The issue on why Cavalry is dominating their enemies better in WB are multiple:
a) Horses now STOP hits applied on them, meaning that the riders receive far less damage from infantry and can keep attacking for longer as they are harder to interrupt.
b) Armor has been tweaked and corrected... INCLUDING the Armored Horses which are hard to kill now for regular troops.
c) The new AI flee logic is boosting Cavalry. Now the infantry hit usually pulls back and the Rider, instead of stupidly staying surrounded by the infantry mob, tries to pursue the fleeing guy, drastically reducing the number of infantry troops hitting him. Not only that, but now, after the initial clash you see the "rider trains" were the 1st Rider is pursuing the 1st fleeing Infantryman while a lot of enemy infantry goes behind him AND a lot of friendly Riders are attacking those on the back and pick them 1 by 1.
d) Archers now DO NOT shoot elevated targets so often as before. I find this tweak adecuate, previously was hilarious seeing the milimetric shots performed by the AI were the bolts/arrows LITERALLY passed milimeters away from friendlies.
You can improve your chances as infantry commander if you now order your Infantry Pack to stand together AND hold ground... If you order your infantry to charge with Horseman alive c) change will increase the casualties you suffer a LOT. And remember that a hurt Horseman now will ALWAYS escape from your Infantrymen, making them loose a lot of time pursuing the routed enemywhile they ignore the other horsemen that are charging against them.
In any case some Infantry AI logic should be tweaked by the Devs, IMHO:
- If a target is faster than them, they should swap to a closer and slower target (The ones capable of ranged attacks, adequatly, STILL swap to a ranged weapon if they are not able to reach their target soon... The problem ONLY affect the melee-only troops).
- An infantryman STILL tries to get as close as possible to a Rider, which was ok pre-WB because Riders got problems to hit fast and hard with targets very close to them. But with the new animations is the opossite, Infantry should ALWAYS stay at max possible range to not block other friendlies from reaching their intended target and to try to keep themselves Out of Rider's weapon reach. Multiple times I have seen spear wielding troops hugging the Rider while the other friends cannot reach the target and are there just wasting their time.
- Also Infantry should decide if the target to engage is the Rider himself or the horse, because trying to take down a Rider with a short weapon will invariabily force the Infantry to get too close to the Rider and at the end will just be hitting the horse itself.
Strictly speaking about Sarranids Faction Cavalry... If you are using just Mamlukes to charge, it may be nice for a short test... But on the Real game you are loosing money and killing speed, thanks to the new squad definition customization, Mamlukes are GREAT for charging, but the Sarranid regular Horseman are a beast to inflict casualties on a broken formation (For a fraction of the Upkeep).
The reason on why this particular combination is so nice? The combined gear repertory:
- Mamluke: Morning Star, Spear or Scimitar/Sabre. Specially the Morning Star gives them the upper hand against the vast mayority of other heavy cavalry that uses slashing weapons that are worst against an armored oponent (and his armored horse).
- Sarranid Horseman: Mounted on a Fast and Resilient Hunter and armed with a Spear, Scimitar and Mace. Fast and deadly, and a luxury to have on your army to boost your earnings by capturing lots of enemies.
So is not a particular unit the secret... It's that in the Sarranid Faction, ALL units are usefull, not like some of the Old Factions were most units were just "placeholders" lacking real utility beyond the, obviously, cheap cost.
The weak spot, OFC, is the lack of mounted archers to preserve mobility... That's why in my game I carry Khergit Mounted Archers to complement my Mamlukes and Sarranid Horsemen

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