|Age of Empires II. For the unit class, see Light cavalry.|
|“||Stronger than Scout Cavalry. Fast with extensive line of sight.||”|
|—Age of Empires II description|
The Light Cavalry is a light cavalry unit in Age of Empires II that can be trained at the Stable once the Castle Age is reached. It is a fast unit with resistance to conversion that excels at taking down enemy archers, Monks, and siege weapons. Its combat abilities against other melee units such as other cavalry units or infantry is severely limited, though.
Light Cavalry cost only food to create, making them a viable alternative if the player is low on other resources. Despite their in-game description, they do not actually possess a greater Line of Sight than the Scout Cavalry. In fact the entire Scout Cavalry line have the same LOS. They all receive a +2 bonus to their Line of Sight upon every Age advance, for a total of 10 LOS in the Imperial Age.
Tactics[edit | edit source]
The Light Cavalry have an exceptionally high Line of Sight and moderately better combat skills in comparison to Scout Cavalry. Against groups of siege weapons or archers, they have the speed and attack needed to run down and kill groups, though combat with other more armored melee units should be avoided. As stated in the manual, a group of Light Cavalry will make an ample replacement in any cavalry division, but the Knight and Camel Rider far exceed their attacking abilities.
It is better used in conjunction with other cavalry units and Cavalry Archers, but also useful to protect friendly archer units, as a meat shield against enemy Knights or as a direct counter against enemy Elite Skirmishers. As Light Cavalry have an innate conversion resistance and attack bonus against Monks, they can be used for countering enemy Monks, which are much more expensive to produce. Light Cavalry may often kill two Monks before being converted, even more with Faith researched. Because of this, even a player going full Knights or full Elephants should consider adding Light Cavalry to the mix if enemy Monks are predicted or seen as a reaction, using them solely and directly as Monk killers (even if they perish after the kill it's still good value).
Further statistics[edit | edit source]
|Unit strengths and weaknesses|
|Strong vs.||Skirmishers, Villagers, siege weapons, archers, Monks|
|Weak vs.||Most melee units, Genoese Crossbowmen|
|Hit points||Bloodlines (+20)|
|Attack|| Forging (+1)|
Iron Casting (+1)
Blast Furnace (+2)
Farimba (+5, Malians only)
Manipur Cavalry ( attack against buildings and standard buildings, Burmese only)
|Armor|| Scale Barding Armor (+1/+1)|
Chain Barding Armor (+1/+1)
Plate Barding Armor (+1/+2)
Silk Armor (+0/+1, Tatars only)
|Firing Rate||Stirrups (+25% attack speed, Bulgarians only)|
|Conversion defense|| Faith|
|Creation speed|| Conscription (+33%)|
Chivalry (+40%, Franks only)
Steppe Husbandry (+50%, Cumans only)
Civilization bonuses[edit | edit source]
- Berbers: Light Cavalry are cheaper in the Castle/Imperial Age.
- Burmese: Researching Faith is 50% cheaper.
- Celts: Light Cavalry can convert herdables even if enemy units are next to them.
- Chinese: Technologies that benefit Light Cavalry are 15%/20% cheaper in the Castle/Imperial Age.
- Cumans: Light Cavalry move 10% faster.
- Franks: Light Cavalry . With Chivalry researched, researching Husbandry is 40% faster.
- Magyars: Forging, Iron Casting, and Blast Furnace are free. Light Cavalry are cheaper.
- Mongols: Light Cavalry have +30% HP.
- Spanish: Blacksmith upgrades that benefit Light Cavalry don't cost gold.
- Tatars: Light Cavalry deal 50% bonus damage from elevations.
- Turks: The Hussar upgrade is free.
- Vietnamese: Conscription is free.
Team bonuses[edit | edit source]
- A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
- A team containing Huns: Light Cavalry are created and upgraded 20% faster. Researching Bloodlines and Husbandry is 20% faster.
- A team containing Mongols: Light Cavalry have +2 LOS.
- A team containing Teutons: Light Cavalry are more resistant to conversion.
- A team containing Lithuanians: Researching Heresy and Faith is 20% faster.
- A team containing Bulgarians: Researching cavalry armor and attack upgrades at the Blacksmith is 50% faster.
Changelog[edit | edit source]
The Conquerors[edit | edit source]
- Light Cavalry receive an attack bonus of +10 against Monks.
- Bloodlines introduced.
- Heresy introduced.
The Forgotten[edit | edit source]
The African Kingdoms[edit | edit source]
- Berbers: Initially, Light Cavalry were 20% cheaper from the Castle Age on. With patch 4.8, that bonus was staggered to 15%/20% in the Castle/Imperial Age.
- Franks: Light Cavalry now benefit from the civilization bonus and have +20% HP.
Rise of the Rajas[edit | edit source]
- Initially, Manipur Cavalry gives +6 attack against buildings. With patch 5.3, the bonus is spread over the two building classes (building and standard building) equally.
- Magyars: With patch 5.5, Light Cavalry are now 15% cheaper.
Definitive Edition[edit | edit source]
- Initially, Lithuanian Light Cavalry gained +1 attack for each garrisoned Relic, up to +5. From Update 34055, this bonus no longer affects Light Cavalry.
History[edit | edit source]
|“||As Middle Age armies grew larger and campaigned farther afield, the importance of scouting grew. Many civilizations developed light cavalry, an improvement on scout cavalry, for this role. Light cavalry were better trained and better equipped for fighting. In battle they could be used to harass or charge enemy infantry or support their own knights in a charge. Light cavalry wore only partial armor and a shield and fought most commonly with a spear. Civilizations that could not afford extensive armor for warriors, such as barbarian groups from the East, put large contingents of light cavalry into the field.||”|