Charge bonuses have always been somewhat of a black box as to how they are applied since the first RTW.
After playing with both Thessalian Cavalry and Roman Auxiliary cavalry extensively, I suspected that there was no difference in their charge potential, and boy was I right.
Try this test:
Custom Battle, open plains, you give yourself a Companion Cavalry first, straight up frontal charge another Macedonian army with just one Shield Bearer. Use Wedge Formation. They will not brace for the charge, they'll just run right into you like zombies (thanks CA BAI).
I use small unit sizes and the Companions will hit them like a dump truck. You'll literally plow right through the hoplites... but no one will die, thanks to their high HP pool. Now pull out, and charge again. You'll kill roughly 5-7 of them this time with the same dump truck against bowling pins physics.
Now load up the same battle but give yourself Apis Companions, a melee cavalry unit with much less charge bonus, but same unit mass (presumably). The results will be exactly the same, plus or minus a few dead hoplites. Otherwise it's the same effect, same casualty pattern.
Now load up Sarissa Cavalry. They're classified as light cavalry, rather than heavy. Same test. You'll notice that now the Sarissa Cavalry can't run through the hoplites anymore. And repeating the charge only kills 2-3 on the second charge, and a few more in the following charges, but far less than both the Apis or the lance Companions.
What does this show?
Charge bonus is meaningless
Cavalry unit mass is what governs the effectiveness of your charge, not your charge bonus. Meaning that the most effective cavalry in the game are the heavy melee units, cause their superior melee stats are indeed a real thing.





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