2. Medieval: Total War.
2.1 Spearmen
2.2 Archers and ranged units
2.3 Swordsmen
2.4 Axemen
2.5 Pikemen
2.6 Polearms
2.7 Barbarians and Religious Fanatics
2.8 Peasants
2.9 Knights
2.10 Heavy Cavalry
2.11 Missile Cavalry
2.12 Light Cavalry
    *Alan mercenary cavalry
    *Hobilars
    *Lithuanian cavalry
    *Mounted sergeants
    *Polish retainers
    *Saharan cavalry
    *Steppe cavalry
2.13 Camels
2.14 Naptha and Javelin
2.15 Artillery

2.12 Light cavalry

Light cavalry are not as powerful as heavy cavalry or knights and they have no ranged attacks. They do have one thing in abundance – speed. Light cavalry are the only cavalry capable of running down all mounted missile units; nothing is faster than the fastest light cavalry. A few units of light cavalry are a bit slow for their class, for example mounted sergeants have the same speed stats as most knights and heavy cavalry. However at the same time they are considerably tougher than most of the fleeter light cavalry. From this it is possible to infer the existence of two types of light cavalry, each with their own tactics.

Speedy and weak light cavalry.
This class included units like Saharan cavalry and Alan mercenary cavalry. Units in this class are always very fast indeed with an average set of 9 walking, 24 galloping and 26 charging. At the same time they often have weak charges and poor attack, defence and armour stats. Cavalry in this category usually have lighter weapons like swords and spears and either no shield or a small one. The horse is never armoured. This cavalry is best used for situations requiring speed, speed and more speed. Use them to run down routers and chase mounted missiles. Unless your target is routing always hit from the rear to increase your unit’s chances of survival. These units are usually very cheap for cavalry and this makes them rather throw away – send them to take out infantry missile units when you expect to lose your cavalry in the attack, or to take out siege weapons that threaten your position. Basically send them on any suicide mission where speed is more use than power. Just remember to keep an eye on their morale as it is often rather fragile and you don’t want them to rout before accomplishing their goal. After the goal is complete they can run away all they want!

Slower and tougher light cavalry.
This class includes units like hobilars and mounted sergeants. Units in this category often have average speed, a good charge and reasonable combat stats. While many of them have some sort of shield the horse is always unarmoured. They are often armed with heavier weapons like spears and lances. This class is best used as a cut-price, inferior unit of knights so charge them at your enemy and keep on pulling them back and charging in again until the enemy breaks. Charge into pinned units from the flanks or rear and never let them stay in a melee as they do the most damage when charging. You can use these units for chasing routers but they are often too slow to catch up with mounted missiles. This class of light cavalry is often very handy for taking out infantry missiles units as they are expendable enough to take losses on the approach, have enough combat power to kill the infantry and fast enough to close to melee range inside a few volleys. Morale wise these units of light cavalry are more stable than their lighter cousins, this makes them suitable for suicide missions requiring a little more guts to complete. When you need cavalry to flank and charge into your foe but you do not have access to or the money to spend on knights and heavy cavalry these units of light cavalry make excellent substitutes.

Light cavalry are best at: running down routers, chasing and disposing of mounted missiles, proving cheap cavalry, filling the gap in your army left by the absence of knights and heavy cavalry in the early campaign game.

M23

Image M23: Here you see some light cavalry chasing routers. This is the best place to put a great tip for chasing routers – don’t attack them move past them. This tactic will only work on routing troops in game versions past 2.01 as some people were exploiting the cavalry’s ability to run infantry over and dominating the multiplayer game unfairly. This is one of the few situations where you want to give up your cavalry’s charge bonus and order them to run at the enemy. Normally single clicking on the enemy and letting them charge on their own is better as it saves the men’s energy. Here the object is to order the unit to run to a point past the routers but along the path they are travelling. In this picture you should double click on the right hand edge of the picture. The cavalry will gallop up to the routers and engage them in combat, however they will not stop moving. This is why the tactic is so effective – the cavalry hit the routers and kill them in one or two combat rounds before moving quickly onwards. All you need to do is keep reissuing move orders so they move over the routers. You will take many more prisoners in much less time doing this.

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Alan mercenary cavalry
Charge 6 Attack 3 Defence 1 Armour 3 Speed 9, 24, 26 Morale 4 Cost 300 Support cost 50

Dismount: In a siege for archers.

Alan mercenary cavalry are very fast with a nice charge bonus, good morale and just about excusable defence. Best used as speedy and weak light cavalry.  

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Hobilars
Charge 6 Attack 1 Defence 2 Armour 3 Speed 9, 20, 22 Morale 0 Cost 125 Support cost 40

Dismount: In a siege for Feudal sergeants.

Hobilars are unique to the English and the French factions. They are available before mounted sergeants and act as a forerunner to that unit. When mounted sergeants are available they are better than hobilars in every way unless you are on such a tight budget you need to florin pinch! Best used as slower and tougher light cavalry.  

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Lithuanian cavalry
Charge 6 Attack 2 Defence 3 Armour 4 Speed 9, 20, 22 Morale 2 Cost 225 Support cost 50

Dismount: Anytime for archers.

Lithuanian cavalry have a large shield and a spear. As light cavalry go they are very good when used with slower and stronger light cavalry tactics. In the campaign game though many would say that they are too hard to access to be worthwhile, they are probably right. In custom battles they can be a little more useful because they don’t require such a long build up!

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Mounted sergeants
Charge 8 Attack 2 Defence 2 Armour 3 Speed 9, 20, 22 Morale 2 Cost 175 Support cost 50

Dismount: In a siege for feudal sergeants.

Mounted sergeants have a large shield and a lance. They have the same irresistible charge as knights and some heavy cavalry units. The rest of the units statistics are solid enough. Use them as stronger and slower light cavalry and you can’t go wrong.  

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Polish retainers
Charge 8 Attack 3 Defence 3 Armour 4 Speed 9, 20, 22 Morale 4 Cost 300 Support cost 60

Dismount: In sieges for Feudal sergeants.

Polish retainers are uncontrolled and have a lance and a large shield. Like Lithuanian cavalry they are quite impressive considering that they are only light cavalry. Use the stronger and slower light cavalry tactics.

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Saharan cavalry
Charge 4 Attack 2 Defence 0 Armour 2 Speed 9, 24, 26 Morale 0 Cost 125 Support cost 40

Dismount: In a siege for Murabitin infantry.

Saharan cavalry have a small shield and a sword. This unit is the archetypal speedy and weak light cavalry unit so use those tactics.

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Steppe cavalry
Charge 6 Attack 2 Defence 1 Armour 3 Speed 9, 24, 26 Morale 0 Cost 150 Support cost 40

Dismount: In a siege for spearmen.

Steppe cavalry have a small shield and a spear. This unit can function with either the speedy and weak or the slower and tougher tactics, take advantage of this versatility.

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