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Orinsul

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There's basically no war in Elder Scrolls.
None you ever see, and when you are exposed to the army it's all soldiers, no wizards or rogues in it. The 'army' faction being purely straightforward professional soldiers with swords or crossbows. With rogues and mages having their own 'guilds' and quest lines unrelated to the army one.
The 'civil war' for all it's abstractions is really the only represented on screen war in the series, and it's soldier on soldier, no wizards, no rogues, no horses, no boats, no nothing. And really even then all the 'big battles' take place off screen, while you're taking the fort the main army takes the city or etc off-screen.
Daggerfall had implied war but showed none of it, however it implied middle-ages style knights and feudalism throughout high-rock and hammerfell pretty strong, with knightly orders all over the place, heavy use of middle-ages tropes in it's setting, role of horses in the game and etc.
Battles as are described don't go into military or troop detail but focus on politic/plot-effecting events, who killed who, who stole what and etc. War is important to the games, but it's never described in any detail as the details aren't.

The lore is covered in Chivalry, from the lists of knightly orders, to the class in game, landed nobles in the upper ranks of the legion, the description of the Summerset Isles in the 'Provinces of Tamriel' and etc etc. The reason we have a description of a horse being used by a scout is because the story that description comes from was about that, not because that's to be interpreted as the only way they were ever used. Due to technically limitations neither a major battle nor mountain enemies have ever been seen in game. Not due to design decisions about the wider world.

While it's plausible to presume that in the Elder Scrolls mages are present on the battlefield, theres no evidence for it.
Just as it's presumable to assume heavy cavalry despite the lack of representation in the games, given the plausibility of them given the world as presented in the lore, which is the exact same jump you're taking.

There is as much evidence for anything you're saying as mobility-cavalry and rogue-and-wizards-more-than-knights as there is for heavy cavalry being common. That is none at all bar your own projection into the void of abstraction. It's not something any of the games deal with at all, it's never come up and the lore doesn't say anythign to either side.
Omission is just Omission, it is not a declaration of non-existence.
Whether we take your interpretation or any-one elses, it's all filling that omission with content entirely made up to suit the speakers vision and yours is no more valid than anyone elses.
If it's the one you want in the game sure, but say so. Don't pretend that the lore is on your side and no one elses. You're as much making this up to fit your vision as anyone you're arguing with.

There is no evidence of Heavy Cavalry in TES, just as there is no evidence of there NOT being Heavy Cavalry in TES.
However there are implications, and you're free to interpret those however you want just don't forget that private interpretation is all it is.
 
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darthfanta

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There's actually evidence of heavy cavalry in TES. It's horse armour.If there isn't any heavy cavalry, then there shouldn't be any horse armour. Yet, there's a horse armour dlc for oblivion.

images
images

^These are not light cavalry horses.
 
Last edited:

Orinsul

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Speaking of DLCs, what about a Shivering Isles sub-mod?
Not a suggestion for the actual team, just anyone bored and mod-skilled wandering past.
Maybe with a province part on the island on the niben, and the other inside a walled off insert-box where the rest of the isles would be to represent the portal with a kingdom divided into two equal sized duchies each with it's own religion and that sides daedra as its holy order.
 

darthfanta

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Speaking of DLCs, what about a Shivering Isles sub-mod?
Not a suggestion for the actual team, just anyone bored and mod-skilled wandering past.
Maybe with a province part on the island on the niben, and the other inside a walled off insert-box where the rest of the isles would be to represent the portal with a kingdom divided into two equal sized duchies each with it's own religion and that sides daedra as its holy order.
That....would be a fairly bad idea. I can already see the Shivering Isles getting holy warred to death by blobbing players regardless of the fact that the Shivering Isles are ruled by a god.I'm sorry.
 

Mr. Habba

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[...]and it's soldier on soldier, no wizards, no rogues, no horses, no boats, no nothing.

That may be a very minor mistake, but there are war wizards seen on screen: during the attack on Helgen, there are wizards hurling fireballs towards Alduin. Also there are Imperial torturers (with shock magic) in the dungeon through which you flee.
 

Arakhor

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The reason that Romans didn't have heavy cavalry is because stirrups hadn't been invented yet. The Byzantines certainly used heavy cavalry and there's no reason to assume that the Imperials don't.
 

Onebitsoul

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Speaking of DLCs, what about a Shivering Isles sub-mod?
Not a suggestion for the actual team, just anyone bored and mod-skilled wandering past.
Maybe with a province part on the island on the niben, and the other inside a walled off insert-box where the rest of the isles would be to represent the portal with a kingdom divided into two equal sized duchies each with it's own religion and that sides daedra as its holy order.
Why only Shivering Isles? Why not the Deadlands as well? And the Hunting Grounds of course.
 

Wraith_Magus

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There's basically no war in Elder Scrolls.
None you ever see, and when you are exposed to the army it's all soldiers, no wizards or rogues in it. The 'army' faction being purely straightforward professional soldiers with swords or crossbows. With rogues and mages having their own 'guilds' and quest lines unrelated to the army one.
The 'civil war' for all it's abstractions is really the only represented on screen war in the series, and it's soldier on soldier, no wizards, no rogues, no horses, no boats, no nothing. And really even then all the 'big battles' take place off screen, while you're taking the fort the main army takes the city or etc off-screen.
Daggerfall had implied war but showed none of it, however it implied middle-ages style knights and feudalism throughout high-rock and hammerfell pretty strong, with knightly orders all over the place, heavy use of middle-ages tropes in it's setting, role of horses in the game and etc.
Battles as are described don't go into military or troop detail but focus on politic/plot-effecting events, who killed who, who stole what and etc. War is important to the games, but it's never described in any detail as the details aren't.

The lore is covered in Chivalry, from the lists of knightly orders, to the class in game, landed nobles in the upper ranks of the legion, the description of the Summerset Isles in the 'Provinces of Tamriel' and etc etc. The reason we have a description of a horse being used by a scout is because the story that description comes from was about that, not because that's to be interpreted as the only way they were ever used. Due to technically limitations neither a major battle nor mountain enemies have ever been seen in game. Not due to design decisions about the wider world.

While it's plausible to presume that in the Elder Scrolls mages are present on the battlefield, theres no evidence for it.
Just as it's presumable to assume heavy cavalry despite the lack of representation in the games, given the plausibility of them given the world as presented in the lore, which is the exact same jump you're taking.

Sorry, but no, all these arguments are irrelevant or based upon trying to muddy the waters, throwing out terms like "opinion" to try to ignore objective facts.

I'm honestly a little taken aback that someone would even try arguing that mages aren't canonically part of Elder Scrolls battlefields. (I'm not even here arguing that there should be mages when there are none, but that there should be more than just one type, since mages are already in the mod.)

You cannot possibly read the lore, and take away that mages had nothing to do with war. Take, say, the following lore books:

http://www.uesp.net/wiki/Skyrim:The_Art_of_War_Magic ("3. When planning a campaign, take account of both the arcane and the mundane. The skillful battlemage ensures that they are in balance; a weight lifted by one hand is heavier than two weights lifted by both hands. 4. When the arcane and mundane are in balance, the army will move effortlessly, like a swinging door on well-oiled hinges. When they are out of balance, the army will be like a three-legged dog, with one leg always dragging in the dust." So, an army without war mages is like a three-legged dog? Yeah, that sounds like there's no evidence anyone ever uses magic in war...)

http://www.uesp.net/wiki/Oblivion:The_Firsthold_Revolt (Where battlefield strategy is talked about in terms of how you use your battlemages and priests alongside your non-magical troops. It's actually the plot point that the castle levies are so depleted that there AREN'T the battlemages you'd expect from a common levy. Mercenaries carry mages, even specialist mages in their ranks. They even complain about not following the traditional uses of mages in battle when they are told to start with reflection spells. Restoration magic in battle is considered common, and it's chaos-inducing when it isn't used.) (Incidentally, this piece of lore also talks about how concubines are also traditional in Summerset, at least, which this game has yet to include, as well...)

http://www.uesp.net/wiki/Lore:The_Wolf_Queen,_v7 ("From a vantage point on the hills to the south, Potema and Lord Vhokken had excellent views of the battle as it raged. It looked like two swarms of two colors of insect moving back and forth over a clump of dirt which was the castle ruins. Occasionally, a burst of flame or a cloud of acid from one of the mages would flicker over the battle arresting their attention, but hour after hour, the fighting seemed like nothing but chaos." Again, mages common in battle formations.)

Although I could easily bring forth more, three examples is more than enough to disprove a statement that there are no examples of magic being used in war, much less there being no war.

Even the cultures that don't normally use "proper" mages, like the Nords of Skyrim (especially in earlier eras) talk of using their "shamans" to use thu'um (whether named so or not) in battle.

There is as much evidence for anything you're saying as mobility-cavalry and rogue-and-wizards-more-than-knights as there is for heavy cavalry being common. That is none at all bar your own projection into the void of abstraction. It's not something any of the games deal with at all, it's never come up and the lore doesn't say anythign to either side.
Omission is just Omission, it is not a declaration of non-existence.
Whether we take your interpretation or any-one elses, it's all filling that omission with content entirely made up to suit the speakers vision and yours is no more valid than anyone elses.
If it's the one you want in the game sure, but say so. Don't pretend that the lore is on your side and no one elses. You're as much making this up to fit your vision as anyone you're arguing with.

There is no evidence of Heavy Cavalry in TES, just as there is no evidence of there NOT being Heavy Cavalry in TES.
However there are implications, and you're free to interpret those however you want just don't forget that private interpretation is all it is.

While it is unfortunately all too common, I have to say this method of "argument" is a particularly perfidious form of bad faith argument. It is essentially argument by solipsism. This argument is based either upon denying that lore exists at all or seemingly not being aware of even the most basic elements of the lore in a mod based upon Elder Scrolls lore.

Either you have to accept the text in the lore books as being canon, in which case there is plenty of examples of war magic and battlemages marching with the troops, and several different types of magical units being distinguished by their specialties, while there is no attempt to distinguish any non-cultural cavalry units from one another, or else you have to somehow make the argument that lore books aren't canon, and only what's in the games is canon... in which case there's no mounted combat at all, and the games make nearly 1/3rd of all sentient characters mages. No matter how you want to argue this, the games inevitably would pull you towards having to accept magic as a major portion of combat.

If you're somehow going to try to argue neither the games nor the lore is canon, then I have to ask what you're even doing in the forum of a TES lore-based mod to begin with? Is all this just arbitrary whimsy, or are we making a subjective reality argument, here?

=====

Turning instead to arguments at least made honestly,

There's actually evidence of heavy cavalry in TES. It's horse armour.If there isn't any heavy cavalry, then there shouldn't be any horse armour. Yet, there's a horse armour dlc for oblivion.

^These are not light cavalry.

Actually, the way those are used, yes they are "light cavalry" as CKII actually uses them. The problem is you're confused as to what "Heavy Cavalry" actually represent.

Once again, I will say men wearing armor on a horse is not the same thing as a charger. What the heavy cavalry in CKII represent are a very specific type of unit.

Just like the pikemen that are being (rather correctly) removed from this mod did not represent just anyone with a long stick with a point on it (and there are a lot of military formations that used spears or polearms that get lumped into "light infantry" or "heavy infantry", instead,) the heavy cavalry in vanilla CKII represent something more than just cavalry with armor. Pikemen represent specific tight formations of polearm users organized specifically for spearwall formations. (Done in specific response to mass cavalry charges as a counter. Not that CK2 combat is sophisticated enough to represent such counters very faithfully...)

"Heavy cavalry" in CK2 is more than just armored cavalry, it's a style of battle based upon heavy chargers in formation (yes, with that stirrup,) to crush melee combatants with the sheer mass of their formation. (Although their lances certainly helped.) This is, again, something very specific, and not at all shared with most of the rest of the world.

This talk of chivalry (to go back to Orinsul for a moment) is likewise nonsense. One doesn't need to be on horseback to have a culture of chivalry, and chivalry has nothing to do with battlefield tactics.

While I could bring up examples of chivalry in footsoldiers, I get the sense there would be quibbling over the nature of chivalry, so I'll go for a more indisputable example. Look at the Japanese - they are famous for their code of chivalry, and they never created the charger.

And before someone tries to somehow make an argument of how you want to perceive samurai as something they were not in spite of facts, no, samurai were not heavy cavalry, either. The Japanese never developed chargers, nor formation charge tactics. They were more often than not horse archers, but even what melee cavalry they used were used specifically with light cavalry tactics, where horses were there for mobility, not weight.

The reason that Romans didn't have heavy cavalry is because stirrups hadn't been invented yet. The Byzantines certainly used heavy cavalry and there's no reason to assume that the Imperials don't

Frankly, if we're going to go by what's in the game DLC as evidence, I'll point out those horses don't have stirrups, and battle is engaged by using horses purely for mobility, and dismounting to fight... which is decidedly light cavalry tactics. The horse armor, further, was treated as something unusual, and for the rich, not something you make a full formation out of. It was common in history to armor the horse of the king or nobles without actually using them with full charger formation tactics. It was just a sensible way to keep the commander's horse from being slain from under him.

Even if those horses have armor, it doesn't matter to the argument being made, because they are still used with tactics designed for "light" cavalry.

And to respond to the most recent quote's argument directly, yes there is reason to believe that the Imperials don't have stirrup technology. They are not depicted as Byzantines, they are clearly and unambiguously depicted as equivalent to Imperial Rome. Meanwhile, the rest of the cultures around them are not depicted as being technologically more advanced than the Imperials besides the (un-created) Dwemer and arguably the Dunmer, who as the last batch of arguments already established, don't have horses. In fact, most of the cultures are purposefully depicted as less advanced than the Romans for a purposeful Romans-versus-barbarians motif as something to make TES stand out a little from more mundane Medieval fantasy. Only the Redguards hypothetically (more by their modelling upon the Moors rather than anything I have specifically seen) and the aforementioned Khajit "tiger cavalry" would potentially have a real distinct heavy cavalry unit, and those are easily handled by cultural units.

Formation charge tactics are kind of a big deal. They sort of revolutionized the way that war was fought. They are the defining thing people think of with regards to combat in the era. Someone would have mentioned it had it happened. Instead, we have plenty of mentions of how magic is used to change the flow of battle that mostly consists of infantry.

=====

Still, yes, I'll grant that's not absolute proof that no such cavalry exists, but that wasn't my argument to begin with, anyway.

The core of my argument is that there is reason to put more magic-based units into the mod because heavy cavalry are not a serious part of lore, don't add any flavor to the mod, have no particularly good player strategies, or even impact upon player strategy at all (beyond maybe strategies revolving around their supply/maintenance cost) and are generally inferior in-game compared to their direct alternatives.

Heavy Cavalry are, in the vanilla game, undermined by always being in units that undercut the ability to use them properly. Even cultural units only allow you to use at most 60% cavalry if you make a flank purely of those units, and the tactics that help heavy cavalry virtually always exclude helping light cavalry, resulting in wasted tactics bonuses that undermine the unit.

Simply put, light cavalry cultural retinues, like Cabellero, are better in every way to the heavy knight cultural units.

Let's compare 5 Knight, Gusar, or Cataphract retinues (total of 8000 supply) to 8 Cabellero retinues (total of 8000 supply). Knights and Gusar are both Heavy Cavalry/Light Cavalry splits. Knights have +60% HC offense, while Gusar have only +30% HC offense, and +30% LC offense. Cataphracts have horse archers instead of LC.

In the skirmish phase, which is the more important phase, due to the fact that so much more time is spent skirmishing than melee, heavy cavalry are basically just going to sit there, waiting for the chance to charge. They do, at least, have a special ability that gives them a chance to charge early, but it is not frequently used enough to really save the unit on anything other than lucky circumstances. Putting all commander and terrain bonuses aside, in skirmish, assuming Knight retinues versus Cabelleros, the Cabelleros are going to have 5.33 times the offensive firepower of the Knights. (4000 LC with 9.6 offense versus 1500 HC with 0.8 offense plus 1000 LC with 6.0 offense.) Knight defense is about 1/3 higher, but it is still not nearly enough to make the skirmish phase anything but a win for the Cabelleros. Things go slightly better for the Gusars, which have +30% offense on their light cav, and significantly better on the Cataphracts. (4000 LC with 9.6 offense vs. 1500 HC with 0.65 offense and 1000 HA with 20.8 offense.) ("Swarm" tactics for Horse Archers are basically the same thing as "Harass" tactics for light cav. +300% for the specific unit, and penalties for anything else.) This still amounts to 1.76 times more firepower on the cabelleros, however, which is more than enough to counteract the marginally higher defense of the Cataphract. (Horse archers also have slightly lower defense.)

Skirmish phase generally lasts with units like these until at least half the morale of the side that is going to lose is gone. However, certainly, Heavy Infantry, Pikes, and pure Heavy Cavalry could wait that out.

In melee, however, the single unified unit type still has its advantages. Cabelleros get to use a "Raid" tactic that gives them the slightly lesser +240% power, but to their whole unit gets the bonus, and a pure unit has little reason to use other tactics. Meanwhile, there are more-or-less even odds that Knights will either raid (for the LC) or use "Awesome Charge" for the +300% bonus to HC power. In order, if there is an awesome charge, (4000 LC with 24.48 offense versus 1500 HC with 51.2 offense plus 1000 LC with 4.5 offense) it still gives the cabelleros a 1.20 times damage advantage, while a raiding knights unit (4000 LC with 24.48 offense versus 1500 HC with 12.8 offense and 1000 LC with 15.3 offense) amounts to a 2.84 advantage for Cabelleros. Granted, the defense advantage on the knight's side is now basically double the cabelleros, still, this averages out to a slight (1.01) advantage to the Cabelleros.

Note that regular charges would bring things to melee with a +300% bonus to heavy cavalry, which is basically the same as the awesome charge, anyway, while the harass tactics for the light cav would still be in effect, essentially giving the Cabelleros a slight bonus during that transition. If there was an early charge from "Crushing Charge", it's actually a mere +175% bonus to Heavy Cavalry, which actually gives the Cabelleros even more of a relative advantage while they lose the early skirmish lead.

That's being extremely generous, and presupposing that battle starts out in melee, with no damage at all. In actual practice, the already-weakened knights will have less troops and less morale at the start, and be pushed down to the 25% morale breaking point more quickly, even with roughly even losses. As far as morale goes, we are talking a fairly even 16000 to 19000 total morale in the units, so the losses advantage the Cabelleros inflict in Skirmish still carry the day.

Now, Frankish knights can use their special racial charge ability on some occasions, although it's not entirely reliable. For completeness sake, the "Couched Lance Charge" can do the following: (4000 LC with 24.48 offense vs. 1500 HC with 66.56 offense plus 1000 LC with 4.5 offense.) That amounts to an actual advantage for the knights in terms of firepower, with a 0.93 ratio for the cabelleros. The heavier defense will carry the day, here.

The primary advantage of horse archers in melee is that they at least don't have any real tactic of their own, so they don't get in the way of the other units, the way light cav does. The Embelon charge is just a +240% bonus to heavy cav, while the Awesome charge is a +300% bonus to heavy cav, so the supposedly fearsome Embelon charge is not actually helpful unless your units were stuffed full of Light Cav, which would generally be worse. Hence, just doing the Awesome Charge, (4000 LC with 24.48 offense vs. 1500 HC with 41.6 offense plus 1000 HA with 5.2 offense) amounts to a 1.49 offense advantage to Cabelleros. However, a little over double defense does put melee in the advantage of the heavy cav, at around a 1.43 ratio for the Cataphract if it can get to melee at exactly ideal conditions.

If you want to talk levies instead, things get even worse for heavy cavalry, because you don't get to build any heavy cavalry levies outside of a tiny 5-man unit per cultural buildings until you get into the most advanced, expensive, and fairly rare before 1200 AD cavalry buildings. By then, you will have had to have built plenty of light cavalry at the same time to have even more completely diluted the heavy cavalry.

Simply put, the way that vanilla tactics work, they heavily, heavily flanks that are made of a single unit type, since tactics basically are designed to give massive bonuses to one unit at the expense of all others.

Finally, arguing the merits of one type of cavalry to another is rendered moot by the fact that archers are provably the single best unit in the game. No heavy cavalry will survive the skirmish phase against Wlesh/English Longbow retinues (mixed with defense retinues to prevent "Charge on Undefended Flank") firing a Massive Longbow Volley. Against even light cav using harass tactics, the damage archers in a massive longbow volley can put out in skirmish phase is greater than most units can deal in melee phase. With equal odds (even ignoring maintenance), the cataphracts would only survive to even attempt an embolon charge under the most extremely lucky of circumstances. (Basically requiring the 2% or so chance of an early charge.)

Incidentally, the Bosmer apparently get the Massive Longbow Volley in the current version of the game, so they'd be the best unit. (Although their Jaqspur is undermined by Light Infantry, there is a generic retinue that gives you a 60/40 split on archers and pikes, which is nearly the ideal distribution. You can set up all generic 60/40 archer/pike retinues plus one Jaqspur with a bosmer commander to create an ideal retinue flank.) Notably, the longbows are sort of a gamble on a round-one knockout, their supposed weakness that compensates for their power, but if you go all-out on the archers, you will almost always win, and even a flank that gets to melee and loses early will then just go back to skirmishing while flanking another flank. This basically means that the longbows might retreat on one flank, but the other two likely will stand and defeat their own opposite flanks, then turn and kill the other flank that charged early unless more than one flank gets lucky with an early charge in the same battle. While possible, the odds are so slim that I've literally never seen it happen after using these retinue combinations for hundreds of hours of gameplay.

This isn't some interpretation thing, either. It is not opinion, it is what is called a "solved problem game", and the math is pretty clearly solved. The vanilla game has a quite broken and easily exploitable combat system, which is exactly why I'm making the argument that this mod can fix that.

Simply put, using different types of mages instead of just keeping heavy cavalry the way that they are in the vanilla game is both more lore-friendly and also helps to fix some of the flaws of the original game, as well. There is no good lore-based reason to say that cavalry is anything but cavalry in a generic sense in TES unless there is what would become a cultural unit in this mod is involved. Meanwhile, there is plenty of good reason both in lore and in the spirit of game balance to split apart different kinds of magic-users.

There are unfortunately only a few ways in which you can set up "counters" in CKII through modding that I can see, but adding at least some sort of counter to things like archers being the dominant unit by adding magic users that are good counters to them is at least some layer of balance and strategy for the player to consider, which is better than the complete dearth of it in the vanilla game. Perhaps, with some use of modding to change more tactics to switch between skirmish and melee, a more delicate balance can be reached, where

Regardless, this seems to clearly be the sort of thing that is going to demand some distinct thread to contain its discussion, as it's going to obviously get quite rambling.
 
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Novacat

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I'm honestly a little taken aback that someone would even try arguing that mages aren't canonically part of Elder Scrolls battlefields. (I'm not even here arguing that there should be mages when there are none, but that there should be more than just one type, since mages are already in the mod.)

If I am not mistaken, the point he is making is that the Elder Scroll games are not a good representation of war in the Elder Scrolls universe, and he has a point here. Bethesda has always been notoriously bad at depicting certain things within the games and war is one of them, a lot of it being their general reluctance to use a 'cannon fodder' type NPC that have been heavily used in other sandboxes like Assassins Creed. On top of this Bethesda's terrains have always been very compressed which leaves very little in the way of room for large formations to duke it out between eachother. Infact, the Civil War and the Oblivion gates are widely regarded as one of the worst parts of Skyrim and Oblivion, largely in part due to Bethesda being simply incapable of modeling large scale combat correctly.

Infact, one of the reasons why I am somewhat looking forward to Kingdom Come: Deliverance is that one of the things it attempts to do is actually model sieges and army vs army warfare. Considering that it is also aimed squarely at the Skyrim crowd, and I can see Bethesda perhaps finally depicting such events properly.

Even the cultures that don't normally use "proper" mages, like the Nords of Skyrim (especially in earlier eras) talk of using their "shamans" to use thu'um (whether named so or not) in battle.

Note that the Thu'um was no longer used in the Nordic armies before the 2nd era even started...

Whereas vanilla CKII is exclusively focused upon actual historical units, there's basically no war in Elder Scrolls that doesn't have a combination of rogues and wizards running about with the warriors.

Rogues generally tend to not make an appearance in front-line battles, unless you count archers. However, they have most certainly left their mark on Tamrielic history through various covert operations.

Having a contrast between the battlemages and more squishy mages represented in military formations, along with an extra slot for whatever new cultural unit fits each culture makes more sense in a TES lore mod where the different types of wizards participating in battle grab all the lore spotlight than having heavy cavalry that nobody even bothered mentioning if they even existed in the lore.

The problem of Battlemages is how exactly do you model them without making them 'X, but better?' or, in your case, 'mages, but less squishier' Right now, we have Mages and Archmages. Mages are similar to Archers except slightly more durable (especially at melee) but weaker at ranged combat, which makes them a more durable skirmish class. Archmages are basically all-round powerful which represent the more skilled mages, and both mage types are fairly common. Normal mages can be trained in every holding type in the game, and Archmages are a generic special unit found in Academies. The special unit slot for Castles is left vacant so we can provide racial specific special troops. That is the current plan.

Combat Mechancis discussion

This hits an excellent point. The CK2 combat system is deeply flawed in that it heavily encourages one-unit armies, which is the exact opposite of how it should be. You are correct in that the whole tactics system needs an enormous overhaul, and we do have someone working on it (and making progress) although he could certainly use help and ideas. Infact this is what is currently holding up the 0.1.6 version of the mod.

One of the big problems of EK is that, truth be told, we have no idea how armies actually fought in the Elder Scrolls universe. The games do a really lousy job of modeling warfare, and the in-universe writings tend to be vague and focus very little on the battles themselves. Infact, your assertion that heavy cavalry does not exist in the Elder Scrolls universe is not exactly true. There are also snippets of lore which seem to indicate the Colovians being one of the primary cavalry using cultures in Tamriel, which is why the White-Gold Tower focuses extensively on cavalry. But the truth is that there is too much we do not know, and we are basically working on scraps. The only detailed account of specific battles was depicted in Mixed Unit Tactics, and even then, it only gives you a glimpse on how the Nords, Khajiit and Bosmer fought. We also have a glimpse on how the Imperials fought through the many books of the Imperial Legion.

So far, I think we can be fairly certain of the following: The Khajiit and Imperials almost certainly do use cavalry, and the Bosmer and Argonians most certainly do not, primarily due direct evidence or indirect evidence based on the enviornment of their homelands. We have absolutly no data at all on the rest of Tamriel.

Now, I understand you do want to replace the Heavy Cavalry unit, but the question is, replace it with what? Remember that every unit in the game needs a niche.
 

Orinsul

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I think we can be fairly certain the Altmer do too, as chivalric is the adjective used to describe their culture in the book Provinces of Tamriel.
And of all the words that could have been used there, they went with the one with mounted-knights connotations.
 

darthfanta

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=====

Turning instead to arguments at least made honestly,



Actually, the way those are used, yes they are "light cavalry" as CKII actually uses them. The problem is you're confused as to what "Heavy Cavalry" actually represent.

Once again, I will say men wearing armor on a horse is not the same thing as a charger. What the heavy cavalry in CKII represent are a very specific type of unit.

Just like the pikemen that are being (rather correctly) removed from this mod did not represent just anyone with a long stick with a point on it (and there are a lot of military formations that used spears or polearms that get lumped into "light infantry" or "heavy infantry", instead,) the heavy cavalry in vanilla CKII represent something more than just cavalry with armor. Pikemen represent specific tight formations of polearm users organized specifically for spearwall formations. (Done in specific response to mass cavalry charges as a counter. Not that CK2 combat is sophisticated enough to represent such counters very faithfully...)

"Heavy cavalry" in CK2 is more than just armored cavalry, it's a style of battle based upon heavy chargers in formation (yes, with that stirrup,) to crush melee combatants with the sheer mass of their formation. (Although their lances certainly helped.) This is, again, something very specific, and not at all shared with most of the rest of the world.

This talk of chivalry (to go back to Orinsul for a moment) is likewise nonsense. One doesn't need to be on horseback to have a culture of chivalry, and chivalry has nothing to do with battlefield tactics.

While I could bring up examples of chivalry in footsoldiers, I get the sense there would be quibbling over the nature of chivalry, so I'll go for a more indisputable example. Look at the Japanese - they are famous for their code of chivalry, and they never created the charger.

And before someone tries to somehow make an argument of how you want to perceive samurai as something they were not in spite of facts, no, samurai were not heavy cavalry, either. The Japanese never developed chargers, nor formation charge tactics. They were more often than not horse archers, but even what melee cavalry they used were used specifically with light cavalry tactics, where horses were there for mobility, not weight.



Frankly, if we're going to go by what's in the game DLC as evidence, I'll point out those horses don't have stirrups, and battle is engaged by using horses purely for mobility, and dismounting to fight... which is decidedly light cavalry tactics. The horse armor, further, was treated as something unusual, and for the rich, not something you make a full formation out of. It was common in history to armor the horse of the king or nobles without actually using them with full charger formation tactics. It was just a sensible way to keep the commander's horse from being slain from under him.

Even if those horses have armor, it doesn't matter to the argument being made, because they are still used with tactics designed for "light" cavalry.

And to respond to the most recent quote's argument directly, yes there is reason to believe that the Imperials don't have stirrup technology. They are not depicted as Byzantines, they are clearly and unambiguously depicted as equivalent to Imperial Rome. Meanwhile, the rest of the cultures around them are not depicted as being technologically more advanced than the Imperials besides the (un-created) Dwemer and arguably the Dunmer, who as the last batch of arguments already established, don't have horses. In fact, most of the cultures are purposefully depicted as less advanced than the Romans for a purposeful Romans-versus-barbarians motif as something to make TES stand out a little from more mundane Medieval fantasy. Only the Redguards hypothetically (more by their modelling upon the Moors rather than anything I have specifically seen) and the aforementioned Khajit "tiger cavalry" would potentially have a real distinct heavy cavalry unit, and those are easily handled by cultural units.

Formation charge tactics are kind of a big deal. They sort of revolutionized the way that war was fought. They are the defining thing people think of with regards to combat in the era. Someone would have mentioned it had it happened. Instead, we have plenty of mentions of how magic is used to change the flow of battle that mostly consists of infantry.

=====
Dude, you are in complete denial of facts. Horse armour is ample evidence that there's heavy cavalry in Elder Scrolls. It's ridiculous that you think a cavalrymen that uses horses with heavy armour like that is light cavalry. Why in the world would light cavalry, whose purpose is to harass enemy formation, hunt down stragglers,skirmish and scout ahead of the main army have horses that wears HEAVY ARMOUR?Light cavalry prioritise speed above all else. There's no way 'light' cavalry would have horses that wear heavy armour to slow down their speed.In real life, not even MEDIUM cavalry which CK2 lacks equip cavalry with horse armour, with only the riders wearing armour. Only heavy cavalry does that since the horses need to be in head on heavy action.

Lack of stirrups doesn't mean no light cavalry. Persian cataphracts don't have stirrups. Yet, it's beyond dispute that they are also heavy cavalry.They were more than capable of performing charges.And about the Romans, even they have heavy cavalry. Romans have heavy cavalry as early as the reign of Hadrian.Charge tactics isn't anything revolutionary. They were present even as early as the antiquity.What's supposedly revolutionary was charging with the lance couched. Even than, it's arguable that you can do it without a stirrup.
 
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Darsara

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@darthfanta

Did you really have to quote all that?

On the current debait; I'm inclined to agree with the Pro-Cav camp. While they might operating in some areas differently than a solid lance charge, it certainly appears that HC exist. At the very least, there is not enough reason to justify forcing them into being special units.
 

TheDarkMaster

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Unless you're replacing the HC unit with something else, there is no need to remove them from the standard units. Just make it so people who aren't suppose to use them don't have them.
 

Andaries

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Knights are mentioned as part of the body guard in the book "The Real Barenziah" riding on horse back to escort her from Riften to the imperial city and imperial city back to morrowind. Though being heavy Calvary is not outright confirmed. Also the book isn't focused on military tactics. Also this is an incident post untied tamrial and could just be a reflection of forced imperial assimilation.
Just mentioning it for reference take it with a grain of salt being the source.
edit source depicts one group Red Guard knights neglects to mention the escort part composition from imperial city to morrowind.
 
Last edited:

Agnitio Ex Mach

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Why don't you guys e-mail Bethesda and ask if there should be mages or heavy cavalry? Or even both? I'd rather see mages and the like in the "unique unit" slot reserved in vanilla for elephants and such than "unique" units for each and every faction. Also, if you ask me, heavy cavalry is essential to the balance of the game, whether or not it "exists" in canon.
 

Orinsul

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You'd have to contact someone like MK directly and privately, who if you got an answer, it wouldnt be a straight one.
Beths is corporate these days, the writers are partitioned from the PR and asking Beths about it would just get their lawyers to knee jerk shut down the mod.