In just about every total war game up to date, Cavalry is very unrealistic in terms of agility and influence from terrain. Realistically, a heavily armored/armed man on a semi armored to fully armored horse at full gallop have to take about half a minute to slow down and turn around, or have to run a long arc to turn around. (any good mount& blade player can boast of firsthand experience) A unit of light cavalry would be able to make a 1eight0 turn faster (sorry my eight key doesn’t work) but still require some time to make such a maneuver. In all total war titles, a player can order a unit of charging cavalry to instantly turn and run in the opposite direction, which is completely unrealistic! If the player makes the mistake of sending his horses into spears, he should have to pay for it instead of simply maneuvering his super cavalry out of that trap.
Also, when cavalry is fighting over rough terrain, such as uneven ground, bogs, forests or rocky terrin, they would basically not be able to charge. A charge in a heavily forested area is impossible in the real world, but fully executable in all total war titles. Not only does this (and the first point) make cavalry much more powerful in the game than they did historically, it also completely erased the effectiveness of other units such as peltasts and slingers. In RTW peltasts were basically useless as they were too vulnerable to light cavalry. Players could simply send cavalry into units of peltasts, kill a bunch of them, and then pull out their cavalry before heavy infantry could arrive. At the same time, even if peltasts are deployed in forests, or on uneven terrain, they are still terribly vulnerable to the game’s unrealistically powerful cavalry.
I admit cavalry was extremely vital in ancient battles, but historically they were only effective on plains or smooth hills, and they can’t execute 1eight0 turns in half a second. I hope R2 will be accurate in that respect. What do you guys think?




Reply With Quote








