I hardly find myself buying heavy cavalry production in Warbarons, despite loving them in the old Warlords game. The unit still seems popular according to the statistics, so I wonder what I am missing about this unit.
If I need a cheap 2T unit, then I usually buy Giants: 50 Gold cheaper, 1 upkeep less, +1 view range, useful pathfinding through hills, construction capability. The heavy cavalry has just +2 move points, not enough to outweigh the drawbacks.
Of course, another important difference is the terrain strength bonus, but even there I find the giant's +10 in hills far more useful than the cavalry's +10 on open. Who is crazy enough to park units out on the open, now that the horse lord is around? The horse lord already dominates the open plain with his astronomically high leadership, so even then the heavy cavalry 's +10 hardly matters much then. So heavy cavalry is a niche unit for me, that only comes into play if neither me nor my enemy plans on bringing a horse lord nor unicorns into play. It is no longer the staple of my armies. Meh.
So what am I missing here? Is the heavy cavalry really a bad deal as I portray it?
If so, what could be done? Maybe both cavalry types need +3/+4 move points to become an interesting choice again, so that they can actually catch up with enemy and/or friendly units. Or alternatively give the heavy cav +8 strength and a -10 anti air bonus, effectively making it stronger against non-flyers only? Being a counter against ground forces seems to be a fitting role for the heavy cav.
(Actually, I think reducing hill pathfinding to 2 for dwarves (2 for leading only, still 1 for the dwarf himself), 3 for giants and 4 for scouts would place more emphasis on the plains again, since currently it is just too easy to cut right through rough terrain. However, I really like the current dwarven taxi mechanism, so I would vote against that. )