Editing Cavalier and Champion

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While their jousting ability allows them to theoretically defeat troops stronger than themselves thanks to greatly improved first strike, in prolonged melee combat they are no match for 7th level creatures or the stronger 6th level units like [[Naga Queen]]s, who will likely wipe them out, and [[Dread Knight]]s who simply outclass them. Even [[Minotaur King]]s, [[Ogre]]s and [[Crusader]]s are a threat due to their toughness combined with high damage. Do not let them fight such an enemy unsupported.
While their jousting ability allows them to theoretically defeat troops stronger than themselves thanks to greatly improved first strike, in prolonged melee combat they are no match for 7th level creatures or the stronger 6th level units like [[Naga Queen]]s, who will likely wipe them out, and [[Dread Knight]]s who simply outclass them. Even [[Minotaur King]]s, [[Ogre]]s and [[Crusader]]s are a threat due to their toughness combined with high damage. Do not let them fight such an enemy unsupported.


Because jousting damage bonus is not capped, it doubles their damage at 20 hexes (5% x 20 {{=}} 100% bonus), but in non-lab conditions it is extremely unpractical: such speed would require stacking advanced Haste and Prayer, combined with either speed artifacts or possibly a hero bonus and grass terrain, and a very specific battlefield in which Champions would have to move more or less from one corner of the map to the opposite corner, around some obstacles. Then the jousting bonus comes back to realistic values, because troops on both sides are already in melee with each other. Also it's likely that after 2 rounds your army buffed with Haste and Prayer is already engaged in close quarters combat, instead of waiting for the right moment to strike.
Because jousting damage bonus is not capped, it doubles their damage at 20 hexes (5% x 20 = 100% bonus), but in non-lab conditions it is extremely unpractical: such speed would require stacking advanced Haste and Prayer, combined with either speed artifacts or possibly a hero bonus and grass terrain, and a very specific battlefield in which Champions would have to move more or less from one corner of the map to the opposite corner, around some obstacles. Then the jousting bonus comes back to realistic values, because troops on both sides are already in melee with each other. Also it's likely that after 2 rounds your army buffed with Haste and Prayer is already engaged in close quarters combat, instead of waiting for the right moment to strike.


The highest possible Speed would be 9 base + 2 ([[Sir Mullich]]) + 1 ([[Terrain#Grass|grass]]) + 2 ([[Cape of Velocity]]) + 1 ([[Necklace of Swiftness]]) + 1 ([[Ring of the Wayfarer]]) + 4 ([[Prayer]]) + 5 ([[Haste]]) {{=}} 25 Speed, 125% damage bonus or 225% normal damage... but only if they can run all the 25 hexes into enemy stack, which would require a real maze of obstacles and also a clear path to the target.
The highest possible Speed would be 9 base + 2 ([[Sir Mullich]]) + 1 ([[Terrain#Grass|grass]]) + 2 ([[Cape of Velocity]]) + 1 ([[Necklace of Swiftness]]) + 1 ([[Ring of the Wayfarer]]) + 4 ([[Prayer]]) + 5 ([[Haste]]) = 25 Speed, 125% damage bonus or 225% normal damage... but only if they can run all the 25 hexes into enemy stack, which would require a real maze of obstacles and also a clear path to the target.


Obviously the best [[secondary skill]]s for Cavaliers and Champions are [[Offense]] and [[Armorer]]. [[Tactics]] is very good, as it allows you to set them in the exact place they need to execute a jousting charge, or at least denies use of troop placement to enemy. [[Leadership]] might be redundant, as same army type grants +1, Angels provide another +1, and [[artifact]]s or objects granting [[morale]] bonus are plentiful. [[Armorer]] is a good choice for any fight in which your Champions will be unable to wipe the enemy out before taking some hits.
Obviously the best [[secondary skill]]s for Cavaliers and Champions are [[Offense]] and [[Armorer]]. [[Tactics]] is very good, as it allows you to set them in the exact place they need to execute a jousting charge, or at least denies use of troop placement to enemy. [[Leadership]] might be redundant, as same army type grants +1, Angels provide another +1, and [[artifact]]s or objects granting [[morale]] bonus are plentiful. [[Armorer]] is a good choice for any fight in which your Champions will be unable to wipe the enemy out before taking some hits.
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