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.
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.

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.
Last edited: