[quote="EHamilton"]
After looking at the hobgoblin light and medium cavalry BR values, I'm now feeling confident that there must be something wrong with the formula itself. I don't think it could create the values in the table. There must be some additional missing factor (maybe mentioned elsewhere in the rules?)
In this case, both of them have identical attack sequences, uhp, and morale, so the only differences are AC, speed, and formation.
The medium cavalry has the edge on AC, by an extra 33% (4 vs 3). But the light cavalry has the edge on both speed (by 33%) and formation (by 30%). So light cavalry, by the formula in the book, should have a better BR than medium cavalry, by at least 30%. (I say "at least", since the light cavalry also have javelins and should be increasing their combat factor to account for a bonus of 0.2 times their missile value.)
I calculate hobgoblin light cavalry at 7.0 (much higher than the table's 5.0), and medium cavalry at 4.5 (a bit lower than the table's 5.0). I think my calculation feels closer to being right. One extra point of AC is not worth giving up the greater mobility and skirmishing potential of a LM unit. Is there some other benefit of FM units I'm overlooking? In some ways I hope not, since I rather like the way that ACKS gives loose-formation units so much utility.
This analysis seems like it should apply to human light and medium cavalry as well.
I think it's fine from an wages standpoint if the formula isn't meant to match up with the table values (maybe the cost differences reflect scarcity of trainable men, etc), but I feel like it's a bigger problem if using abstracted combat inverts the value of light vs medium cavalry.
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All of the values were created using that formula. I have an enormous spreadsheet with numerous tabs and it took literally months. The formula is quite complex so that's why I did it all for you in advance. Some values for particular units were then rounded based on playtesting when they proved too cheap or too expensive.
To address your point above, Formed Mounted deal damage from their mount's hooves on a charge. Light Mounted do not. You're not gaining one point of AC, you're also gaining three attacks on a charge. [On review, I saw that the Hobgoblin Light Cavalry are noted as LM but with the hoof attacks on charge, which is an error and probably the cause of your dismay here. They are Loose Mounted and do not receive the additional hoof attacks. The error was in the unit entry, not in the spreadsheet or the rule mechanic.]
Unrounded Hobgoblin Light Cavalry BR is .086. 60 x .086 is 5.16, which I rounded to 5. Unrounded Hobgoblin Med Cavalry is .095, yielding BR 5.7; I rounded to 5.5. Unrounded Human Medium Cavalry is .05, yielding BR 3. It was raised to 5 after playtesting. Unrounded Human Light Cavalry is .046 for Type A and .055 for Type B, yielding BR 2.76 to 3.3. I set it to 3.5.
The reason that Medium Cavalry had its BR raised is that in practice, the lower AC relative to the AC of Heavy Cavalry was less disadvantageous than the math suggested. Commanders tended to keep their Formed Mounted units out of range until they had the opportunity to strike, then slammed with vicious charges. Since Medium Cavalry had the same offensive power as Heavy Cavalry, this meant that you could get most of the strengths of Heavy Cavalry for much less. if I recall, the largest adjustments in the game were made to medium cavalry so that might be why you're frustrated here.
All of the beastmen BR are calculated as if they can deal an extra point of damage with spear on charge. In the original edition of the rules, they could do so. The ability for Irregular Foot to deal the extra damage was later removed because beastmen proved to be too powerful relative to their cost. If I had then reduced their BR, their cost would have also dropped and the problem wouldn't be fixed.
(Since heavy irregular beastmen tended to have 3 to 4 attacks at 10+ or better attack throws, they were substantially more likely to be able to deal 3 points of damage in one round than human troops. Since 3 points of damage is what triggers a shock roll against a 6 uhp opponent, that made a huge difference. In other words, there's an invisible "inflection point" that happens to coincide at 3 or more attacks vs. 6 or less hp. Also granting +1 spear damage on ANY successful hit made virtually every human unit break when charged by beastmen.)
There are dozens of such case-by-case adjustments throughout the rosters - it would take me hours to outline every single one. I'm honestly not sure why you are re-doing them all by hand -- that rather defeats all the energy I put into calculating and playtesting them for you! If your heart is set on playing with the raw data, I do offer access to the master spreadsheets to high-level Patreon backers so if that will save you a lot of time it might be worth the expense.