madaxeman wrote:
This doesn't strike me as specifically a "cavalry vs infantry combat mechanics" issue, it's part of a broader "the POA for armoured is too effective" issue, plus a "very few infantry are superior but most cavalry are" issue.
It is true that this broad issue affectes deeply this interaction. The problem I see making all cavalry the same, collapsing troop types into average and protected, is that we get less the historical interaction that happened if all troops in all armies end up being the same. It also makes me wonder why there are four types of quality troops and armour type. If the intention of troop quality and armour is merely related to their historical counterparts (we all agree that Middle Age steel and armour were far better than those from Ancient times), it strikes me that we end up making most troops average and protected when there are four categories that could be used.
In book 1 I have counted 5 troops with the heavy armour type and in the book 3 they are 2, all of them are cataphracts, a total of 7out of more than 200 different options. Then cataphracts PoA could have captured better the interaction than having an amour type that is not used. And that is similar for the elite grading. The opposite option to transform the cavalry is making all protected infantry line armoured and some picked armoured, heavily armoured. As it was said before, those changes are always bigger than altering the PoA's to make them fit a more logical situation.
As noted before, it has little sense for the cavalry to break off from a combat they are winning. Even if we take the situation of average protected cavalry it is:
- PoA at impact, independently of who charged
Even against protected swordsmen
- PoA as long as spearmen are steady, then even.
Their chances of winning are reduced but however it is hard to find the logic of the mounted evading when they are not that disadvantaged at melee.
Note: as described by pezhetairoi, during a game it is not that hard for the more mobile cavalry to be advantaged in critical combats where overlaps will help to disperse the HF dice.