Light cavalry is very vulnerable and near-useless in CC. Surrounded enemies often beat them up! Infantry units can catch them even when they are positioned to discharge missiles, and they only have three blocks. They are portrayed noticeably less successfully than all the other elements of the game [so we might consider giving them back their crossed swords]. As such you would do well to consider them a potential advantage in banners to the other side. Keep them out of trouble and don't let them within two hexes of anything ferocious.
Medium cavalry is probably the most powerful unit type in the game. It has a movement of three which beats all light infantry to the draw. A battle-back banner [or two] from the survivors of a charge is a gift to these boys, as they can retire from trouble on their opponents turn. Under a leader even a single unit can stuff two enemy units off one card play.
This last also applies to
Heavy Cav, once they lumber into action.
Heavy infantry and
Medium infantry also lumber, and the penalty for this is missiles poured into them. Warriors charging is all very well but unlike cavalry they sometimes have trouble retiring alive, as after a charge they tend to find themselves first outnumbered and then dead shortly after. So don't let Warriors turn into banners for the enemy. All these units types must be brought into action
together as soon as possible [to win], and the real reason for maintaining or reforming one big line is to allow this, by use of Line Commands, with banner support being a useful protection for your investment in movement cards.
As an aside, the most powerful cards are those that allow movement of all mediums or all heavies. There's not much you can do about these cards in most situations. In this case card-counting is perhaps justified.
Most units can be blown away suddenly, so offensive strength should not be mistaken for robustness. If you position a unit where it can be attacked by many enemies you'll probably lose it.
Its amazing how long a single-block
Chariot can survive in the front line, ignoring all those crossed sword hits, battling back all the while.
Lights, Bows and Slings are sometimes useful for masking medium and heavy infantry from missile fire, as they move into action. Obviously their best function is to rain missiles on the heaviest units with the fewest blocks.
Leaders are also a banner to the other side, and its unfortunate to lose a battle this way. Otherwise it is usually worth moving them into action wherever and whenever possible, to get the extra hits, instead of moving a unit.
Lastly, most strategy is scenario-specific. At Cannae the Roman cavalry must take out the opposing cavalry at the earliest opportunity, despite appearances, and at Ticinus the Carthaginian light cav should be assailed with similar prejudice asap. If you lose at least you know you did the right thing. At Lake Trasimenus the hills nullify the Carthaginian Warriors, whilst the Carthaginian cavalry is in positional trouble from the start.
Last edited on 2006-03-09 13:46:30 CST (Total Number of Edits: 1)