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  1. #1
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Bang per buck: Melee cavalry

    Outstanding. The explanations on the factors make sense — especially since I'm having withdrawl pain on race tracks while playing the trackless Hungarians. At least Hussars are militia cavalry. They also must be the best militia cavalry one can get.
    "In war, then, let your great object be victory, not lengthy campaigns."

  2. #2
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Bang per buck: Melee cavalry

    Got rid of elephants, bodyguards and the Monastic Knight Orders because they have more than one hit point and/or are obtained in strange and/or expensive ways.

    I cut the AP bonus from 3 to 2. I thought the bonus of 3 was too low until I tried alt+charge.

    Kept my cost formula.

    Haven’t added in the sword or stable bonuses in yet.

    Took out the “1.1” bonus for “Highly Trained” and “Very Hardy,” which made a bigger difference than I would have thought. In fact, it gave us a new champ:

    Unit name ... "Bang per Buck"

    Hussars ... 159.75
    Christian Guard ... 154.42
    Polish Knights ... 154.36
    Conquistadores ... 152.71
    Norman Knights ... 152.71

    Chivalric Knights ... 149.99
    Quapukulu ... 146.14
    E Chivalric Knights ... 143.42
    Royal Mamluks ... 140.11

    Serbian Knights ... 138.89
    Serbian Hussars ... 136.93
    Crusader Knights ... 133.52
    Tsars Guard ... 129.66
    Polish Guard ... 128.22
    Demi Lancers ... 126.41
    Noble Knights ... 125.19
    Royal Banderium ... 122.32

    Lancers ... 117.83
    Gothic Knights ... 116.22
    Huscarls ... 112.16
    Famiglia Ducale ... 104.47
    Polish Retainers ... 101.96

    Druzhina ... 98.97
    Mamluks ... 96.64
    Imperial Knights ... 94.58
    Sipahi Lancers ... 90.93
    Latinkon ... 90.63

    Armored Clergy ... 89.85
    English Knights ... 88.95
    Kataphractoi ... 82.96
    Portuguese Knights ... 79.35
    Feudal Knights ... 77.58
    Mailed Knights ... 76.47
    Granadine Lancers ... 74.69
    Mercenary Frankish Knights ... 74.65
    Armenian Cavalry ... 73.16

    Gendarmes ... 66.80
    Broken Lances ... 58.35
    Albanian Cavalry ... 56.87
    Stradiots ... 56.87
    Kwarizmian Cavalry ... 54.45

    Alan Light Cavalry ... 49.50
    Italian Cavalry Militia ... 48.90
    Mounted Sergeants ... 39.17
    Arab Cavalry ... 38.42
    Mercenary German Knights ... 37.62
    Byzantine Lancers ... 37.24
    Italian MAA ... 34.02
    Mercenary Knights ... 32.62

    Condottieri ... 28.76
    Bedouin Cavalry ... 27.05
    Border Horse ... 25.95
    Tuareg Camel Spearmen ... 19.70
    EE Cavalry Militia ... 14.64
    Greek Militia Cavalry ... 13.54
    Scouts ... 10.10
    Merchant Cavalry Militia ... 9.61
    Hobilars ... 6.94
    "In war, then, let your great object be victory, not lengthy campaigns."

  3. #3
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Bang per buck: Melee cavalry

    Hit it and quit it

    Any cavalry unit that can “pump” — charge, break free and charge again — should do so, as a rule of thumb. However, this is more important — and possible — for some units than others.

    Any cavalry unit can batter infantry in this fashion. Doing the same thing against opposing cavalry is more problematic.

    This is a ranking of units whose primary attack plus its charge is more than 1.5 times as powerful as their melee attack value, even after any anti-armor bonus for the melee attack is applied. Note is also made of their speed. Bodyguard and Monastic Order knights are not included:

    Condottieri — normal
    Italian MAA — slow
    Mercenary Knights — slow
    Polish Retainers — normal
    Latinkon — normal
    Broken Lances — normal
    Portuguese Knights — slow
    Gendarmes — slow
    Alan Light Cavalry — fast

    Next comes units whose charge is 1.5 times as powerful as their melee, and which have normal speed:

    Christian Guard
    Serbian Knights
    English Demi Lancers

    1.5 charge, slow speed:

    Mercenary German Knights
    Imperial Knights
    Polish Knights
    Chivalric Knights
    Eastern Chivalric Knights
    Polish Guard
    Noble Knights
    Royal Banderium
    Lancers
    Famiglia Ducale

    Stay and Play

    At the opposite end of the spectrum, we have units that should “pump” against infantry but should never allow enemy cavalry to break away and charge again. They should get a grip on their cavalry enemies and never let go. They have a “pump rate” of 1.33 or less:

    Albanian Cavalry — fast
    Stradiots — fast
    Mamluks
    Merchant Cavalry Militia
    Kataphractoi — slow
    Armored Clergy — slow
    Huscarls
    Quapukulu — slow
    Royal Mamluks — slow
    Druzhina

    Here’s some more that should consider just slugging it out as an option, with a “pumping” rate of 1.4 or less. All have normal speed unless indicated otherwise:

    Gothic Knights — slow
    English Knights — slow
    Hussars
    Conquistadores
    Norman Knights
    Serbian Hussars
    Crusader Knights
    Tsars Guard — slow

    What's left?

    Here are the units that have no clear-cut option in this particular category, ranked in order of the superiority of their charge over their melee factor. Speed other than normal is noted:

    Mailed Knights
    Granadine Lancers
    Mercenary Frankish Knights
    Armenian Cavalry
    Sipahi Lancers
    Feudal Knights — slow
    Kwarizmian Cavalry — slow
    Tuareg Camel Spearmen — very slow
    Border Horse — fast
    Italian Cavalry Militia
    Byzantine Lancers
    Mounted Sergeants
    Arab Cavalry
    Bedouin Cavalry
    EE Cavalry Militia
    Greek Militia Cavalry
    Scouts
    Hobilars
    "In war, then, let your great object be victory, not lengthy campaigns."

  4. #4
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Bang per buck: Melee cavalry

    Nice work. Do you intend to do a missile cav classification ?
    If you remember me from M:TW days add me on Steam, do mention your org name.

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  5. #5
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Bang per buck: Melee cavalry

    Quote Originally Posted by Sinan
    Do you intend to do a missile cav classification ?
    Yes, but I don't know when.
    "In war, then, let your great object be victory, not lengthy campaigns."

  6. #6
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: Bang per buck: Melee cavalry

    Cool, no problem. Was just asking so I know if that's somewhere in the future, should be interesting too.
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  7. #7
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: Bang per buck: Melee cavalry

    OK. Used most of Miracle's formula again to calculate the charge and melee estimates for missile cavalry. Note that this estimate include sno aspect of missile attack. This is a pure melee value, with charge added in for primary weapon.

    Once again, the Mongols and Timurids are left out.


    Dvor Cavalry, 118.98
    Reiters, 116.12
    Polish Nobles, 111.55
    Mamluk Archers, 77.57
    Vardariotai, 75.07
    French Mounted Archers, 69.23
    Hungarian Nobles, 65.29
    Boyar Sons, 59.84
    Cossack Cavalry, 49.44
    Sipahis, 41.41
    Jinetes, 39.30
    Lithuanian Cavalry, 36.55
    Granadine CB Cav, 30.97
    Granadine Jinetes, 26.89
    Strzelcy, 22.16
    Desert Cavalry, 21.96
    Byzantine Cavalry, 13.97
    Mounted Crossbowmen, 12.61
    Camel Gunners, 10.80
    Turkomans, 8.91
    Bedouin Camel Riders, 8.20
    Turkomans Mercs, 7.78
    Magyar Cavalry, 7.67
    Turkopoles, 6.96
    Kazaks, 6.49
    Turkish Horse Archers, 6.34
    Skythikon, 5.74
    Akinjis, 5.71
    Cuman Horse Archers, 5.05

    =======

    Note how Mamluk Archer and Vardariotai have as high a value in this formula as Feudal Knights, despite the lack of a powerful lance charge and higher cost. The biggest surprise for me, though, was the relatively low standing of the Turkish Sipahis. In the formula, this was caused by the lower morale compared to Mams and Vards, and lack of the "hardy" trait.

    The rest of it jives with my experiences in the game. As a rule, nothing below a Camel Gunner on this list needs to get in a melee, and the Camel Gunner's included only because it has the camel anti-horse bonus.
    "In war, then, let your great object be victory, not lengthy campaigns."

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