile cavalry and face cavalry heavy armies in MP:

    1) Trying to chase down and pin missile cavalry with heavy or even light cavalry is futile unless the player with the missile cavalry makes a mistake.

    2) Get at least one unit of missiles for each missile cavalry you think you are going to face. (If you face an army of mainly missile cavalry, no less then 8)

    3) Keep your army with your missiles. You must kill a lot of their missile cavalry before you can go on the offensive.

    4) Let him come to you. Stand still, turn fire at will off and let his missile cavalry start to circle and shoot at you.

    5) Turn on flaming arrows and begin to focus fire his HA. One or two large flaming volleys will really take his HA unit down to ineffective levels.

    6) If your opponent complains that you are not attacking, explain to him that to counter an HA heavy army with no HA of your own, this is your only option and take no shame in it.

    ======
    (DT’s comments)

    This is all excellent advice, but the last point deserves special mention.

    Chasing a unit you can't catch -- particularly if it means leaving foot archers behind or moving your foot archers, which cannot fire on the move -- is playing the horse archer's game. Ignore taunts. The best comeback is to still be standing when the battle's over.

    As a horse archer nut I can assure you that attacking is exactly what a horse archer jockey wants you to do. I'd go so far as to add that you should put your archers on "defend position" stance or turn skirmish off so they will keep firing.

    Not all foot archers are weak skirmish units. They can't withstand a knight's charge, but they can effectively fight many weak-melee HA units, especially if spear or cavalry support is close by.

    The only other thing I'd explicitly add is something already obvious to everybody, but we might as well say it: If you can deploy on high ground or get to some before the HA can get to you, do so.

    =======

    I consider javelin units to be a good anti-missile cavalry option. Units auto-skirmish out of melee range but not quite out of javelin range. A few volleys of javelins will devastate any cavalry unit.

    =======

    Those who want to read a blow-by-blow, with pictures, are advised to check out this thread. It includes detailed, step-by-step instructions.

    (top)

    15. SOME DISCUSSION OF GUNPOWDER CAVALRY, INCLUDING ELEPHANTS, AND A WORD ABOUT MOUNTED CROSSBOWMEN




    First off, gunpowder cavalry have the same trouble in rain and bad weather as any gunpowder unit. They have the same adverse effect on enemy morale, too.
    Elephants of all types move as far as regular cavalry on the strategy map, making them a nice little mobile siege train.

    MOORISH CAMEL GUNNERS
    This unit has drawn a lot of attention and some serious devotees. Rarely does such an expensive unit get such a high level of agreement that the cost is worth it.

    The guns have excellent range: As long as a musketeers and half-again as much as any bow-armed cavalry. This requires some serious ammo conservation. It gets 20 shots, and will fire continuously if you leave fire at will on because something is almost always in range.

    As for use of this unit, the best I can do is quote Mushashi:

    My trick is actually to deploy half on one "wing" of my formation, and half on the other, and then send them to both enemy flanks, making it impossible for the enemy to turn to face one without setting themselves up to take fire from the rear. Then I march the rest of my formation to close range directly from the front. This gives me a three sided envelopment, and my camel gunners are in position to demoralize, devastate (Seriously, those muskets are EVIL) run down routers, and also if the enemy skirmishers attempt to pull back behind the front lines my camels can sweep in and annihilate them in melee, leaving the enemy with no ranged support, and even better, my gunners right on top of them at the rear, able to deliver volley fire and rear charges.
    That may sound like conventional missile cavalry stuff, but it's not. The very long range of the camel gunner makes this kind of three-pronged attack much easier for the attacker to do and harder for the defender to stop. Also, the very long range of the guns and their relatively flat trajectory create deadly crossfire.

    REITERS (HOLY ROMAN EMPIRE)

    This is a knight-like unit that can shoot, as I mentioned before. It is also the shortest-ranged missile cavalry unit, period, and one of the slowest. (Range is 45 spaces, compared to 55 for javelins.) Until after the patch, reiter tactics were a sadly neglected topic. Now there's a thread here

    A chase where reiters are the pursuers won’t last long. The fleeing unit will get powerful pistol volleys in the back. It’s either going to escape quickly or die.

    Charging reiters put a volley into their target while charging, which has a nice disruptive and morale effect. Even target unit members that are not killed are pushed back.

    Reiters may be slow by HA standards, but they are certainly fast enough to deal death to infantry units. They are well protected against light missiles themselves. They are also the only missile cavalry unit that doesn’t have skirmish on as a default.

    Reiters must be very wary of javelin cavalry, which appear to me to be this unit’s deadliest enemy. The reiters are not fast enough to get away and don’t fire fast enough to kill the jav-cav first. Another potential threat is the French Mounted Archer, which gets an anti-armor bonus.

    ELEPHANTS
    Elephants with arquebuses are very powerful missile units, perfectly able to wipe out an armored infantry unit and still have more than half its ammo left. It doesn't skirmish so using them as missile cavalry requires a little micro. They are perfectly capable of walking or running away from a chasing infantry unit and pelting it with fire the whole way. Not only will this kill most of the infantry unit, but knocked down infantry will have to catch up to the rest of their comrades, straggling them all over the place. Then the elephants can turn around, charge and stomp them before the unit reforms.

    Now here’s the danger: Regular elephants that are not quickly committed to melee and stomping out enemies are vulnerable to the missile attacks that drive them mad. I’d say the general rule of thumb is: if your enemy doesn’t have enough missile units, use your elephants by getting them close enough to scare the enemy and cause those great morale effects, but use missile fire to keep any of your elephants from dieing in melee.

    ARTILLERY ELEPHANTS
    This "self-propelled artillery" must face what they are shooting at; They don't shoot on the move; They appear to have a minimum range, and they can't skirmish. They also aren't particularly accurate, but their shot does have a nice effect when they hit. It's immediately lethal to some while throwing others in the air. The thrown people can recover but unit cohesion is compromised.

    With those limitations in mind, elephant artillery can be seriously deadly, particularly when a large number of units are in a constricted space such as a river crossing. Look for dense packs of enemy units and fire into it. Also, they are safer than regular elephants because you can deploy them away from immediate danger. Range is phenomenal: 350 spaces. This compares to 160 for a longbow.

    If the enemy army has siege weapons, there's a little quirk worth remembering. You can't target the catapult or whatever directly with your elephant cannon, but you can target the crew. There is a good chance that one of your shots will hit the weapon, which will fall to pieces quite nicely if it’s a catapult. Trebuchets take 20 percent damage per hit.

    Speaking of siege, elephant cannons can easily take down a castle wall with ammo to spare, and travel just as far on the strategy map as cavalry. They make a nice little mobile siege train if you can afford them.

    ROCKET ELEPHANTS
    I don’t have enough experience with this unit or against it to comment. I have encountered the beast, and it did seem more effective than regular elephants, but I have to stop there.

    MOUNTED CROSSBOWMEN
    The improvements of RTW catch up with the mounted crossbowman, making the unit much, much more effective than it was in MTW I. Unfortunately, it still has a long way to go.

    The ability of this unit to fire on the move means that skirmishing is effective despite then agonizingly slow rate of fire. Also, the armor-piercing bonus of the crossbow is still in effect.

    Mounted crossbowmen, or MXBs, a weird species of duck in a lot of ways. It has a slow rate of fire, but more ammo than any other missile cavalry unit except an elephant rocket unit, which fires off a lot of its ammo per volley. MXBs has armor-piercing ability, but isn’t better against armored targets than a regular archer with a higher base attack. It’s certainly no great shakes compared to javelins. It has a low cost compared to other missile cavalry — it's even cheaper to recruit than a Jinete — but requires an upper-tier building, the Marksman's Range.

    This is a unit that kills slowly in its ranged attack. It's best used against armored infantry common in mid-to-late European battle. It can cause casualties and morale penalties. It was a fairly useable melee unit until the 1.2 patch fixed the shield bug. Now this shieldless unit is more vulnerable. My best guess on how to use these units is as an anti-archer unit. If some knight countercharge you, the MXBs can skirmish away and fire on the knights while doing it.

    (top)
    Last edited by Doug-Thompson; 06-14-2007 at 22:49. Reason: Finer points
    "In war, then, let your great object be victory, not lengthy campaigns."

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  2. #2

    Default Missile Cavalry Unit Guide

    In truth, Reiters were severe tough guys, for lack of a better statement. They were used up to and including the Thirty Years' War. I am looking for evidenceof othe 17th century units. To be sure, you canset your clocks back to 1648-1650.
    Last edited by Cesare diBorja; 11-29-2006 at 06:02.

  3. #3
    Cynic Senior Member sapi's Avatar
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    Default Re: Missile Cavalry Unit Guide

    In game, the byzantine vards are some of the best cavalry (let alone missile cavalry) in the game :D
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    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Cool Re: Missile Cavalry Unit Guide

    Quote Originally Posted by sapi
    In game, the byzantine vards are some of the best cavalry (let alone missile cavalry) in the game :D

    Quote Originally Posted by Doug-Thompson
    Research and summaries of other units by other forum members are welcome.
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    Member Member Darth Nihilus's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Doug, you've always been a huge missle cavalry fan haven't you. I remember you as a huge Mongol fan back on some old Aok, Aoc forums
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    Praeparet bellum Member Quillan's Avatar
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    Default Re: Missile Cavalry Unit Guide

    He was certainly a huge fan in RTW, and it was his post on how to use them properly that made me a huge fan. I wound up playing around with toxic hippos as the ERE in BI, and his instructions turned me from having 1 or 2 units that stayed out of the way until time to chase down fleeing generals to having 6-8 units per army and slaughtering the foe with them. I hit the ground running with them as Byzantium when this game came out, and have no cause to regret it. I just don't have the time to post the guide to the Byzantine missile cavalry now while I'm at work. I can do it later this evening.
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    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Added the French Mounted Archer, an excellent unit.
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    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Quote Originally Posted by Darth Nihilus
    Doug, you've always been a huge missle cavalry fan haven't you. I remember you as a huge Mongol fan back on some old Aok, Aoc forums

    Yes, I'm obsessed.

    Always glad to hear from an old AoK'er, too. That was a great fourm. Still is now that AOE III is out, I suppose.

    Now Quillan shares my addiction. Looking forward to seeing your stuff on the Byz, Quillan. Hope you can find the time.
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    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Added information on the Spanish Jinete.
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    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Keep it coming... This guide is nice.
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  11. #11
    Praeparet bellum Member Quillan's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Byzantium has the full spectrum of missile cavalry available to it, from lightly armored steppe archers to elite armored horse archers that can compete with European knights in melee.

    The Byzantine Empire

    Units, availability: Skythikons, Byzantine Cavalry, Vardariotai, all Early

    SKYTHIKON

    Skythikon is the Byzantine term for the steppe horse archers. Wearing little armor, armed with a composite bow and a small sword, they are capable of melee when necessary but are best kept out of it. They are excellent archers, and very good at running down routing units or charging into the flank or rear of already engaged units.

    Skythikon stats: (Melee-missile attack/defense/charge bonus) 06-06/3/02. Can have one armor upgrade

    Special abilities: Cantabrian circle, fast moving

    Cost/upkeep: 380/175

    Buildings Needed: Castle only. Can be built at a Motte & Bailey, but the stable line of buildings increases both the size of the recruitment pool and the replenishment rate. Max size is 9 units at King's Stable.

    Ammo: ?

    BYZANTINE CAVALRY

    These are the staple cavalry type of the army. Wearing mail or brigandine armor, and armed with a sword and composite bow, Byzantine cavalry are capable of both melee and missile combat. Slower moving than the other horse archers but better defended, they are more than capable of holding their own against almost any other light cavalry unit out there.

    Byzantine Cavalry stats: (Melee-missile attack/defense/charge bonus) 07-06/12/02. Can have two armor upgrades.

    Special ability: Cantabrian circle

    Cost/Upkeep 530/175

    Buildings Needed: Castle only. Can be built starting at Wooden Castle level, but again pool size and replenishment rate are both increased by the stables building. Max size is 9 units at King's Stable.

    Ammo: ?

    VARDARIOTAI

    Vardariotai are something of a mystery and a surprise. For people familiar with the Byzantine military, the iconic units that defined them were the Varangian Guard and the cataphracts. That's why it is surprising that the Vardariotai are the single most expensive land unit in the Byzantine order of battle, and only the Lanternas ships are more expensive of all of their units.

    Vardariotai are elite steppe archers, descended from Magyars who settled in the Vardar river valley. They are well equipped and extremely well trained. With exceedingly high stats, Vardariotai can outshoot most any other horse archer in the game, outfight most any other horse archer in the game, and even potentially win melee engagements against the best knights Europe has to offer.

    Vardariotai stats: (Melee-missile attack/defense/charge bonus) 10-09/17/04. Can have one armor upgrade.

    Special abilities: Cantabrian circle, fast moving, good morale, good stamina

    Cost/upkeep 800/250

    Buildings needed. Castle only. Can be built starting at the castle level. Unlike the previous two, stables do NOT increase either the recruitment pool or the replenishment rate. Max unit size is 3 at Citadel.

    Ammo: ?
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    Praeparet bellum Member Quillan's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Doug, Jinetes cost 520 to recruit, 175 to maintain, can be recruited at any castle regardless of size, recruitment pool is enhanced by the stable line of buildings, and can also be recruited in cities that have built a Plaza del Toro.
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    Member Member Musashi's Avatar
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    Default Re: Missile Cavalry Unit Guide

    I think I'm the only person who's even noticed the existence of Moorish Camel Gunners... They have a 16(!) ranged attack rating, and the long range missiles attribute which means these guys fire at musket range. You guys should try them out some time ;)
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    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Great work, Quillan. You'll see it in the main article quickly.

    Quote Originally Posted by Musashi
    I think I'm the only person who's even noticed the existence of Moorish Camel Gunners... They have a 16(!) ranged attack rating, and the long range missiles attribute which means these guys fire at musket range. You guys should try them out some time ;)
    Such enthusiam; Maybe you should write a unit summary? (Wink Wink. Nudge Nudge).

    You'll be happy (I hope) to discover they have been noticed, including their great range. However, I have to say that the long range is almost a disadvantage. If the unit has any armor or shield, the fire is not effective, wasting ammunition. (I'm inviting a debate here, Musashi.) It seems better to me to turn "fire at will" off and wait for a good volley at a closer range.
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    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Missile Cavalry Unit Guide

    This is great sticky material! Good job !
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    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Missile Cavalry Unit Guide

    A little mistake...

    It is menioned that the Desert Cavalry has a slightly weaker melee than Jinetes, well both of them has a value of 8 according to the stats given here. So obviously something is not entirely right.
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  17. #17
    Member Member Musashi's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Quote Originally Posted by Doug-Thompson
    You'll be happy (I hope) to discover they have been noticed, including their great range. However, I have to say that the long range is almost a disadvantage. If the unit has any armor or shield, the fire is not effective, wasting ammunition. (I'm inviting a debate here, Musashi.) It seems better to me to turn "fire at will" off and wait for a good volley at a closer range.
    Well the way I've been using them, I keep fire at will off, move them to flank, and then open fire. Doesn't matter how well armored the enemy is when you're behind them. And their range is a major asset when using them this way, because it's hard to defend against flanking when the enemy can do it from so far away.
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    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Quote Originally Posted by Kraxis
    A little mistake...

    It is menioned that the Desert Cavalry has a slightly weaker melee than Jinetes, well both of them has a value of 8 according to the stats given here. So obviously something is not entirely right.
    I stand corrected. Good catch. Jinetes have a melee attack of 9 in their own unit stats but 8 in the "for comparison" example in the section on Desert Cav.
    Last edited by Doug-Thompson; 11-30-2006 at 06:18.
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    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Quote Originally Posted by Musashi
    Well the way I've been using them, I keep fire at will off, move them to flank, and then open fire. Doesn't matter how well armored the enemy is when you're behind them. And their range is a major asset when using them this way, because it's hard to defend against flanking when the enemy can do it from so far away.
    Point for Musashi, especially since camels aren't the fastest of units and are vulnerable to missle fire. This unit's range makes it harder to close with them and keeps them out of short-range threats like javelins and some arrows and such, which are deadly to camels.
    Last edited by Doug-Thompson; 11-30-2006 at 06:20.
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    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Added in the Poles.
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    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Missile Cavalry Unit Guide

    One thing... the Vtank or Vardariotai. I think that is probably one of the most capable cavalry. Not only can it use missiles with very good effect, it has very good melee capacity. Just wanted to state that this is a great unit.
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    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Ok, have gone to Custom and picked up the costs of the units that lack it. Of course I couldn't find out the upkeep.

    Desert Cavalry: 540 florins
    Mamluke Archers: 900 florins
    French Mounted Archers: 1030 florins (makign them the most expensive horse archers around, but then again they can almost match Reiters in melee)
    Reiters: 920 florins
    Lithuanian Cavalry: 500 florins (pretty cheap to me)
    Strzelcy: 510 florins
    Polish Nobles: 800 florins (also pretty cheap)
    Mounted Crossbows: 470 florins

    And I noticed that the Egyptian Beduin Archers, or what they are called, are missing.
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  23. #23
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Thanks for the numbers, Kraxis. I thought that costs in the campaign and costs in custom would be the same, but wasn't absolutely sure.


    Quote Originally Posted by Kraxis
    ... And I noticed that the Egyptian Beduin Archers, or what they are called, are missing.
    I think those are mercenary units, but will check.

    [Edited update: You are correct, Kraxis. They are an Egyptian unit. I'll add what info I have and will finish that entry tonight.]
    Last edited by Doug-Thompson; 11-30-2006 at 16:18.
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  24. #24
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Oh really? But if they are not then thos figures can't be relied upon.
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  25. #25
    Praeparet bellum Member Quillan's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Mamluk archers are 900 in the campaign too, at least according to my spies reporting on enemy armies. They cost more to recruit than Vardariotai, have slightly worse stats, but are cheaper to maintain. In the campaign spy reports, they are 900/210 cost at full strength.
    Age and treachery will defeat youth and skill every time.

  26. #26
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Information on Turks and Mongols added. [Edited P.S.: And now the Moors too.]
    Last edited by Doug-Thompson; 11-30-2006 at 19:06.
    "In war, then, let your great object be victory, not lengthy campaigns."

  27. #27

    Default Re: Missile Cavalry Unit Guide

    Am I the only one surprised and disappointed that Mongol horse archers are not the strongest in the game? Mongol heavy archers only better than Mameluk HA thanks to stamina? It all seems rather odd to me

    .....Orda

  28. #28
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Quote Originally Posted by Orda Khan
    Am I the only one surprised and disappointed that Mongol horse archers are not the strongest in the game? Mongol heavy archers only better than Mameluk HA thanks to stamina? It all seems rather odd to me

    .....Orda
    I've been through a couple of campaigns and haven't faced the hordes yet. I assume the Mongol units show up loaded with experience.
    "In war, then, let your great object be victory, not lengthy campaigns."

  29. #29
    Praeparet bellum Member Quillan's Avatar
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    Default Re: Missile Cavalry Unit Guide

    6 xp each. They are tougher than the stats indicate, as their morale is extremely high. I suspect that all those points of experience that don't add to attack and defense go directly to morale.
    Age and treachery will defeat youth and skill every time.

  30. #30
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Missile Cavalry Unit Guide

    Information on Russians added.
    "In war, then, let your great object be victory, not lengthy campaigns."

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