Cavalry are "infantry" units, created entirely of food (with a timber ramp cost for some), and and are meant to act as a fast-moving anti-infantry unit.
These units, while they are very strong against infantry (other than machine guns and sub-machine guns), cost solely of food, and require a lot of it in order to be recruited. They however will prove their worth on open ground: while cavalry aren't meant to be head-on fighters, but used instead as screening forces - tanks may be worthless against enemy artillery and antitank weapons, but cavalry can sometimes be the perfect weapon if you can afford them. Use them to skirmish stragglers, especially machine guns and isolated infantry - but start running when the tanks and armoured cars show up!
Fastest of all infantry units, but with less armour and hitpoints.
Strong melee (or ranged) attack vs all infantry, but terrrible performance against armour, buildings, machine guns and vehicles
With the exception of Chinese cavalry, all the others are armed with either pistols or swords.
Carabiniers are horse units. They carry short carbines, meaning that their attack range is curtailed compared to rifle infantry, and also have lower armour, but what they lack in punching power, they make up for it by being able to punish infantry if they ride in close up as well as faster speed.
Carabinier Squad
Weak but fast-moving infantry with a mediocre ranged attack, ideal as early rush units or support units.
These cost more or less the same as cavalry in food, but have an added cost in oil. They are perhaps the fastest land units and while they unlike cavalry have more armour and sport a light machine gun, they still perform poorly especially against heavy machine guns and other vehicles.
Motorcycle Corps
Long-ranged infantry, ideal as early anti-materiel support.
Strong against: early vehicles, assault infantry
Weak against: massed infantry and super-heavy vehicles
Unique Russian cavalry unit that sacrifices attack for the ability to cloak and a drastic attack bonus versus artillery, supply units, agents, civilians and patriots. Highly ideal as an infiltration/raider unit.
+33% attack bonus versus civilians, supply units, artillery units, agents and patriots.
Mech. infantry[]
Mechanised Panzergrenadier
Long-ranged infantry, ideal as early anti-materiel support.
Strong against: early vehicles, assault infantry
Weak against: massed infantry and super-heavy vehicles
Prereq:
Build time
HP
LOS
Attack
Attack speed
Move speed
Free
Fast
Low
Medium
Strong
Rather slow
Slow
Cost
Created from
Armour
Weapon range
Specialty
Base
Ramp
Pop
:40
: 30
:2
: 2
2
High
Rather low
Others[]
Tachanka
Tachanka — Vital statistics
Light machine gun unit which combines the lethal power of a machine gun with the speed of a horse, making it ideal for raiding and attacking lightly armoured foes, but extremely fragile if attacked by units using heavy rounds, such as artillery or tanks.
Strong against: light infantry
Weak against: long-ranged weapons, heavy rifle infantry, armoured units
Prereq:
Build time
HP
LOS
Attack
Attack speed
Move speed
Free
Slow
Rather low
Medium
Strong
Fast
Medium
Cost
Created from
Armour
Weapon range
Specialty
Base
Ramp
Pop
: 40 : 50
: 2 : 1
1
None
Strong
Attacks from left or right when stationary, can only strafe targets not directly in front when moving.