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However where cavalry really shines is in charging. Melee troops need to be stationary and facing the cavalry in order to brace for a charge. It's extremely important they are not currently moving. If you can use loose formation then even better.
Even then, non spear units should NOT be recieving heavy cavalry charges in any case. They are not designed for it and will be destroyed by a well performed charge.
If cavalry charges into stationary spears the damage will be mitigated, and then you can issue an attack order. They'll fall soon after. If they start to retreat what you'll want to do is reform the line.
As for cavalry losing to archers, it shouldn't be happening too much unless it's the heavy archers or light cavalry. With siege it should not be happening either. What you'll want to do however is still cycle charge if you get the chance. But heavy feudal knights should not be losing to artillery crews at all. Make sure they are not being shot at by other units.
Cav vs cav, generally will be a matter of who gets the best charge, and then of who is better. If any element of support interferes, then the odds go for whoever is being supported.
https://m.youtube.com/watch?v=OxmUzShRDfY
You should use your cavalry to attack enemies from behind and backstab the enemy troops.
Some still did it though, but they lost hard (Azincourt for example where the french relied on their armoured horses too much)
Im currently playing a campaign on Normal and the same thing is occuring.
Im seeing these archers cut swathes through my ♥♥♥♥♥♥♥ knights like they are nothing.
Problem with relying on cavalry for charging is when walls enter the equation. The cavalry will not charge, and you are forced to send cavalry into melee, and it just doesnt seem to matter how perfectly you chose your target, they will lose 4/5 times for absolutely no reason.
Vanilla damage in Medieval 2 is messed up.
Even trash units do a decent amount of damage, and because infantry outnumber cavalry I can imagine lots of these trash doing pretty big amounts of damage on cavalry that they are ganging up on.
I think that while Stainless Steel for example has this problem for me, it isnt as pronounced as it is right now.
Just watching as I expend two units of cavalry on a single enemy unit of archers.
https://steamcommunity.com/sharedfiles/filedetails/?id=1133986517
Cavalry in Stainless Steel is ridiculously strong to the point light cavalry annihilates heavy infantry on the charge. The only thing that stands reasonably well against cavalry in SS are spearmen with a very tight formation, which some of the more "disciplined" units have.
The AI DOES NOT get any buffs to their unit stats whatsoever in vanilla Medieval 2.
If you are controlling the infantry part of the equation, you need to be stationary to recieve the charge. The unit also needs to be facing on their direction.
Don't forget you can feign a charge, pull the enemy towards you, and ram another cav up the rear then engage with the first cav unit that didn't really charge. It's all micro.
I have no trouble with them killing artillery, but get what you mean with sergeant spearmen sometimes forgetting how to stab knights.
My personal fave is making a full cav army with at least 10 family members or generals and throwing them into some field battles just for fun and see who comes out through natural selection and who dies lol.
If you deploy on the corner you can use the siege to force the enemy to approach you. 4 to 6 archers can create a stake perimeter that no general is going to come out alive from. I like to leave some gaps without stakes on the flanks but covered with spears, so that my own cavalry can go out and get them from behind once their line has desintegrated.
If the enemy general charges into my spears he simply dies. If he starts pulling back, I'll reform the line and I'll point my archers at him. When hes retreating, if you have a single unit of light cavalry that usually is enough to capture him. Is really not that complicated. But if you deploy stakes you really need to have an idea of where your cavalry is going to go, and which zones they must avoid.
Despite its age, Medieval 2's mechanics are a lot deeper than many give it credit for. Factors like terrain, weather, positioning, angle, and unit stats can make a huge difference in a charge's effectiveness. I don't know if it was intended or not, but expecting a full charge = win would be too gamey. I understand what you say, some charges utterly plow an enemy force, other times it fizzles terribly. It adds a chaotic factor that keeps the player from using a cav charge as a brainless auto pilot maneuver.
Cavalry in M2 are about where they should be in terms of balance. High cost, high upkeep, dominant in pitched battles with some limited use in sieges. The game is too old to go on about balance, but if I had to buff them at all, I would give them an increased recovery chance after battle, but since the recovery mechanic doesn't work that way, it's futile to discuss changing it.
If you want to witness some bad cav, take a look at the miserable state of balance in Warhammer. Cav are absolute bottom tier in those games. Ironically they could be fixed with a simple stat tweak, but modern CA cannot into competent game design.