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===Cavalry=== *'''Knights:''' One of the few cavalry choices in the game with a Horde option, that alone makes these guys powerful. A horde of these guys is a bank-breaker, even more than a regiment of Soul Reaver Cavalry, but 32 attacks base at 3+ to hit, Thunderous Charge (2) is going to put a massive number of wounds on whatever they are fighting. Even a troop on average is going to cause 6 wounds to anything withe a defense worse than a 5+ in a face-to-face, flanks and rear charges will cause even mroe damage. Headstrong, a 5+ Defense, and decent nerve stats means that they can take moderate attacks in return, but it's best to keep these guys from getting engaged in melee. *'''Mounted Scouts:''' These guys are the harassars and screeners of your army, cheap for their price, and capable of putting a couple of wounds on things. Giving them carbines makes them better at killing stuff, and you can put them on a flank and harass elite troops with them. Piercing 1 means that they will put a couple wounds on them to help out future combats, and if the target unit attempts to charge even better, your cheap unit just bought one of your units a chance to hit first, and maybe even in a flank or rear charge. If ignored, just send these guys into the opponents back lines to kill any wizards or warmachiens he may have back there. Doing so means he either has to send a unit back there to deal with you, devote the wizard or warmachiens attention to you instead of your main force, or just let you kill his units. A win for you either way! *'''Mounted Sergeants:''' Cheaper than Knights, these guys hit a lot less hard and are much less durable, but they are a lot cheaper and get nimble out of it. They serve a similiar role to Mounted Scouts, but instead of ranged harassars theses guys are for rear or flank charging against units. A flank charge will get you 14 hits on average with Thunderous Charge 1, a rear charge 21 hits, and Nimble helps you race up the flanks to set-up the charges.
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