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===Cavalry=== *'''Mounted Yeomen''': Very bad. Like, really, really bad. Why would you use these? They are horrible in melee, have terrible leadership, use up slots in the Peasant economy and their charge bonus isn't exactly anything to write home about either. There is literally no reason to use them in campaign. Knights-Errant perform better for almost the same price. The only way to make them useful is if you recruit their '''Mounted Yeomen Archer''' variation, mounted cavalry able to fire on the move, but even then... **They are significantly better in Multiplayer where running farms are never a problem and Gold is a serious limiting factor in list building. They still aren't very good in melee but fill a vital role as the fastest units in the Bretonnian roster which is necessary for a throwaway harasser unit. *'''Knights-Errant''': Your first real piece of cavalry, and an okay one at that. They don't need any vow taken and should form the basis of your early game armies. They cannot take a hit and should largely rely on their charges to deal the majority of damage. Phase them out as soon as you can. *'''Knights of the Realm''': Your classic Bretonnian Knights. Heavy armour, shield, a great charge bonus, these are the staple of your army and really easy to get. Use them, love them. Require the first Vow to be completed. *'''Questing Knights''': The linebackers. If you can manage them good enough, they can even replace your melee infantry quite easily. AP attacks mean they are great against any form of melee infantry without bonuses against large units. Require the second vow to be completed. *'''Grail Knights''': Your definitive elite. There is little that can give them a lot of trouble. They hit hard, move fast, [[Awesome|never tire]], inspire units around them, and get a bonus vs. large. Your dedicated monster and single entity unit killers. Require the third vow to be completed, so they're exceedingly hard to actually unlock. *'''Grail Guardians''': More defensive versions of the offensive Grail Knights with extremely high melee defense, so high in fact that they can hold their own against units that normally counter cavalry. If you don't like the micro-intensive playstyle of shock cav heavy armies, you can use them. Require the third vow to be completed.
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