PART 1:
It's been recently rumored among these forums that HAs are useless in EBII style battles. This guide is intended to challenge that perception, as personally, I've found that perception to be completely false. I have devastated armies with hordes of HAs, and so can you!
First a few comments:
From our head unit statter
From myself:If you think horse archers were as deadly as they were statted in EB I, ask yourself why the Mongols--fine horse archers--felt the need to organize their squads on a 4-6 ratio: 6 horse archers, 4 heavy cavalry lancers. Let that sink in: 4 lancers, 6 horse archers. That's a lot of lancers.
They also had two bows per man: one you use on foot, one on horseback. You don't issue bows like that unless you know horse archery can't cover every situation.
And all this was for a medieval army--with far better technology than in EB II's time-period (e.g. the Mongols had better bows, stirrups, a reasonably modern saddle, gunpowder, etc). Imagine what it was like for their less advanced cousins from 1500 years before.
So if you're expecting you're going to win a battle entirely with horse-archers, well, that isn't going to happen--not easily.
As far as I'm concerned, the issue is settled, the results are reasonably accurate, and for the nth time I didn't design the stat system to win merely by out-killing people: you win by destroying the enemy's will to fight. So tactics aren't an option--especially for horse archers
The speed, stamina and missile range of HAs lets one dictate how/when a battle is fought on open ground--though obviously, like any cav unit, they are far less effective in rough/mountainous terrain. Where they are most common, however, there are but few hilly or rough areas, and assuming there are, it is HAs who can usually reach high ground faster and make better use of high ground better than any other unit.HAs are useful in virtually every battle imo. They are the top tier of light missile cavalry. They have great stamina(steppe ones, at least), longer range missiles than javelineers(making them much more useful as skirmishers btw), good speed and some even have good charges. They are perfect for breaking up formations, chasing down routing units, to reach and secure high ground before enemy forces, as well as being good screens from enemy skirmishers(especially enemy HAs). They can also be good flankers in a pinch. They are the micro-heavy user's dream, though not OP as they were in EB1(god they were too good!).
If I'm to give any advice on them, beware of using skirmish mode with them. It's always more efficient to micro them yourself, but skirmish mode can still be useful in a pinch. Typically, it just breaks up their formation and volley imo, though. Using them in mobile "block" formations is far more efficient. While the enemy HAs are dicking around skirmishing on worse or lower ground, feel free to maintain a superior position and turn skirmish mode off, then watch the enemy slowly wither.
Campaign battle results using HAs as the Sauromatae in no particular order: https://postimg.org/gallery/siqjjxtu/ note the HA casualties shown in the casualty reports within this gallery, especially
Common trends across all these battle results is that 1) HAs when properly used get a decent amount of missile kills, giving them a medium-tier amount of kills overall per battle(higher than infantry typically, ranging from about par with properly used infantry jav skirmishers to much higher than that, but less than ranged units like slingers and bow users) 2) they consistently have good amounts of captured troops, because they are a swift and enduring light cavalry unit. This makes them perfect for chasing routers, providing high capture numbers when used properly and aggressively. These high capture numbers can often offset the advantage in unit casualties that foot archers/slingers often provide.
As a side note, 3 large battles among these were fought against bosporan forces rich in infantry, and at least once supported by decent amounts of cavalry. Horse archers proved valuable in each of these battles, gaining lots of casualties and captures. I can't see how they would be considered out of place at all. I've beaten both settled and nomadic armies with horse archers present in large numbers.
My experience using HAs in my latest Sauromatian campaigns seem to suggest that they are indeed a useful and versatile unit, especially since they make up such a large part of my forces.
I ask you this: Why the hell would you use a light low tier skirmisher cavalry when you could use a horse archer? The truth is, they are better than virtually any other light low tier cavalry type in the game.
Don't be mistaken, however, thinking they can do everything alone. Without appropriate support from other unit types, HAs aren't the battle crushing force they were in EB1--which is how it should be.
1) Beware skirmish mode. It's good against slow moving units, but for fast ones and skirmishers, especially, it just causes a bunch of useless back-forth movements which usually result in you losing a superior position. If you have 5 HAs sitting on a hilltop, with 5 enemy HAs/skirmishers below you, DO NOT SKIRMISH. You have the superior position, don't be afraid to use these guys statically if it's the right choice. Skirmish mode is only useful for units that can't catch you, really. EDIT: I can't stress this point enough; I find skirmish mode very unreliable at best.
2) Patience. Let the casualties slowly rack up, and the enemy morale wither as you dance around the enemy, nearly untouched. These units aren't meant for shock and awe--that's what lancers/heavy cav is for. Instead, they are perfect for setting up shock and awe moments.
3) The speed, stamina and missile range of HAs lets one dictate how/when a battle is fought on open ground. A common first move in battle as a nomadic commander is to send HAs flying forward, being the first units to secure high ground/good ground, preventing enemy skirmishers from doing the same. The fact that these guys are so fast, enduring and effective lets you control how the enemy reacts to you, essentially. It's VERY easy to break up enemy formations with these guys, and VERY easy to provoke the AI into attacking you and making the first mistake. These guys are arguably the most micro-heavy units in game.
More points to come soon...