Realistic Cavalry Overhaul For 1212
• Infantry units with the Charge Destroyer trait (activated by formation skills) significantly weaken cavalry charge impact forces. Some cavalry charges may be forcibly halted when hitting these units.
- Giant: Ignores all obstacles, calculates mass collision without speed loss – Trample Cavalry
- Destrier: Fearless charge, unaffected by "air walls," calculates full mass collision with speed decay – Cataphract/Advanced Lancer
- Charger: Charge halts if blocked, unaffected by "air walls" with full mass collision and speed decay – Cataphract-BOW/Standard Lancer
- Courser: Charge halts if blocked, weakened by "air walls" with reduced mass collision and speed decay – All Other Cavalry
- Western Europe (Lancer)
- Role: Bear-like – Devastating charge impact, low maneuverability. Can penetrate non-spear infantry lines effortlessly but vulnerable if trapped.
- Skills: Couched Lance Charge, Engaged Charge
- Elite Tier: Determined by strength value
- Horse Type: Destrier/Charger
- Steppe (Shock Cavalry)
- Role: Wolf-like – Relies on kite-and-pull tactics. Archers bait enemies while shock cavalry flank. High mobility, low mass impact.
- Subtypes: Shock Cavalry (melee), Bow-Shock Cavalry (ranged, no shield)
- Skills: Wolf Pack Tactics
- Elite Tier: Determined by charge bonus
- Horse Type: Courser
- Oriental (Cataphract)
- Role: Tank-like – High mass/HP, poor mobility. Excels in melee grind with formation skills but requires infantry support.
- Subtypes:
• Cataphract (lance+sword): Destrier + Iron Cavalcade Array (melee grind)/Wedge Tactics (charge boost)
• Cataphract-BOW (sword+bow): Charger + triple-shot arrows (16 ammo) - Elite Tier: Determined by horse/rider armor and combat prowess
- Other Cavalry
- Camel Cavalry: High HP/mass, slow speed, weak charge (similar to Cataphract but extreme)
- War Elephants: Two types (melee/ranged). Extreme HP/mass with terrifying charge impact, low morale, prone to rampage.
- Spear Cavalry: Anti-cavalry melee bonus, low charge bonus (similar to Shock Cavalry)
- Melee Cavalry: 176 units across factions (revised originals + new). Half the unit count of equivalent infantry. Unbreakable formation horses.
- Hybrid Archer-Melee Cavalry: Medium+ armor archers redesigned as hybrid units.
- Lancer: High anti-infantry, strong charge bonus
- Cataphract: High anti-cavalry, extreme mass
- Shock Cavalry: High anti-infantry, extreme charge bonus
Optimal Tactics:
• vs Infantry: Lancers charge then melee | Cataphracts flank/grind | Shock Cavalry cycle-charge
• vs Cavalry: Lancers frontal charge | Cataphracts duel | Shock Cavalry ambush after baiting
- Horse Tiers:
- Low/Mid/High/Top(replaces light/medium/heavy)
- Attributes: HP, Mas"if you could please fix it, its literally the reason I use your mod, you have the 2x please fix it before you take a few months "s, Speed, Charge Speed, Acceleration/Deceleration, Turn Rate, Stamina
- Entity:
- Lancer: Standard (charge speed+0.5)
- Cataphract: Standard (charge speed+1.5)
- Normal: Standard/Shock
- Precursor: Acceleration = Move Speed | Charge Range: 30
- Baseline Stats:
• Lancer: Med Charge | Low Speed | Low Accel | High Mass | Med HP | Min Turn | Max Impact • Cataphract: Min Charge | Min Speed | Low Accel | High Mass | High HP | Low Turn | High Impact • Shock Cavalry: High Charge | High Speed | High Accel | Low Mass | Low HP | Max Turn | Med Impact • Standard: Low Charge | Med Speed | Med Accel | Low Mass | Low HP | High Turn | Min Impact
Comprehensive data table for all mounts:
https://steamcommunity.com/workshop/filedetails/discussion/3047562159/592909603985303372/
The models of horse armor are all in one-to-one correspondence.
- Armor Tiers:
- T1: Body (No penalty)
- T2: Gambeson/Caparisoned (HP+15, Missile Res+2 | Speed-0.5)
- T3: Leather/Semi (Missile Res+5/HP+20 | Speed-1)
- T4: Chainmail/Lamellar (HP+30/Missile Res+10 | Speed-1.5)
- T5: Brigandine/Plate Mail (Missile Res+20/HP+40 | Speed-2)
- T6: Plate Armor (HP+250, Mass+1000, Missile Res+30 | Speed-2.5, Accel-1.5, Turn-5)
VI. New Skill System• Custom mount-specific abilities and cavalry skills redesigned for all units:
https://steamcommunity.com/workshop/filedetails/discussion/3047562159/592909603985303409/New UnitsA variety of new units have been added to the game:
https://steamcommunity.com/workshop/filedetails/discussion/3047562159/592909603985303611/• Knightly Orders/General’s Guards use adjusted Superior-tier horses despite "Well-Trained" classification.
Realistic Overhaul*(Requires All 3 Mods)*
Core Features:
- Diversity of Arms: Every unit type has unique tactical value.
- Equipment Panel: Displays armor, shield, and weapon for all units.
- Dynamic Stamina: Drain affected by soldier quality, armor, and mount.
- Weapon Variety: Massive arsenal categories with distinct roles.
- Unit Caliber > Armor: Replaces Light/Medium/Heavy with Elite/Superior/Levy….etc
Recommend:Realistic Missile/Range Overhaul 1212 (Enhance the experience of missile units which will make cavalry appear less powerful)
https://steamcommunity.com/sharedfiles/filedetails/?id=3065896492Realistic Infantry Overhaul 1212 (Improve the weakness of infantry)
https://steamcommunity.com/sharedfiles/filedetails/?id=3148909626Order:↓Realistic Infantry Overhaul 1212 – (Not required)
Realistic Missile/Range for 1212 – (Not required)
Realistic Cavalry Overhaul For 1212 – (This mod)
Any language pack (like French, Russian, Polish etc..) – (Not required)
All 1212 modulesCompatibility:Incompatible with other Combat Overhaul and Unit size mod.
Required items:
Click the title to search on this site.
Medieval Kingdoms 1212 AD Base Pack - Campaign Alpha — Steam Workshop
Revisions:
Old revisions of this mod are available below. Click the link to download.