A list of puns related to "Heavy cavalry"
I toyed with the idea of a quadruped shock cavalry style mech, especially since Lancers are constantly referred to as sci-fi cavalry and the fact you can make any mech be quadruped in flavour.
Issue is that I can't find a satisfying mech for it. For instance, the Nelson frame doesn't fit at all because it's light cavalry at best. It has no armour and not even a heavy mount. Frames like Tortuga are not melee frames. Or frames like Vlad (can hit and get hit) don't get any sort of mobility at all (the opposite in fact, Vlad benefits from staying in place hitting one thing).
I'd appreciate any suggestions that can make this playstyle/build fantasy work. Bonus points if it's Size 2+, but not necessary.
Too bad Fal Dara and Agelmar had total 30 of them. Guarding the Tarvin Gap. What?!
The whole season 1 has been a let down and looked cheap when you factor in the budget and nameless cast of it and I wonder for the hundredth time where sid the money go?
But sure, let's man the Hot Gates of Shienar where the hordes of Trollocs have no advantage of numbers because of the terrain with a hundred crossbowmen and 30ish cavalry, who dismount and the join the crossbowmen. (Edited the "crossbowmen" in place of "trollocks", slip of the tongue)
Also, look how they massacred my boy Agelmar, one of the Great Captains, first his character and then just kill him off. Or maybe that was a fake death, that seems to be the theme for this episode.
Hi New to the game, I just started using cavalry and adding artillery to them for good soft attack. I noticed that cavalry and heavy tanks move at about the same speed. Is it a good idea to add heavy tanks to cavalry divisions? I also figured the high organization you get with cav is a good way to counter the drop in org that you get from the tanks. One video I remember said you shouldnβt let your org be below 30. Any advice or corrections are welcome.
I am beyond tired from the fact that Warhammer apparently went way "heavy cavalry cant do shit, except charge".
Its heavy cavalry, aka dudes and mounts in plate armour, bashing footmen from height advantage and being basically equivalent to an tank. Why the fuck most of these cavalry units cant do jackshit apart from cycle charging and dying en masse the moment they stay in combat for few seconds?
There are literally units meant to ram in and STAY in combat, like dark elf cold one cavalry. Both from lore perspective (anyone read Malus books? No?) and from their equipment and looks, yet they get absolutely melted the moment they try it because their stats are absolutely shit. Why?!
I honestly dont care that there is always someone from 1% that plays MP that goes "akchtually, just cycle charge and micro them, hon hon hon." as their opinion is frankly meaningless and if something, hurts the enjoyment for people that play SP, ie most of the playerbase.
"Heavy" cavalry units are expensive, require crapton of stupid buildings, annoying stuff like multiple turns to recruit and ADHD levels of micro to be ... mediocre. Dragon Princes? Best cavalry my ass.
Most people dont recruit "heavy" cav for a reason. Its basically useless compared to actual heavy cavs from previous titles. Its almost always better to recruit a frikkin dragon or something. Pricing and requirements are similar/comparable but compared to "heavy" cav, dragon wont die after 10 seconds of combat to bunch of melee trash and will pull its slot weight in combat and wont be useful for just chasing fleeing units or something.
Yes, there is absolutely place for actual Charge Cavalry. Remember CA? We used to have such units. Light armoured dudes with fast horses, ram n flee? But Heavy Cavalry should be HEAVY and be able to stay and fight without dying like they do now. Their melee stats are beyond pitiful, especially for their price and requirements.
EDIT: Also forgot to mention how absolutely tiresome is microing these units due to them getting stuck in melee and when ordered to get out, order will get canceled and they will stay in melee. Why is this a thing CA? I shouldnt have to spam that order literally twenty times before that unit will finally decide to listen to it. Not to mention that its impossible to do it for more than few cav units at the same time.
I was supposed to post this write-up on tomorrow morning, but I was able to finish it a bit earlier than expected. And since the infographic is out, I might as well share with you the "Raines 101" guide. Highly anticipated character, as much as Gladiolus, and for good reason. Whether you like XIII or hate it, Raines seems to have that trend of breaking the game on whatever spin-off he's included (FFRK flashbacks here)
> An overview of Raines' full kit :
Cid Raines works as a magic DPS unit and completely breaks the game through :
His skill 1, Ruinga Storm (9 uses), is his weakest move and you'll use it to :
For the sake of clarity, I won't discuss this follow-up as his LD buff grants him a better version of it. What you must know is that this follow-up will only occur on his active turns. Raines cannot perform it whenever someone else triggers a launch sequence.
His skill 2, Cavalry Rush (8 uses), is much better in comparison to his first skill as its utility is loaded. It allows Raines to :
This skill is Raines' bread and butter and you'll use it most of the time during a quest when his EX+ isn't ready, don't need to refresh his S1's buff or when you don't need
... keep reading on reddit β‘I decided to start an Aserai merchant-mercenary run. I started out with the usual trading, made bank, got my caravans running with the +1 renown per from the 125 Trade perk, got into smithing, worked it up to 275, then forged nice blades and lances for my companions. Then I started filling out my group with Aserai youths and fighting looters to rank them up through combat and through gear donations. Got a decent unit size of 92 (all cavalry, with 1/3 of them vanguard farises, 1/3 veteran farises, and the rest my companions and newer recruits). A pretty hard-hitting bunch, I thought.
So I took my first mercenary contract, fighting for the Vlandians against the western Empire. And in my first battle (against two Imperial lords with a total army size of 132, 87 of which were recruits), between KIAs and wounded, I lost over 30 of my cavalry. (13 KIAs and 23 wounded) If I had taken Druzhinniks or Cataphracti into that same fight, I know I would have only lost 6-10 total.
I noticed the same thing fighting looters. *Looters*. I'd run my cavalry into a group of 20-30 looters, and now then I'd lose one. To starving peasants armed with rocks. That's not something that'd happen with Druzhinniks or Cataphracti, unless I was simming my battles.
Looking for the stats for a vanguard faris, they're all pretty solid. That 120 Throwing coupled with their jereeds means I usually see a lot of pinwheeling rag dolls in that first circling pass. But after that? They seem to absolutely suck at being actual cavalry once their jereeds are gone.
Is anyone else noticing this, or is this something that's been known for a while and I just missed it somehow?
Hey all!
Two questions about Human Cavalry. I have the books, the FAQ, and I've watched a number of YouTube battle reports, but I'm still a bit confused on two points.
Human Heavy Cavalry fight with 2 Combat Dice per model. I take this to mean that even with only three models left in a unit, they are still attacking with the maximum of five CD, whereas a unit of human soldiers with 3 models can only attack with three CD. Is that correct? Am I missing some nuance there?
Human Heavy Cavalry have a defense of 13. Oathmark uses d10's for it's combat dice. Take the same unit of human soldiers as before, with their Fight 2 stat. Am I understanding correctly, that without lacking any other bonus, if it's a single rank, front facing to front facing, a unit of 5 models with a Fight 2 cannot inflict casualties on a unit with a Defense of 13?
Thank you for any insight!
There is no heavy anti-cav option on Abbasids, for a civ that focuses on anti-cav itβs a let down since light cavalry gets obliterated by archers especially longbowmen, ensuring your anti-cavalry doesnβt work same with spearman.
I sort of think I have the basic idea that light cavalry was great to be swift on their feet. They would fly in with bows, shoot into formations and were great at running down enemies while heavy cavalry broke through their lines with pikes and swords...however, I find it hard to picture these used in my head.
With Heavy Cavalry, it seems like they would run out of lances and then would have to run into dedicated formations, some of which would easily bog down a horse before either killing it or dragging the rider off his mount. Not to mention that the most common weapon in a soldier's arsenal, the spear, gave him enough reach that he could easily just jut the weapon forward and let the mount run itself on the end.
Light Calvary also seems to encounter this same problem and their lack of armor also means that they would be really easy picking for archers, would they not?
The general history dictates that the heavy cavalry lost their importance from the 14th century forward as infantry became better trained, better organized, and better armed, especially when gunpowder began to make an appearance on the battlefield. We saw how heavy cavalry was decimated in foolhardy frontal charge at Golden Spurs, Crecy, Nagashino. We saw how ineffective they were like the Imperials charge at Breitenfeld or the disastrous charge of both the British and French at Waterloo.
Yet despite their ineffectiveness, heavy cavalry was still a thing up to WW1. What was the thinking behind keeping these forces ? I understand the appeal of light cavalry as scouts or flankers, but why keep heavy cavalry ?
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