Description
Spartan cavalry did exist, but these were not the Spartan elite themselves: while the horses were in possession of the Hippeis class, they had men from the lower classes fight on them. Such emergency cavalry forces could be activated at any time even into the 3rd century, but they never played a big role militarily. Armed with a long spear or lance and protected by a medium sized aspis shield, these men can serve to hunt enemy skirmishers or fleeing forces, but they are no match for the professional and experienced cavalry of the Hellenistic kingdoms.
Stats
| Rank in roster | ||
|---|---|---|
| Men per unit | 30 | █········· 8% |
| Attack | 8 | █········· 9% |
| Charge bonus | 24 | ████████·· 81% |
| Defence | 20 | ██········ 19% |
| · armour | 3 | ██········ 21% |
| · defence skill | 12 | █········· 9% |
| · shield | 5 | ██████···· 57% |
| Morale | 9 | ███······· 26% |
| Discipline | Normal | |
| Training | Highly trained | |
| Recruitment cost | 1,491 dn | ██········ 16% |
| Upkeep per turn | 600 dn | ████······ 41% |
| Turns to recruit | 2 |
Weapons
Its secondary attack is the stronger one: 10 against 8.
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Attack | 8 | 10 | Charge bonus | 24 | 19 | Type | melee · blade | melee · blade | Damage | piercing | slashing |
Defence
| Primary | Secondary | Primary | Secondary | Primary | Secondary | Primary | Secondary | ||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Total | 20 | — | Armour | 3 | — | Defence skill | 12 | — | Shield | 5 | — |
Condition and terrain
| Hit points | 1 | Mount | light horse | Ground: scrub / sand / forest / snow | -1 / 0 / -6 / 0 | Charge distance | 40 |
| Formations | Square |
Technical stats
| Time between blows (primary / secondary) | 2.5 s / 2.5 s | Extra fatigue in hot climates | 0 | Spacing between men: close / loose | 2 × 4.8 m / 3 × 7.2 m | Default ranks | 5 |
In battle: Very good stamina
Who can recruit it
A core roster unit for one faction, which can raise it anywhere it holds the right building:
Exactly what a settlement must have, route by route (3)
| Building | Also requires | Building | Also requires | Building | Also requires | ||
|---|---|---|---|---|---|---|---|
| Indirect Rule | Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony | Direct Rule | Garrison Building or Tier 1 Military Industrial Complex · Tier 1 Colony | Homeland | Garrison Building or Tier 1 Military Industrial Complex |


