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Iwo Jima

Veni! Vidi! Calculi!
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Mar 3, 2009
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I believe many players underestimate cavalry units. This unit is rare to see in the midgame. But I'm sure, that cavalry unit has something good for us.

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Early game. The backbone unit.

Early game unit. Cavalry technologies come very early. Most Majors have all of them in 1936. If not, they are easy to research. Cav-IV tech has historical year: 1937. So, the following text will consider mostly Cav-IV. (Little remark about Cav-III: If your country has problems with oil, you should stop your research on Cav-III and shouldn't build Cav-IV.)

So, Semi-Motorized Cavalry (Cav-IV) is a sum of Cav-III and AC-brigade. Even a little bit better and cheaper.

let's consider the most important stats

Soft Attack: 12
it is equal to Soft Attack of Arm-III('39), Inf-III('39), Mot-I('40), Gar-II('39), Mnt-III('41), Mar-III('41), Par-III('43), and better than SA8 of LArm-III('39) or SA6 of Mil-II('43)


Attack modifiers: In most cases Cavalry has modifiers like infantry, and they are usually equal or even better than modifiers for Motorized units and Armors (compare modifiers for Cav/Mot: mud -75/-150, mountain -50/-70, jungle -33/-66, swamp -25/-50, river -50/-66. Also Cav better than Armors in urban: -25/-55) There is only one type of attack, where you shouldn't use Cavalry - shore attack: -75.
Of course, commando units in special conditions has better modifiers.

Speed: 7
Cav-IV slower than Armors (speed 10) and little slower than Motorized Inf (speed 8, 9). But faster than all types of infantry (speed: 4, 5)
Alas, it has speed cap 7. So, Engineer Brigade could not rise its speed.

Speed modifiers: In most cases Cavalry has modifiers like infantry, and they are usually equal or even better than modifiers for Motorized units and Armors (compare modifiers for Cav/Mot: mud -50/-150, mountain -33/-50, jungle&swamp -33/-70)
There is only one terrain, where you shouldn't use Cavalry - desert: -70

Note the fact, that in mountain terrain Cavalry moves even faster than Mnt-I. Mnt-I has unmodified speed 4, while Cav has speed 7 with -33% penalty, resulting 4,62.

Also note, that faster units lose less organization in marches from province to province. And also they have additional chance of combat events.

Cost: 9 IC * 95 days = 855 ICd
Compare with 7*95=665 for Infantry, 14*100=1400 for Mot-I.
Obviously, the cost of cavalry is closer to Infantry, while its Speed closer to Motorized.
Add to this cost reduction in Human Wave Doctrine. -10% in 1936 and another -10% in 1937.

Also note, that Cavalry require 9 manpower, while Infantry and Motorized require 10.

Some people consider, that Cav-III is more cost effective. But it's not correct.
Cav-III has SA 10 and its cost 8*95, Cav-IV has SA 12 and its cost 9*95
One unit of SA for Cav-III costs 76, while for Cav-IV it costs 71,25.
So, the reason for choosing Cav-III is only supply and oil consumption.


Another stats like Defence(14), Toughness(14) or Softness(95%) are not so important for battles, so I will not consider them here.

Cavalry tactics in early game:
All stats above show that Cavalry is very strong and fast unit in early game (until 1940 or so). Here Cavalry is one of your backbones units (in a couple with Inf and Mil). It's a good idea for this period to combine Cavalry with Art-brigade, so you could get very powerful but still mobile unit. Another way to improve its battle abilities is to combine with AC-brigade, rising all stats, including organisation, which is very important in early game. Place Cavalry under command of skilled leaders with the following traits: Offence/Defence (specially with Art-brigade), Logistical Wizard(specially with AC-brigade) and Trickster.

Middle Game. Secondary Tasks and Special Purpose.

Starting from 1939 Cavalry will lose its position in battles, and since 1941 it will yield to new Inf, Mot and Arm units. But cavalry still is not useless. You could use Cavalry in local conflicts with Minors or Micros. You could use cavalry to capture undefended provinces. And of course, you still could use it in the front together with other units - maybe Cavalry becomes weaker, but it is not absolutely weak.

But let's see some special stats:

Air attack/defence: 4/4
Compare it with Arm-V('43): 4/4; Arm-IV('41) and LArm-III('39): 3/3; HQ'39, Inf-III('39), Mot-I('40), Gar-II('39), Mnt-II('39), Mar-II('40), Par-II('40): 3/4; Mil-II('43)
Obviously, Cavalry looks very good against Air attacks and is the best candidate for AA-brigades - you'll get a very powerful and mobile AA-defence and also let your backbone units attach more useful brigades.

Supression: 4
For comparison, all armors and militia have supp 1, all types of infantry have supp 2, commandos have supp 3. The main "suppressor" of course is Garrison: Gar-I('18) has supp 6, Gar-II('39) has supp 8. Also Garrisons usually attached by Police-brigade (+3 supp). Clearly, cavalry is not such a good "suppressor". It's also can't attach Pol-brigade. But if you attached your Cav with AC-brigade (+ 1 supp) it will look decently. Cavalry could attack partisans, if some provinces will revolt. Also, Cavalry could take part in major war from time to time. Also, Cavalry will not disappear if it lose the battle, while Garrison will. Finally, if you use your cavalry as "suppressor" you could build less Garrisons and save you some ICdays for useful units.

So, Cavalry tactics in middle game is secondary tasks, AA-defence and suppression. The most suitable brigades are AA and AC. Place in this units poor or medium leaders without traits or with Logistical Wizard.


Late Game.
Who cares? )))
Late game is nonsense.
But, anyway, you could suggest your ideas.

Briefly:

Until 1940 Cavalry is a backbone unit, fast and powerful. Combine it with Art or AC and place under command of your best leaders with Offence/Defence, LW, Trickster traits.

After 1940 Cavalry should be used in secondary tasks and also could be very useful as AA-defender and partisan "suppressor". Combine it with AA or AC and place under command of poor or medium leaders with or without LW trait.


Who, when and where to use?

General rule is the following: Cavalry suits early war, hard terrain, Human Wave Doctrine or poor tech researchers.

Major powers:
Obviously, USSR with its early Human Wave Doctrine. Far East, Caucasus, Eastern Europe are good for cavalry rush.
Japan could largely use Cavalry in China and later in Siberia with its hard terrain

UK could use some in India and Central Africa.
USA enters the war too late and relies on Marines, but if it will start early war in Central or South America, Cavalry could be good.
Germany relies on armors from the start, but for early war in Europe (striking to Balkans, e.g.) it's quite good.
Italy joins into the war too late and have a lot of battles in the desert sands of North Africa, but could use some cavalries in Central and South Africa and in Balkans.

Regional and other powers:
All micro and mini, since Cavalry is easy to research and is multifunctional.
Exception - Iraq, Persia and all countries with deserts.
Any country in South and Central America, Central and South Africa, and Chinese States due to the hard terrain.
Scandinavian countries, Spain, Turkey, Balkan states also could get profits from using Cavalry.
 
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I'm glad I'm not the only person that uses Cav. As Germany, I use them as backup mobile units to cover fronts that I don't have enough ARM or MOT for. They are great when you are spread thin and need a mobile unit in low infra areas. They also make great rear area security. Not just for anti-partisan activity, but sweeping up random beach landings. I used to use MOT for it, but now I pretty much exclusively use cav in that role.

Also, if you're playing long enough, the Armored cav unit is well worth the wait, and a lot of fun to play with.
 
I doubt Cavalry has a lot of fighting opportunities...perhaps in china (manchukuo cavalry is very usefull to achieve encirclements).

In MP game (which is the only way to play and to really improve your skill), it can be used by balkanic nations (ROM,HUN,YUG,BUL) to fight rebels in russia (GAR are too MP-expensive and they cant moove).
If you have some more CAV, it can be used too to get empty land and to achieve land control...

In the middle-late game, this is the only way to use them : anti-partisans and land-control. Infantry is much more cost-effective in the battlefield.
 
Cavalry are also great for supporting breakthroughs, as they move faster than infanty and thus can defend the shoulders of a penetration much more effectively. Also, in theaters where there is more territory than troops (Africa, Canada, Siberia, etc.) they are great cost effective units, allowing your MOT, MECH, and ARM to concentrate at the point of decision.

Now, I'm not saying go crazy and build dozens of cavalry divisions. However, they are a useful force multiplier.
 
If used in the rear area security role can they do the job of 3 MIL II?
IC and manpower wise, it looks good to me. I wonder if theyll be able to move around killing the partisans fast enough. using 3 MIL instead doesn't look as good but they spread out enough so that partisans when they appear die before they can cause you to lose the province (with it's IC)
Losing a province resets the IC as well so theyll always be repairing upto what you had with the roving CAV method.
Will the CAVs higher suppression make any difference in adjacent hexes?
Maybe a mixture of CAV and MIL?
Maybe just use them in the rough terrain areas like you mentioned.
I never make enough GAR so i always have to use some sort of security troops, i also use a FTR or two to support them (way more effective)
 
If the war goes long enough (well, too long) you're in for the best unit in the game. Air Cavalry with its whooping speed. The tech is 51' tho, thus it's rather tough to obtain it even by 49'. Just don't try to storm the front with them, because their statistics are poor. Encircling however was never easier. Cav is a combat unit only at the very beginning (like Iwo pointed out) but its never useless!

As for crushing rebelions.. The fastest way, but by no standards the cheapest, are paratroopers.
 
They are a reasonable poor mans tank in regards to speed and mine usually have AC or SPA attached to them. The countries I have used Cavalry the most with would probably be Italy, Japan, Manchukuo. Bulgaria, Hungary and Romania would probably be the other ones that have alot of use for Cavalry and maybe the Chinas as well.
 
I personally have used Cavalry with great success as a tank replacement as Japan. The Infiltration Assault doctrine is simply horrid for building tanks, and Japan has more important things to spend IC on. However, its INF-ART stacks are unstoppable once Infiltration in Depth is researched. What I would do in Northern China, Siberia, and India is to wait until the UK or SOV concentrated a little, smash them with the INF-ART and then let the cavalry exploit the openings. Once the Soviet front line is penetrated, a sufficient amount of CAV can really just run amok. In that game my cavalry met German armor at the Volga before BP fired.
 
As Germany I always disband my CAV units. As the USSR its more effective to set up more INF serial builds. But with Japan I have used CAV with great success in the war against China.

As I remember, Germany has onle one Cavalry unit ))) So, it doesn't really matter.


USSR: what is your criterion of effectiveness? I really doubt, that serial run of Inf'36 (with SA=10) is better than serial run of Cav-IV (SA=12). Cavalry could be used in Winter war, to attack Baltic states, Turkey, Afganistan, Sinkiang, China and Japan. And you have great discount for cavalry (-10%).
 
What brigades do people like on Cavalry? The reason I stopped using Cav as Germany as the hit on your TC when combined with SPA was kinda high. IIRC a Soviet player done an AAR where he used Cavalry exclusively. They are also very very good in the Armageddon and Abyss games. They seem to get around at a reasonable clip in frozen lands and mountains.
 
he points out that armored cars are the way to go , cheap with nice bonuses.
also adds suppression which is already a little higher than most of the other regular army.
a replaced one of my MECH runs with a CAV run so ill try them out a little and save some IC too. My tank production needs to catch up anyway :)
 
Thanx for this thread Iwo Jima. PLaying as Germany on VH and I built a few cavalry. I have X2 cav corp and mixed 3 divisions with my armor for the +5% bonus.

This theory had better work. Barbarossa very hard, no navy to speak of, airforce semi decent, and I'm using cav to sub for mot infantry. also behind with air doctrines and alot of the panzers are still 1939 level. About the closest I have come to a historical game though. Your countrymen may give me a rough lesson.

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I normally invade May 15th or so. Due to the Balkens and Italy completely sucking the final units won't be in place until June 21st. Axis have actually done worse than the historical effort as I had to evacuate Italian units out of North Africa and still managed to lose a few. If I had the IC to build the Tirpitz and Bismarck I would be a happy man and I can't remember the last time I launched Barbarossa with this amount of oil..
 
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I'm afraid, 1941 is too late for aggressive cavalry. in 1941 you should have Arm-III and Inf-IV.
 
Yeah its on VH hard though and I'm in the process of upgrading the army. Only have 1 cav corp left and thats just helping mop up Russians. The rest have been added to panzer corp as I don't have any mot infantry and your country men are being obstinate.
 
When playing the '44 scenario as Germany, by the time I'm in China, air cavalry is at the front of every major battle. Those units are awesome when slugging through very mountainous terrain and also make a great fire brigade in support defense. For some provinces in eastern China they moved from one to the next in 4 hours.
Now I'm building mostly air cavalry to form one single front of choppers, to be used to sweep across the US.
 
um, cav upgrades to armored cav and air cav. meaning late game its neck and neck with armor. and when it becomes air cav it just zips all around the battlefield