I'm fighting a lot of battles in my campaign with heavy cavalry (particularly against Hungary who are fielding lots of feudal knights) and I am trying to get the best from my units. I have been playing TW games for years and I know all the basics of using cavalry so I'm not talking about flanking, charging from the rear, downhill, or multiple directions simultaneously, weakening target morale first, etc. I am talking about the M2 specific quirks - if there are some. I think there are as cavalry feel a bit different in my hands - maybe more realistic in that you can't go clicking all over the place during engagements. Time spent in setting up the engagement is critical. So I wonder how other people micromanage their cavalry charges?
![]()
![]()
I have reviewed the threads in all the forums on this and it seems like there is a lot of confusion.
In these forums in this thread in the Guild Hashashiyyin (based on play-testing) says:
So I concluded that he was suggesting that:"The key difference between M2:TW, and its predecessors, is the use of single-clicks verse double-clicks. It's a big difference. In all other total war games (to my knowledge and experience), the difference between single and double click only differed with the units movement speed. Single click was a slow march, used to get into position with out tiring your troops. Double click was the "Charge those infidels!" command telling your units to charge into combat.
In M2:TW this has changed a little. Single click is for "engage that enemy" and double click has become get "here" as fast as possible"
"Well in M2:TW, Single-clicking tells your unit to "engage" another unit. That is, they will walk/trot in formation to a point 15-25 meters away, close ranks, rally and then charge.
Double-clicking tells your units to get "here" as fast as possible. Thus, your units don't "charge" because they are trying to get to that point/enemy as fast as possible and don't have the time to set up for a proper charge. This has become a command for flanking maneuvers and light/archer Calvary pursuit orders only!"
"So [how] do I get good with charging? Practice with a lot of custom battles. Most importantly, SINGLE-CLICK your unit if you want them to charge! Double-clicking should only be used for flanking maneuvers"
- Cavalry charging in M2TW is different from the other games in the TW series
- use double-clicking to move units quickly around the battlefield only
- single-click for the best charge results.
However in this thread over at the totalwar.com forums - entitled "Time to dispel these single/double click charging myths" - Gutted says (again based on play-testing):
"i'm just going to give it to you straight.. from many hours of observation and testing, and tell you how it actually is"
"There is no new charging system as some have dubbed it. It is the same as every other TW version"
"after many tests by myself and others... double clicking (or running in general) has infact been found to be much better"But wait - in this thread at TWCenter:
dear mad says:
and goes on to suggest the difference might be battle experience bonus affecting unit cohesion?"I had 2 cards of Knights of St. John. They were green. In battle after battle they just couldn't get it together. I'd line them up. Wait a bit- then single click... they charged sometimes, other times not."
MasterAdnin had tested and delivered some hard data on that theory:![]()
Some people, like Hamburglo, say it isn't complicated - just fire and forget:"I tested this a bit, and I found that experience helps a lot. I had two units of Feudal Knights, one maxed out experience, the other a new unit of Feudal Knights. I clicked the opposing unit from far away first with the new unit of Feudal Knights, their charge was unorganized and screwed up very bad, they didn't do too well. Now, I restarted the custom battle using the experienced unit of Feudal Knights. I did the same thing, clicked the opposing unit, same unit, from far away. They charged and completely anihilated the unit within a few seconds. I guess experience really does help a lot in M2TW."
But others disagree and say it is very complicated like Vihuri who says:"Once your cav are moving towards the enemy and are fairly square, attack the target unit. Double or single click, it doesn't matter. Enjoy the carnage."
Procopius did get the buggers going tho' - he says:"in campaign you just cant get the damn buggers do a charge"
The other theme in the TWCenter posts is that cavalry charges are bugged for example The Black Prince:"There is no knight charge bug!!!!!!! I played a battle in my Venetian campaign: my Venetian half stack against HRE three quarters stack of militia spearmen, armoured spearmen, dismounted feudal knights and crossbows. I had 6 units of Venetian Broken Lances. Ground was level and unwooded....I advanced at a walk.... Then I ordered each unit of cavalry individually to charge using one click only. As someone else said it is important that you only charge units which are directly in front of the charging unit, that the ground is level, and that you are not obstructed by other units.
My cavalry continued to approach at a walk. Then just moments from impact they all lowered lances and broke into a devestating mass charge. First time I saw this in my Campaign!!! German infantry units were reduced to half strenght in a matter of seconds. Bodies went flying into the air, just like RTW. Then my broken lances drew their swords and kept on going. Ninety percent of the Imperials routed, the rest retreated and routed when pursued. My infantry never had to fight. I wiped out 15 units of HRE infantry using nothing but 6 units of heavy cavalry and supporting fire from 2 crossbow units."
Sooooooo the challenge is to try to make sense of these and other observations in gameplay to use cavalry optimally. So (with Heavy Cav at least) it seems what is less in dispute is:"its very difficult to get cavalry to charge in the campaign battles because it relies on facotrs often not in your control.
if the unit you select to charge starts marching after oyu order a charge, the cavalry switch to pursuing instead of charging. thats a bug....
the slightest thing can interupt the charge as well.... a single knight getting caught up by another unit and starting fighting will cause all the knights to switch to melee mode. and with all the well documented unit cohesion problems that affect all units, thats a serious problem
cavalry are also affected by the engagement bug that prevents units from fighting properly, which really doesn't help"
- keep good tight formation
- need a certain distance from target to initiate a charge (can't charge if engaged or snagged by another unit along the way)
- need to be facing (or nearly facing) the target
- experience affects outcome
- can't switch targets or direction in mid charge
- if the target moves that might be a problem
Some people are already implying this confusion over using heavy cavalry reflects a bug - which I think is unhelpful. It might be bugged or it might not, but it seems some people get good results the way the game is now with their cavalry charges while others don't. I want to figure out how to use the game engine, as it is now, to get the best from my units. If they need more experience, or a certain positioning, or other factors as yet uncharacterized, then I want to know how to do/get those things.
One other thing that is unresolved in my mind is the triggers that make knights switch from using lances to swords, and the effects of that on kill rate?
So does anybody have a clear understanding of how to use heavy cavalry to best advantage against higher quality units, or have found a system that they like, that works consistently to get the best from a cavalry charge?
Bookmarks