Something the community argees almost unanomiusly, is that cavalry sucks. It is only usefull in early game, and is weak in midgame, an almost totally useless agter tech 22.
But it doesn`t have to be!
Well, first of all, the current ingame setup of fire and shock modifiers is pretty horrible. Cavalry was good at "fire" phase if you had the right kind of cavalry. While at least half of Western tech cavalry units heavilly relied on fire, in-game fire modifiers of cavalry make cavalry worthless at that phase, and cavalry doesn`t have enought fire defence pips to survive fire phase. Cavalry that is "suposed" to be focused on "fire" phase is worthless due to weapon modifier, and cavalry that is suposed to be focused on Shock, can not survive fire phase to deal damage later.
What I want to propose is a slight change in the way cavalry and infantry are balanced thrugh the tech tree, so that cavalry is still usefull at Napoleonic times and you would want to have close to historic numbers of cavalry(1/4 to 1/6 of army during Napoleonic wars). It would also introduce varaety of unit composition for armies, something that doesn`t exist currently, as the most effective composition is 4 CAV +Maxfrontage of Infantry+ Maxfrontage of Artillery.
So this is my concept:
1. "Classify" cavalry units into "Armoured", "heavy" and "light" by manuver(still only one cavalry unit for a nation, but manuver difference should also be present). Armoured cavalry has better defence pips but manuver of 2(Latin knights, Curasiers), Heavy cavalry balanced in terms of pips, has manuver of 3. Light cavalry is weaker in pips, but has manuver of 4. Hence light cavalry is better at phase where enemy`s lines are broken, and frontage is not fully filled since it can flank from higher distance, while armoured is strong but can not flank for long distance, and heavy is just balanced.
2. Change the way weapon modifiers progress. Make cavalry fire arround the same or even slightly more than infanrty`s after tech 14, when western tech get`s caracole.
3. Make cavalry`s shock modifier grow somewhat weaker, so that by mid-game the difference is less than 1.5 times, the infantry`s.
4. Make cavalry have comparale number of pips to infantry.
Cavalry is overally more manpower efficent, but costly, that is, by the way what your ingame diescription of some in game cavalry units says, like Prussian Uhlan cavalry
Than way, your army composition becomes more interesting, important and dependent on circumstances.
If you`re rich country but with few manpower, your armies are more cavalry heavy, and your prefered type of cavalry should be heavy or armoured.
Nations that do not have manpower problenms can field lighter cavalry, that would allow them to flank from futher away, and deal more damage when the enemys lines are broken.
Nations with lots plains would want more cavalry and can rely on it for longer, like PLC, nations without big fields, less cavalry, but stronger hitting.
Also, depending on your generals and ideas, you may want a fire focused or shock focused calarly, and Aristocratic ideas and some country ideas that focus on cavalry become much more usefull as well.
In early game, cavalry will decide who win`s the battle. In later portions of the game, your infantry and artillery will decide who wins battles, but cavalry will determine how many enemies will manage to flee as cavalry will provide the extra force concentration against the broken lines, which is it`s one of it`s historicall role during Napoleonic times.
What i think would be a good end-game modifiers are this:
And cavalry pips:
Obviously, other tech groups will need to be rebalanced, but for now, let`s keep the discussion to western tech.
Discuss?
But it doesn`t have to be!
Well, first of all, the current ingame setup of fire and shock modifiers is pretty horrible. Cavalry was good at "fire" phase if you had the right kind of cavalry. While at least half of Western tech cavalry units heavilly relied on fire, in-game fire modifiers of cavalry make cavalry worthless at that phase, and cavalry doesn`t have enought fire defence pips to survive fire phase. Cavalry that is "suposed" to be focused on "fire" phase is worthless due to weapon modifier, and cavalry that is suposed to be focused on Shock, can not survive fire phase to deal damage later.
What I want to propose is a slight change in the way cavalry and infantry are balanced thrugh the tech tree, so that cavalry is still usefull at Napoleonic times and you would want to have close to historic numbers of cavalry(1/4 to 1/6 of army during Napoleonic wars). It would also introduce varaety of unit composition for armies, something that doesn`t exist currently, as the most effective composition is 4 CAV +Maxfrontage of Infantry+ Maxfrontage of Artillery.
So this is my concept:
1. "Classify" cavalry units into "Armoured", "heavy" and "light" by manuver(still only one cavalry unit for a nation, but manuver difference should also be present). Armoured cavalry has better defence pips but manuver of 2(Latin knights, Curasiers), Heavy cavalry balanced in terms of pips, has manuver of 3. Light cavalry is weaker in pips, but has manuver of 4. Hence light cavalry is better at phase where enemy`s lines are broken, and frontage is not fully filled since it can flank from higher distance, while armoured is strong but can not flank for long distance, and heavy is just balanced.
2. Change the way weapon modifiers progress. Make cavalry fire arround the same or even slightly more than infanrty`s after tech 14, when western tech get`s caracole.
3. Make cavalry`s shock modifier grow somewhat weaker, so that by mid-game the difference is less than 1.5 times, the infantry`s.
4. Make cavalry have comparale number of pips to infantry.
Cavalry is overally more manpower efficent, but costly, that is, by the way what your ingame diescription of some in game cavalry units says, like Prussian Uhlan cavalry
.The first Uhlans were created in the early 18th Century. They were used primarily for reconnaissance for the more the Heavily Armored Cavalry, as well as being assigned to skirmishes. Later on in the 18th Century they became an essential part of the military's structure due to their light armor making them fast and agile on the battlefield and for their high shock value against their enemies, which in some cases turned the tide in Battles. The Uhlans were a good alternative to large Infantry Armies as they were not only heavy hitting but also more cost effective. This allowed smaller Nations with less manpower to actually put up an effective fight, as armies on foot were also slower compared to their mounted counterparts
Than way, your army composition becomes more interesting, important and dependent on circumstances.
If you`re rich country but with few manpower, your armies are more cavalry heavy, and your prefered type of cavalry should be heavy or armoured.
Nations that do not have manpower problenms can field lighter cavalry, that would allow them to flank from futher away, and deal more damage when the enemys lines are broken.
Nations with lots plains would want more cavalry and can rely on it for longer, like PLC, nations without big fields, less cavalry, but stronger hitting.
Also, depending on your generals and ideas, you may want a fire focused or shock focused calarly, and Aristocratic ideas and some country ideas that focus on cavalry become much more usefull as well.
In early game, cavalry will decide who win`s the battle. In later portions of the game, your infantry and artillery will decide who wins battles, but cavalry will determine how many enemies will manage to flee as cavalry will provide the extra force concentration against the broken lines, which is it`s one of it`s historicall role during Napoleonic times.
What i think would be a good end-game modifiers are this:
And cavalry pips:
Obviously, other tech groups will need to be rebalanced, but for now, let`s keep the discussion to western tech.
Discuss?
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