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Calvary Tier-list/Guide
By Daddyphatsac
A follow to my infantry Tier list. This is the Calvary guide
   
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Foreword:
Thank you to everyone who takes the time to read through the guide below. SOVL is a fantastic game, brimming with potential and imagination.

This guide and possibly others to follow are based on the rogue-like elements of the game vs the AI. Guides specific to multiplayer may be forthcoming in the near future. This guide is for the .75 patch of SOVL

I created a video to accompany this guide that can be found below.
Grading scale
Cavalry units serve several purposes within many of the armies currently available in the game. Light cavalry (including dogs and light flying units) are great for redirecting enemy units as well as taking on weak ranged units and flanking. Heavy cavalry can be used to flank but can also hold units in place fairly well and deal damage over time. With this in mind, these units are placed into their respective tiers based on the following weighted grading criteria.

How well a unit operates within its faction, raw unit stats (a break down of which can be found with each unit), Special rules, the base speed of the unit, replenishment rate, entity size (how big is each individual model), starting equipment, and what upgrades can be purchased through the shops in game.

S-tier: Units that either outperform for their relative cost or fill in a key component of a factions central strategy

A-tier: Units that often punch above their weight, have unique campaign effects or are very reliable within their roles.

B-tier: Units that perform slightly above average, have the possibility to operate well within an army with some care-taking.

C-tier: Units that perform as well as they should. Very unlikely to become a central part of the army or unable to progress as far as other units.

D-tier- These units may not fit into the usual archetype of the army, may perform badly on average or suffer from unique circumstances.

With this framework in mind the following tier list and video were developed. Please find a link to the video below as well as a detailed examination of each of the units.
Imperial Unit breakdown
The imperial forces rely on combined arms to dominate the battlefield. They do not hold the line very well and lack the discipline/defense needed to combat most cavalry and monsters. Stand out special rules include the ability to re-roll all attacks each turn. Imperial Calvary works best in tandem with each other, the light cavalry redirecting units so that the very powerful knights can deliver a devastating flanking charge.

Imperial Light Cavalry: This is a very strong skirmishing light cavalry unit. The unit starts with dual pistols, allowing for constant damage dealing potential from range. They do not want to have very large numbers as they become unwieldy in large blocks in most compositions. They can be used in melee in a pinch but will suffer heavy losses against melee focused opponents.
S-tier

Imperial Knights: An extremely powerful cavalry unit because of the special ability to re-roll attacks. They have a strong stat line base and can purchase lances to make the most out of the charge with no detriment to their base power stat in prolonged combat. They lack some of the special rules available to other cavalry units but can swing a battle with a well placed charge.
S-tier
Abyssal Legions Breakdown
This faction sports many excellent melee opinions in the forms of infantry, cavalry and monsters. Lack of ranged units as well as artillery, forcing this army to close the distance quickly. The only special rule at this time is a random plus one to any stat of for a unit once, useful but unreliable. Emphasis is placed on units that can absorb ranged punishment and deal damage are weighed.

Northmen cavalry: A worse version of the imperial light cavalry, the northmen horse does not come with a ranged attack at the start of a run. They often lack the durability and damage potential necessary to break a unit without suffering significant losses and have a less than desirable skill/resolve stat line. Slightly under performing.
c tier

Abyssal Hounds: Our first hound unit on the tier list. Hounds are considerably better when picked at the beginning of a run because they come in two units allowing for a better action economy for the player in most early battles. I would not recommend purchasing them from a shop in most cases for most factions. The abyssal hounds can deal a significant amount of damage like all hound units, but have the added benefit of possibly having extra wounds or other important stat.
c-tier

Abyssal Knights: Similar to their foot slogging counterparts the abyssal knights can practically win a campaign by themselves. They are extremely tough, devastating on the charge, and have decent movement. Take as many of these units as possible! Near the end of a campaign each one of the individual models can be the equivalent of a base line or slightly upgraded melee hero. The only real drawback to this unit is its extremely low replenishment rate.
S-tier

Abyssal Chariot: This is our first chariot on the list as well. Chariots work best as line breaking charge units and are very dependent on their initial deployment. The abyssal armor is an extremely important special rule as it allows this unit to stick in combat much longer than other units if it does not break them with a charge.
A tier

Dead Nations
Relying heavily on heavy cavalry, fast attack units and monsters, the mediocre melee infantry units of the dead nations are often left behind to mop up routing units or used as sponges to absorb ranged attacks. The dead nations do have great special rules to support their important cavalry units and instead rely on spells and campaign effects to utilize them well.

Skeleton Knights: Stat wise this unit is one of the worst knight units in the game. having a low skill of three means that they will often lose a fair fight as well as lack the number of hits to break an enemy on a flanking charge. They can grow to considerable sizes but the reanimated special rule hurts them as it is not unheard of to have the entire unit crumble away.
d-tier

Dread Knights: This is a fantastic cavalry unit that suffers from being a part of its faction. Dread knights do not replenish very quickly and rely on a necromancer to bring models back to life to reach thier fullest potential. They will only have saves on three's and up the majority of the time just edging them out of the higher tiers. With different special rules or in a different army (they can be used as a random swap event) this unit can go much further. (with lance and shield I am very tempted to put them in a Tier- however they are your main monster killer units with great-weapons within the army)
b-tier

Dire Wolves: Basically the same as the abyssal hounds but with less synergy within their army. They do not benefit from the majority of the special rules offered by the dead nations. They can attack light units and will sometimes defeat them or sometimes bounce off. A less than desirable unit.
D-tier

Fell Bats: Dire wolves 2.0. Flying units are incredibly valuable. This unit can easily deflect charges while staying safe and setting themselves up for charges with their huge movement range. They can also increase their wounds and attacks overtime, making them considerably more threatening.
B-tier
Deepwood Guardians
This faction lacks defense but makes up for this lowered stat by being faster on average as well as high skill. Their above average skill and speed lends itself well to Calvary making the two unique units quite good. Postioning and defection are key to the success of this armies cavalry

Deepwood Raiders: These units perform very well given their role within the faction. Their power is in their speed and high skill. They can become hybrid units allowing them to soften enemy units before charging a flank or rear to fairly good effect. Because they will be landing the majority of their attacks they can punch above their own wieght.
B-tier

Deepwood Chariot: A surprising hit within the army this unit can be used as an effective skirmisher and chariot. The higher than average discipline means that even with a poor charge result the unit will more often than not stick around in combat. The real benefit of the chariot is by holding back till your other units force a flank from the enemy than destroying them on a charge.
B-tier

Eagle: All factions have access to the eagle but only the elves may start with one. I do not believe the eagle is worth picking up over other units in the early game. The stat line is very poor, but having a flyer in your army is always greatly beneficial. They operate well in any army but do not stand out.
C-tier

Dwarfs
NO CALVARY. ROCK AND STONE BROTHERS!

Elf Conclaves
Similarly to the Greenskins and Imperials the elf conclaves rely on combined arms to operate at maximum efficiency. Units in this army have higher than average skill and tend to have higher discipline. Cavalry are versatile and dependable.

Elf Reavers: A dependable unit that punches above its weight class. The extra skill and speed make this an excellent choice for light Calvary. Combined with a banner of swiftness and the elf speed plus one special rule this unit can be anywhere and charge anyone. Definitely worth picking up.
A-tier

Elf Lancers: The lancers come with three pieces of equipment but crucially they have a lance and shield as well as skill four. This means that the will often be hitting on three's and wounding on fours against other Calvary/monstrous units. They have access to all the standard equipment in the shop as well as the elf special rules making them very dangerous as the campaign goes on.
A-tier

Elf Chariot: A decent unit that suffers from being slightly superfluous within its faction. The elf conclave has access to all the tools it needs to deal with units the chariot would normally prefer to attack. Not a bad unit and a decent mount for characters.
B-tier
Goatmen Raiders
is is a heavily melee focused faction with emphasis on moving up the board and flanking enemy units. The faction also has access to decent cavalry, excellent monsters (Minotaurs). This army needs to utilize its quick cavalry units to allow for its infantry to rush the board.
+1 to random stat special rules apply.

Centaurs: Lacking in both skill and defense this unit gets beat up very quickly. The number of units as well as the size of the battlefields are limited, meaning this unit can become the target for ranged units often. They must break an enemy unit with a flanking charge or they will be decimated in the melee that follows.
C-tier

Raiding Chariot: A decent unit that benefits from the ambushes special rule. It can move up the board with the infantry and deal decent damage to monsters. Perhaps the best option for pinning light units in place for long periods of time. Decent as a mount
B-tier

Minotaurs: Absolute killers the Minotaurs are exactly what you want from monstrous infantry. They hit hard, with frenzy for re rolls, can reposition quickly and can increase their wounds/attacks. Be careful about getting them stuck as they are large individual models.
S-tier

Harpies: I have said it previously but having flying units in your army is fantastic. This unit can get over enemy front lines and gum up the important ranged units. Worth taking at any point in the campaign.
B-tier
Greenskins
An extremely versatile faction (my personal favorite) with a focus on melee infantry the greenskins have a good mixture of units with above average power and defense, but lack skill and discipline. The special rules for greekskins allow them to be very aggressive and suffer losses that heal more quickly.

Goblin Wolf Riders: A surprisingly good utility unit that can be used as chaff or to defend war-machines/ranged units. The speed of this unit helps the greeskins greatly as it can do a bit of skirmishing, than position itself to pin a unit in place for your infantry to charge. Be careful postioning it close to the board edge as it will flee off the field.
A-tier

Orc Boar Riders: A very strong cavalry unit that fits the greekskins archetype well. This unit can win most head to head fights and come back for more. The special rule that allows them to become fearless and have an extra attack is particularly good when going for a frontal charge against units with high skill or high defense.
A-tier

Orc Boar Chariot: Suffering from being a little unnecessary the boar chariot can be a decent pickup as a mount or as a flanking unit. The greenskins do not lack power or charge potential meaning this unit does not harm nor help an army overly much.
C-tier

Trolls: These big guys are fantastic. It is quite unlikely for your trolls to lose a combat or even a model because of their good stat line and regeneration. If you avoid halberds and put this unit in the center of your army they should be able to munch through enemy infantry and cav. One of the best units in the game
S-tier
Ratkin
This faction that relies heavily on its ranged units and decent monsters, melee infantry tends to be used to hold the line. Not much to say on the cavalry front as they only have a singular decent unit.

Ratkin Alphas: A good unit that is necessary for a fully functioning ratkin army. This unit is the Ratkin's only real melee threat at the beginning of a run. The unit is decently quick and can pack a punch with decent positioning. I would like them to have more melee weapon options to help them specialize more.
B-tier
Reptilian Kingdoms
Dinosaurs riding Dinosaurs! This faction lacks ranged and artillery units but make up for it in having high power stats and very strong monsters. Particularly the current aspect of the Salamander offering regeneration to monsters is powerful. Cavalry should be used to distract and deliver punishing charges combined with magic for re-rolling attacks or extra skill.


Raptor Riders: This unit may have the largest potential growth in the game next to other monsters within the same faction. The special rules on offer can make them extremely dangerous but never very numerous. A lack of skill can be mitigated with a newt priest, or other campaign effects.
B-tier - (A-teir after a level or so)

Pterodactyl Riders: One of the best non single entity flying units, these guys are quick and can hit hard. The lack of defense is not as jarring on this unit because it has two wounds base and a decent power stat. Best used to tie down enemy infantry blocks for devastating charges from your remaining units.
A-tier

Crocolisk Bruisers: A surprisingly mediocre stat line compared to other monstrous infantry. The real power comes from the aspect of the salamander special rule that grants regeneration. This unit can be very powerful if taken at the beginning of a run as it can build a huge number of wounds with regeneration and act as an immortal blender unit.
A-tier
Conclusion
Thank you again to everyone that has read the guide or viewed the video.

Please leave your comments and feedback below, hit subscribe on you tube and follow for more upcoming videos. This is Joe from the BreendJoe Show.


14 Comments
Ted Bunny 13 Jun @ 11:45am 
Cavalry
Saint Scylla 5 Jun @ 3:37am 
It's only a typo, don't read too much into it
Hooband 5 Jun @ 3:21am 
Didn't read past "Calvary", but is there a point to referring to "cavalry"(mounted troops) as "Calvary" (a hill outside the walls of Jerusalem)?
lightjester 22 Apr @ 11:37am 
You forgot the Dragon Knights for the Elf Conclaves
BobDaveson 21 Apr @ 7:13am 
where would you rate the new Elf conclave heavy infantry?
Daddyphatsac  [author] 30 Jan @ 2:45pm 
Ill be making the ranged tier list this weekend. Ill have to go back and update the dark elf roster into the tier lists.
JakeSlayer 29 Jan @ 9:05am 
Ranged units tier list when?
Macglower 25 Jan @ 9:15am 
@daddyphatsac Any progress on the ranged tier list?
Saint Scylla 15 Jan @ 1:07pm 
Thanks for your insight! Any chance to cover the Darkborn Elf units as well?
Leon 18 Dec, 2024 @ 3:57am 
I would like to propose that the Dwarf Flying Machine counts as a cavalry unit even if, strictly speaking, it's a warmachine. It's sort of a cross between a Chariot with bows and a Giant Eagle.