Spear/Sword Cavalry in Total War: Arena Total War Arena Guide & Walkthrough
Last update: 28 February 2018
Factions: Rome, Greece, Barbarians
Such units are equipped with spears or swords used to harass their opponents, mainly ranged units. If the unit is stopped during its charge, the cavalrymen begin attacking their opponents in melee combat. This is highly undesirable, as these units are not suited to melee combat. Your task is to accept and utilize the right strategy for this type of unit. Start by using Cavalry for scouting at the beginning of the battle.
- The best strategy is to attack and escape (in a direction which is the fastest). The only exception from this rule is a situation where the enemy does not turn himself in your direction or he is your main target (ranged units/artillery).
- If it's possible, try to hit only a fragment of the enemy's formation - as a result, your horses won't stop but stay mobile, eliminating a few enemy units by the way.
- Light cavalry is mainly useful during later stages of a match, where you can encounter smaller units on the battlefield or destroy weakened deserter groups.
- Focus on ranged units (artillery, archers, slingers, javelin throwers). A surprise attack on enemy cavalry will also give you a lot of advantage.
- Thanks to their mobility, cavalry can quickly return to the base to defend it or support your group's efforts to conquer an enemy camp, gaining a lot of points in progress.
- Try to help your teammates during 1v1 fights by engaging the opponent from the back - a successful flanking will cause the enemy group to lose morale fast without losing any manpower.
- Do not charge next to rocks and walls. Your units will hit the obstacles, leading to mass suicide.
- Do not charge the enemy phalanx or engage an enemy unit that is currently attacked by a friendly phalanx. Your losses may be severe.
- Avoid running from combat at an advanced stage. You may lose a lot of units that will attempt to return to their initial formation.
- In opposition to sword cavalry, spear cavalry cannot destroy enemy spikes (which often protect ranged units).
Rome
The dedicated cavalry general is Scipio Africanus. Spear Cavalry is available from level 5, Sword Cavalry is available from level 8. It is recommended to quickly advance the cavalry's experience level to receive two charge abilities (one from the unit and one from the general). In comparison with other factions, Rome's cavalry has the best armor and the biggest amount of health points.
- Abilities and Attributes
Cavalry Charge
Perform a 4 second charge at your opponent to deal high damage. Cooldown Period: 60s.
Vicious Strikes
Once activated, deal more damage in combat for 8 seconds, then the movement speed is lowered by 50% for 8 seconds. Cooldown Period: 25s. Pay attention to your units and activate the ability - if you or the opponent are not retreating, this ability is very useful.
- Consumables
Drill Sergeant
Improves armor and melee combat modifiers.
Weaponsmith
Increases weapon damage and melee combat modifiers (including defense).
Armorsmith
Improves armor and ranged combat modifiers, including defense and projectile deflection (on higher levels).
Warsteads
Improves attack and defense as well as charging strength (initial damage).
Barbarians
Barbarian cavalry has a one, single downside - the units do not regroup automatically. Always stop for a moment to gather the units to make the charge more effective. In all, the barbarian cavalry is the weakest (especially when it comes to damage dealt), but much faster than other cavalry units. The key to success are numerous ambushes that receive a damage bonus and make the opponent's morale go down faster. Arminius is the dedicated leader.
- Abilities and Attributes
Cavalry Charge
A classic charge ability. Lasts 4 seconds - activate moments before the opponent is struck. Cooldown Period: 60s.
Mount Kick
A powerful melee attack. Each unit that has an opponent nearby will cause serious damage to its target. Cooldown Period: 30s. A very useful melee ability - use as often as possible.
- Consumables
Brandish Heads
Nearby units deal less damage (10 seconds). Useful when your cavalry got struck by the opponent.
Feast
Increases the damage dealt.
Spitzers
Increases the amount of your health points and the damage dealt.
Swear Oaths
Increases the damage dealt by horses or charges. The higher levels (3+) increase the overall movement speed.
Tribute to Epona (Level 5)
The horses have a better charge and higher speed.
Dirt Pouches (Level 7)
Enemy units have less armor (10 seconds).
Intoxicate (Level 7)
Deal 2x more damage in combat for 10 seconds. Lowers your defense.
Greece
Greece's cavalry is a good, well-rounded unit. Their defense capabilities are lower than their Roman counterparts, but have more attack power in return. Sword cavalry can stand their own in melee combat (as always, avoid pikemen and heavily armored units). Choose Alexander the Great or Miltiades to lead your forces.
- Abilities and Attributes
Cavalry Charge
A classic charge. Lasts 4 seconds, activate moments before the opponent is struck. Cooldown Period: 60s.
Cavalry Dash (Level 4)
Switch to a fast gallop. You cannot use your other abilities (including charge) during its duration, so it is best utilized to relocate/escape or as a build-up to a second fast attack. Cooldown Period: 35s.
- Consumables
Thales' Council
Increase the morale and defensiveness of a unit.
Thessalian Steads
Improves the basic attack and charge damage.
Olympic Trials
Increases the damage and improves melee defense. Increases the speed of a unit.
Double Rations
Improves the basic attack and defense of a unit and increases morale.
Share Wine (Level 6)
Activate to increase the morale of a unit for 10 seconds.