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    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default To Fright the Souls: A Melee Cavalry Guide

    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
    Last edited by Doug-Thompson; 07-18-2007 at 22:31.
    "In war, then, let your great object be victory, not lengthy campaigns."

  2. #2
    Iron Fist Senior Member Husar's Avatar
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    Default Re: To Fright the Souls: A Melee Cavalry Guide

    Aww, it stopped after three, somehow I always enjoy to read unit descriptions, in-game and in-forum.
    And I don't know all their strengths and penalties, so your guide is very appreciated, looking forward to the next additions.


    "Topic is tired and needs a nap." - Tosa Inu

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    Corrupter of Souls Member John_Longarrow's Avatar
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    Default Re: To Fright the Souls: A Melee Cavalry Guide

    Some basic tactical concepts that will be self evident to many, but very useful to new players; These can and should be refined as this thread grows.

    Charge The standard charge is what everyone thinks of when you hear “Knights”. A bunch of horsemen line up and go full tilt at the enemy. This is the best attack for most melee cav and is best when done against the rear of an enemy formation.

    Fake charge This is a tactic where you go full tilt toward and enemy but stop before you get to them. This is often used to shape a battle by getting enemy forces to stop and prepare to receive your charge. When used with missile troops this can be devastating by causing an enemy unit to become a stationary target. The classic example would be light cav running up towards pikes. The pikes stop and prepare to receive the charge. Archers then slaughter the pikes while they stay stationary. This is also useful when you want to keep an enemy force from encircling some of your troops or when the enemy looks like they will flank the ends of your lines.

    Hammer In the classic Hammer and Anvil, cavalry charges the rear of a unit that has become entangled with another unit (the anvil). This is similar to the classic charge. After charging, the hammer is pulled back, reforms, and charges again. One reason this is called a hammer and anvil is because the hammer strikes the target again and again while the anvil holds it in place.

    Flank attack When two lines of troops are locked into the classic melee, you use your cavalry to hit one flank, preferably from behind, with the goal of destroying or routing the forces at that point.

    Encirclement A fairly straight forward concept, you move cavalry to both sides of an enemy force and a faster force behind them. The side forces are normally heavy cav while the rear force is generally light cav (as it is faster). You then attack your target from all sides.

  4. #4
    Corrupter of Souls Member John_Longarrow's Avatar
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    Default Re: To Fright the Souls: A Melee Cavalry Guide

    Tactic – Nipping

    Much as a small dog “Nips”, light cavalry can be used to nip stronger forces and cause some solid damage. This is normally only done when there are few units on both sides because of the amount of micromanagement required and because you have to have two light cav units trying to remove one target unit.

    Basically one unit will do a fake charge towards an enemy, drawing their attention. This unit will then fall back while a second unit charges in from behind or on a flank. This second unit will almost immediately fall back itself to avoid being stuck in melee with a superior unit. As the target unit reforms you use each light cav unit to either draw their attention or to charge the target depending on how the target reacts.

    This is very useful for dealing the small number of strong units an enemy army will have in the early part of a campaign.

    Tactic – Killing archers / siege engines.

    Most often archers and siege engines will not be involved directly in melee. They will be used to fire before the lines of battle converge but will try to avoid being stuck in a brawl. Once you have separated the missile and siege units from the enemy OR once the enemy line of battle moves forward from them, you can move cavalry around the flanks of the enemy to attack the often vulnerable troops. This is especially useful against siege engines as you can almost always get a charge into them which results in them routing. Early on, most missile troops will either try to skirmish away from you or route when you hit them. Both of these outcomes are good as they keep the missile troops from doing what they need to do, mainly shoot at your troops.

    Tactic – Hunting missile cav

    For most factions, missile cav is a very hard enemy to deal with. It is almost always easiest for you to use either your own missile cav or your light cav to hunt these units down. If using light melee cav, your best bet is to send two units towards a single unit of missile cav. Have them close in loose formation at a run. One unit will be moving to the right of the target, the other to the left. Your goal here is to have a cavalry unit on either side of your target. You also want your spread out units to take up more room than the target unit. This way when you do charge them they will have a much harder time skirmishing away.

    This is most effective if you leave your units in loose formation until they are close to your target and only then having them change to close formation for melee. When you can pull this off you can often see an enemy missile cav unit dissolve under the two way assault. By closing in loose formation you also minimize you own casualties from their missile fire.

  5. #5

    Default Re: To Fright the Souls: A Melee Cavalry Guide

    Quote Originally Posted by John_Longarrow
    Tactic – Killing archers / siege engines.

    Most often archers and siege engines will not be involved directly in melee. They will be used to fire before the lines of battle converge but will try to avoid being stuck in a brawl. Once you have separated the missile and siege units from the enemy OR once the enemy line of battle moves forward from them, you can move cavalry around the flanks of the enemy to attack the often vulnerable troops. This is especially useful against siege engines as you can almost always get a charge into them which results in them routing. Early on, most missile troops will either try to skirmish away from you or route when you hit them. Both of these outcomes are good as they keep the missile troops from doing what they need to do, mainly shoot at your troops.
    I have a bit of a warning concerning some of the later missile troops. If they skirmish, they can avoid a formed charge. Especially against missile units like dismounted dvor, it can result in even your heavy cav getting owned in melee unless you pull them out.

  6. #6
    Iron Fist Senior Member Husar's Avatar
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    Default Re: To Fright the Souls: A Melee Cavalry Guide

    Quote Originally Posted by andrewt
    I have a bit of a warning concerning some of the later missile troops. If they skirmish, they can avoid a formed charge. Especially against missile units like dismounted dvor, it can result in even your heavy cav getting owned in melee unless you pull them out.
    My knights keep charging as long as the enemy doesn't rout, that's quite different from Rome, where they would usually stop if the enemies turned their backs, but in Medieval 2 sometimes my knights catch horse archers because they keep charging and that gives them the slight speed advantage they need.


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  7. #7

    Default Re: To Fright the Souls: A Melee Cavalry Guide

    Quote Originally Posted by Doug-Thompson

    Mounted Sergeants

    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: $2,045
    Buildings Required: ?

    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 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.
    I should disagree in some points. Ok about the fighting quality of this cavalry, but their economical advantages are crucial when you play with western factions and are in the middle of bad times. They are the most avalaible of the western cavalry units (not so much buildings need), cheap of upkeep and build. Compare with the Mailed Knights who are the usual base of the western cavalries in early times (at least for me) but many more expensive or the merchant cavalry, who is really worst in combat and more expensive of upkeep. Of course, the Mounted Sargeants should be use with careful, but at least in my case, they had saved me in the worst moments.

  8. #8
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: To Fright the Souls: A Melee Cavalry Guide

    Quote Originally Posted by Psiloi
    I should disagree in some points. Ok about the fighting quality of this cavalry, but their economical advantages are crucial when you play with western factions and are in the middle of bad times. They are the most avalaible of the western cavalry units (not so much buildings need), cheap of upkeep and build. Compare with the Mailed Knights who are the usual base of the western cavalries in early times (at least for me) but many more expensive or the merchant cavalry, who is really worst in combat and more expensive of upkeep. Of course, the Mounted Sargeants should be use with careful, but at least in my case, they had saved me in the worst moments.

    I don't disagree, Psiloi, but that's why I called it a "poor man's knight" and advised to get something better "if you can afford it."
    "In war, then, let your great object be victory, not lengthy campaigns."

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    Corrupter of Souls Member John_Longarrow's Avatar
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    Default Re: To Fright the Souls: A Melee Cavalry Guide

    Special note on Merchant Cavalry:

    This unit has a strategic roll that is very different that other types of cavalry. It should not be used for offensive operations. The roll that this type of cavalry is most suited to is garrison work. The reason for this is their rather unique quality of being free of upkeep when garrisoned in a city that can build them. This makes them ideal quick reaction forces for dealing with Rebel stacks and small enemy forces. Between a very low recruitment cost and no upkeep, the fact that they are comparable to spear units for combat prowess is not much of an issue. If you treat them as long range fast town malitia instead of true cavalry you will be very happy with their performance. If you have access to the higher quality Merchant Cavalry that Italian factions get you will be very happy with their average performance because you are not spending florins on upkeep when you house them in your cities.

  10. #10
    Upstanding Member rvg's Avatar
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    Default Re: To Fright the Souls: A Melee Cavalry Guide

    There is also quite a bit of difference between different factions as far as Merchant/Militia Cavalry goes. For example, Italian Militia Cavalry is quite formidable all around, the Byzantine variety has okay charge but is otherwise lackluster, and the German one quite simply sucks outright having no redeeming qualities whatsoever.
    "And if the people raise a great howl against my barbarity and cruelty, I will answer that war is war and not popularity seeking. If they want peace, they and their relatives must stop the war." - William Tecumseh Sherman

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  11. #11
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: To Fright the Souls: A Melee Cavalry Guide

    Well, as it says in the entries on merchant cavalry ..

    The free upkeep allows them to be useful anti-bandit units, too ...

    (Note that Italian Militia Cavalry is a much better proposition. See later.)
    I did take out the needlessly harsh reference to making bridge bait out of them.
    Last edited by Doug-Thompson; 06-13-2007 at 19:04.
    "In war, then, let your great object be victory, not lengthy campaigns."

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