This is a work in progress.
“Grim-visaged war hath smooth'd his wrinkled front;
And now, instead of mounting barded steeds
To fright the souls of fearful adversaries,
He capers nimbly in a lady's chamber
To the lascivious pleasing of a lute.”
-- William Shakespeare, “Richard III.”
Generic Units — Units shared by at least two factions. This is further divided into Catholic, Islamic and Italian subcategories.
Byzantium
Denmark
Egypt
England
France
Holy Roman Empire
Hungary
Milan
Mongols
Moors
Papal States
Poland
Portugal
Russia
Scotland
Sicily
Spain
Timurids
Turks
Venice
Mercenaries
("Types" are all very broad generalizations:
A "Lancer" is a unit that has a very high charge value compared to its melee attack. It may also have key weakness that indicate it should withdraw and charge again rather than stay in melee.
A "Knight" is a unit that has a high charge value but can melee well if needed — for instance, if they don't want an enemy "lancer" unit to break free and get another charge.
A "Cataphract" is a unit well-suited to prolonged close combat.
A "Marauder" is a router-chaser, raider, archer-killer, wide run-around flanker and scout. Too often, people think of fast and light cavalry as router chasers. Well, good router chasers are eager to get started. They circle around behind the enemy and, sometimes, help the rout get started by hovering around the rear of units to make them nervous, charging archers to take away missile support and even charging units that need a little help to get their panic started.
"General Purpose" is a Jack of all trades and master of none.)
("10Y Cost" is the recruitment cost plus nine years of upkeep for a full unit.)
("Missile Defense" = armor + shield)
(No, I do not know how the penalties work. Having a penalty of 4 or greater is bad. I know that.)
(All horse units have a -4 penalty against camels and against elephants unless otherwise noted. This is in addition to the "fright" penalty elephants have on all enemy units.)
I. GENERIC UNITS
(Catholic)
Feudal Knights
Type: Knight
Factions: Denmark, England, France, Holy Roman Empire, Hungary, Milan, Papal States, Portugal, Spain, and Venice: Scotland, too, though not until the High Era.
Morale: 9
Primary attack + charge: 10+6 = 16
Melee weapon: Sword, 11
Total defense (Missile defense): 16 (11)
Speed: Slow
10Y Cost: ƒ2,980
Penalties: heat, 5; scrub, 0; sand, -2; forest, -4; snow,0
Other: Hardy, Impetuous, can wedge
Availability:
- Fortress (3 except England)
- Baron's Stables (4)
- Earl's Stables (6)
Armour Upgrades: Partial Plate
This classic Medieval: Total War unit enjoys a lot of sentiment. People who buy games called “Medieval Total War,” as a group, are predisposed to like knights. There’s lots to like, but don’t blind yourself to this unit’s serious weaknesses.
It’s expensive: ƒ250 a turn just in upkeep. Couple that with the ƒ730 recruitment cost, and this unit costs ƒ1,000 for its first turn of use.
Its heat penalty is substantial, a factor even in Europe. Couple that with a penalty on sand and you have a unit that’s going to quickly run out of steam in the desert compared to “lighter” units such as Arab Cavalry. There’s a penalty for fighting in forests, too.
All in all, however, this is a strong unit that can pull off a staggering charge and is widely available.
Mailed Knight
Type: Knight, but gets close to lancer.
Factions: (early and high): England, France, HRE, Milan, Papal States, Portugal, Scotland, Sicily, Spain, Venice. (Late): Scotland
Morale: 9
Attack + charge: 10+6 = 16
Melee weapon: Sword, 11
Total Defense (Missile Defense): 14(9)
Speed: Normal
10Y Cost: ƒ2,980
Penalties: heat, 5; scrub, 0; sand, -2; forest, -4; snow, 0
Other: Hardy, Can wedge
Availability:
- Wooden Castle (2)
- Castle (3)
- Knight's Stables (4)
- Baron's Stables (6)
Armour Upgrades: Heavy Mail
The prototype Western knight is notably faster than the feudal knight and suffers less in the heat. However, these fine traits are largely offset by greater vulnerability to missiles and less mass behind their charge. Still suffers the sand penalty and forest penalty.
Mounted Sergeants
Type: General Purpose
Factions: (Early and High): France, HRE, Milan, Venice, Papal States, Sicily
Morale: 5
Attack + Charge: 9+4 = 13
Melee: Sword, 9
Total Defense (Missile Defense): 13(8)
Speed: Normal
10Y COST: ƒ2,045
Penalties: heat, 3; scrub 0, sand, -2; forest -4; snow 0
Other: NA
Availability:
- Wooden Castle (3)
- Stables (4)
- Knight's Stables (6)
Armour Upgrades: Light Mail
Although billed as “light cavalry,” this is really just a poor man’s knight. They’re not fast, they’re not hardy, and they can’t form a wedge, which is useful for units trying to squeeze in tight places while avoiding combat. They have a substantial heat penalty and the same forest penalty as a mailed knight, which hurts their lower attack. Then have a weaker charge than a knight and less mass than a Feudal Knight. The apparent cost savings will probably be eaten up by the cost of replacing higher losses than you would suffer with a real knight unit. Get something better if you can afford it.
Merchant Cavalry Militia*
Type: General Purpose
Factions: England, Denmark, France, HRE, Hungary, Poland, Portugal,Scotland, Spain
Morale: 3
Attack + Charge: 6+2 = 8
Melee: Sword, 6
Total Defense (Missile Defense): 14(11)
Speed: Normal
10Y COST: ƒ2,260 (Free upkeep an option)
Penalties: heat, 5; scrub, 0; sand, -2; forest,-4 snow, 0
Other: Untrained
Availability:
- Merchant's Guild (3)
- Merchant's Guild HQ (4)
Armour Upgrades: Partial Plate, Full Plate
Hey, it beats no cavalry at all. Although this is one of the weakest cavalry units on the board, it's respectable resistance to missiles makes it useable for charging an exposed bunch of archers. However, be aware that even decent archers can cause casualties to this unit in melee. The free upkeep allows them to be useful anti-bandit units, too.
(*Note that Italian Militia Cavalry is a much better proposition. See below.)
(Muslim)
Arab Cavalry
Type: General Purpose, a "Knight Lite"
Factions: Egypt, Moors
Morale: 5
Attack + Charge: 9+4 = 13
Melee: Sword, 9
Total Defense (Missile Defense): 13(8)
Speed: Normal
10Y COST: ƒ2,085
Penalties: heat, 0; scrub, 0; sand, 1; forest, -6; snow, -1
Availability:
- Wooden Castle (2, 3 for Egypt)
- Castle (3)
- Citadel (6, Moors only)
- Sheikh's Stables (4)
- Amir's Stables (6)
- Racing Tracks (4)
- Merchant's Guild (3)
- Merchant's Guild HQ (4)
Armour Upgrades: Light Mail, Heavy Mail
Stat-wise, this is a mounted sergeant. There are some very important differences, however. It has no heat penalty and a even a light bonus for sand. Therefore, this unit can fight tired, heat-exhausted knights on Crusade. More important, Egypt gets the Mamluk and even the Moors get Desert Cavalry early on. Arab Cavalry works well in combination with these missile units. Most important of all, these units are everywhere, castle or city. They are easy to retrain or replace. Finally, they can form the wedge formation. Not the toughest guys in town, but handy. Beware the substantial penalty for fighting in forests, and a lighter one for snow.
(Italian)
Italian Merchant Cavalry Militia
Type: Knight
Factions: Milan, Papal States, Sicily, Venice
Morale: 5
Attack + Charge: 8+5 = 13
Melee: Sword, 9
Total Defense (Missile Defense): 15(11)
Speed: Normal
10Y COST: ƒ1,890 (Free upkeep an option)
Penalties: heat, 3; scrub, 0; sand, 0; forest, -4; snow, 0
Other: Can wedge
Availability:
- Militia Drill Square (4)
- Militia Barracks (6)
- Merchant's Guild (3)
- Merchant's Guild HQ (4)
Armour Upgrades: Partial Plate
Incomparably better than its northern cousins, Itailian Merchant Cavalry looks like a "knight lite". However, its charge is not great compared to a real knight. Its armor protection is very respectable, however, and it is faster than many "real" knights. It has a secondary weapon, something other militia cavalry don't have, and it can wedge. A worthwhile unit, especially considering the potential low upkeep. Very good for keeping in various cities and then landing them all in mass on some hostile coast.
Byzantium
Byzantine Lancers
Type: General Purpose, to tell the truth
Morale: 5
Attack +Charge: 9+4=13
Melee: Sword, 9
Total Defense (Missile Defense): 13(9)
Speed: Normal
Cost: 10Y, ƒ2,390
Penalties: heat, 2; scrub, 0; sand, 0; forest, -4; snow, 0
Other: Hardy, disciplined, highly trained, can wedge
Availabilty:
This unit is better than its stats, making it a cut above Armored Sergeants. For example, its morale is a so-so 5 but it is also disciplined, highly trained and hardy. This means fewer things hurt that morale. Notice the lack of serious heat and other climate or terrain penalties. It has a good charge but can melee. It’s defense, particularly against missiles, is a little better than an Armored Sergeant’s, however. Not a great unit, but a decent option when finances are tight. Unfortunately, much of this cost advantage is offset by upkeep: ƒ40 less per turn than a knight’s but ƒ35 higher than an Armored Sergeant’s.
Greek Militia Cavalry
Type: General Purpose
Morale: 3
Attack + Charge: 7+3 = 10
Melee: Sword, 7
Total Defense (Missile Defense): 10(7)
Speed: Normal
10Y Cost: up to ƒ1,670
Penalties: heat penalty, 1; scrub, 0; sand, 0; forest, -4; snow 0
Other: Free upkeep available
Availabilty:?
Better than Northern European merchant cavalry, but still not good. Only the English Hobilar has a weaker charging attack. It does have free upkeep in a town, however. It can’t wedge, but is still better than nothing. If something else wins the battle, they make decent router chasers.
Kataphractoi
Type: Cataphract (appropriately)
Morale: 9
Attack + Charge: 10+6 = 16
Melee: Mace, 10 with AP bonus
Total Defense (Missile Defense): 16(11)
Speed: slow
10Y Cost: ƒ3,040
Penalties: heat penalty, 4; scrub, 0; sand, 0; forest, -4; snow 0
Other: Disciplined; Highly trained; Wedge; Hardy
Availabilty:?
Along with the Danes' Norse War Cleric, this is a model "stay and fight" cavalry type. They do have a respectable charge, however, that should not be wasted. Note the lack of scrub, sand and snow penalties. Look for opportunities to engage cavalry opponents in that type of terrian. For instance, powerful Order knights from Northern Europe have sand and heat penalties. Use that to your advantage. Kataphractoi are powerful, but beware a false sense of security. Like any unit, they can be overwhelmed, have their numbers thinned by a powerful volley of missiles or suffer simple bad luck. If they lose the advantage during a fight, getting away with their slow speed can be a real problem. They win or die.
Latinkon
Type: Lancer
Morale: 9
Attack + Charge: 10+8 = 18
Melee: Sword, 11
Total Defense (Missile Defense): 15(11)
Speed: Normal
10Y Cost: ƒ2,980
Penalties: heat penalty, 5; scrub, 0; sand, -2; forest, -4; snow 0
Other: Wedge, hardy, impetuous, trained
Availabilty:?
Roughly, this is a feudal knight with better speed, a better charge and a tad less defensive skill. All of this makes the tactic of "charge-withdraw-charge" more worthwhile.
Denmark
Huscarls
Type: Cataphract
Morale: 9
Attack + Charge: 11+4 = 15, but with an AP bonus
Melee: Axe, 11 with AP bonus
Total Defense (Missile Defense): 16(9)
Speed: Slow
10Y Cost: ƒ2,580
Penalties: heat penalty, 4; scrub, 0; sand, -2; forest, -4; snow 0
Other: Wedge
Availabilty:?
If the Huscarl was in track and field, it would be what's known as a "broken field runner." Its charge is mediocre but it's a danger in melee with that axe. Therefore, if it can be used in broken terrain that's good enough for fighting but bad for charging, it is in its element. Unfortunately, this can put excellent Danish infantry in the role of absorbing charges that Huscarls can only respond too. Also, the Huscarl is very vulnerable to missiles — a serious weakness for a "stay and fight" melee unit. Interestingly, this unit from the northern climes has less of a heat penalty than many knights. It's also a good value for the money.
Norse War Cleric
Type: Cataphract
Morale: 9
Attack + Charge: 10+4 = 14, but with an AP bonus
Melee: Mace, 10 with AP bonus
Total Defense (Missile Defense): 19(12)
Speed: Slow
10Y Cost: ƒ3,000
Penalties: heat penalty, 6; scrub, 0; sand, -2; forest, -4; snow 0
Other: Wedge
Availabilty:?
This unit is a perfected Huscarl, a strong melee unit with a better defense that is much more resistant to missiles. In fact, only a few bodyguard-type units have a better base level defense against arrows. The mace is slightly less effective than the Huscarl's axe, but the cleric will live longer and swing its weapon more. Notice the whopping heat penalty, also: Part of the price for all that armor protection.
Egypt
England
France
Holy Roman Empire
Hungary
Milan
Mongols
Moors
Papal States
Poland
Portugal
Russia
Scotland
Border Horse
Type: Marauder
Morale: 5
Attack + Charge: 9+4 = 13
Melee: Sword, 9
Total Defense (Missile Defense): 9(4)
Speed: Fast
10Y COST: ƒ1,740
Penalties: heat, 3; scrub, 0; sand, -2; forest, -4; snow 0
Other: Hardy but untrained
Availability:
- Wooden Castle (3)
- Stables (4)
- Knight's Stables (6)
Armour Upgrades: Light Mail
One of the few true light melee cavalry types in the game, Border Horse are the definitive router chasers. Only four non-missile cavalry are fast, and this is one of them. However, there's more to being a good router-chaser than being fast. Even routing units with high melee values — like bodyguards — can and will resist capture. Border Horse have enough attack and defensive skill to take prisoners against their will. Note, however, the lack of a shield and the low armor. As a rule, do not send these fast units chasing after missile cavalry. If the enemy has any ammo left, the Border Horse will suffer. Also, if the enemy won't rout, get this unit out of there, especially if there are archers in range. Morale is low and, if they rout, they'll be off the map before you can say "Kentucky Derby."
Sicily
Spain
Timurids
Turks
Venice
Mercenaries
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