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.
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.
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.
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!
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.
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.
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.
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.