- Mount And Blade Warband Spawn Troops Cheat
- Mount And Blade Warband Spawn Troops List
- Mount And Blade Warband Unit Tree
- Mount And Blade Warband Best Faction Units
- Mount And Blade Warband Units
Sep 17, 2019
There are a lot of obscure mechanics in Warband that a very large fraction of the playerbase is unaware of. Even veterans of this game do not necessarily know how everything works. This guide attempts to bring some of these obscure mechanics to light. I haven't proofread anything yet, but hopefully you can learn something.
Ps2 beatmania empress isosceles. Mount & Blade: Warband is an extension to its stand-alone predecessor Mount & Blade. Fallout new vegas animations not working. It’s predecessor Mount & Blade is an action role-playing video game. Due to the fierce popularity of its predecessor, the developers decided to release an extension to the game. Mount & Blade: Warband is developed by TaleWorlds Entertainment and published collectively. Rising Sun is a mod for Mount & Blade: Warband based on the Gekokujo mod, New release planned for 2020. Set during the late Bakumatsu and Boshin War periods of Japan (1866 - 1869). Fight to restore the Imperial Court or retain the Tokugawa Shogunate. Bandit Camps were introduced in Mount&Blade: Warband. These camps act as the main base for bandit gangs. When reaching a bandit camp, you have the option to leave it alone or attack it. Due to the narrow entrances to the camps, cavalry cannot be used in the battle. If the base is destroyed, you are presented with the loot screen with their'ill-gotten gains' (usually bandit arms and armour. Mount & Blade: Warband Codes On the Launcher, select Configuration and then check the 'Enable Cheats' box. The gold cheat only works in the inventory screen, the health cheat only works in battle, the instant kill cheat only works in battle, the see everything on the map cheat only works on the map screen, the AI take over character cheat only. Chess band parts pdf. Mount & Blade: Warband. The Guildhall - General Discussion. You can't all the troops will spawn in one particulate place. Noudelle Grandmaster Knight. Best answers 0.
Introduction
Even after 1000 hours, I am still learning new things about this game. Is that a good thing? If you asked me, probably not. There are so many obscure mechanics -- some of which are extremely important, mind you -- that the game doesn't explain clearly, and so a huge portion of the playerbase may not even know about most of these things. Because of this, I figured I should write a guide that explains them.
Difficulty Settings - Campaign AI and Combat AI
All of the difficulty settings are pretty self-explanatory, save for the AI settings.
Campaign AI affects many things:
In format:
Poor / Average / Good (i.e the values on respective difficulties would be 6/4/2)
Economy:
Player tax inefficiency becomes more severe as campaign AI difficulty increases. The player can hold 6/4/2 'core' fiefs, i.e fiefs that do not suffer from tax inefficiency. Each 'non-core' fief increases tax inefficiency by 3%/4%/5%.
Lord Armies:
Overall, on good campaign AI, and to some extent average, enemy kingdoms will be significantly more powerful and it becomes essential to take lords prisoner.
Mount And Blade Warband Spawn Troops Cheat
Campaign AI mainly determines how fast an AI Lord can recruit troops. In code, this is technically done by determining the cost of recruitment. On Good Campaign AI, a lord will be able to completely recover from defeat after just a week or so. Whereas on poor campaign AI, you can easily get away with never taking a single lord prisoner throughout your entire game, on good campaign AI, I would recommend that you take enemy lords prisoner -- even upstanding and good-natured ones -- to prevent a constant stream of enemies.Campaign AI also determines a Lord's wealth (I think? Or it might just be a side effect of drastically lower recruitment costs) and their army's XP rate -- both of these primarily determine their army's troop quality.
It is a common myth that max AI lord party size is determined by campaign AI difficulty. In fact, it is determined by the 'ideal party size' variable, which is determined by the player's level. In other words, max AI lord party size is the same across all difficulties and scales with the player's level. Practically speaking, though, Lord armies will generally tend to be bigger on good campaign AI because Lords can reach their max party sizes faster because of their outrageously buffed recruitment speed. Additionally, these death stacks will have far more room to upgrade their troops.
Behavior:
Campaign AI determines how biased lords are against the player in several ways. On Good campaign AI, lords will be less willing to follow a player marshal, less likely to join the player's kingdom, more likely to declare war on a player kingdom, and (I think) more likely to attack the player's fiefs.
TL;DR, don't play on Good Campaign AI unless you want a challenge, because the AI cheats a lot. On good campaign AI, a lord will essentially be able to spawn an army out of thin air, and in the late game, it wouldn't be unusual to see Harlaus walking around with nearly 100 men-at-arms.
Combat AI
But what does combat AI do? It turns out that combat AI is a lot more simple to explain and a lot less cheaty than campaign AI.
On poor combat AI, the AI is stupid. They will delay their swings, giving you an opening to attack them. They will not feint and they are generally poor at blocking. Their sole tactic on the battlefield is bum rushing into your shield wall. I would not recommend playing on this difficulty. I played on poor combat AI for my first 800 hours, and it resulted in some very bad habits which I'm still trying to break. You will not get that much better at combat playing on this setting since everyone, even elite troops, are pretty much punching bags. This is probably the most noob setting to turn down, even worse than the damage settings IMO.
Average combat AI is a balance, I'd recommend it for new players.
On good combat AI, the AI will have no delay on their swings, will feint extremely frequently (several times before an attack), and is very good at blocking. This allows them to operate to the full extent of their stats, and everyone will fight as if their lives depended on it. It will be a challenge to take down even a single elite troop if your weapon proficiency is not good.
![Troop Troop](https://media.moddb.com/cache/images/mods/1/26/25377/thumb_620x2000/mb288.png)
AI Behavior
How do lords interact with the player?
Lords have personalities. These personalities are: Upstanding, Good-natured, Martial, Calculating, Pitiless, Quarrelsome, and Debauched.
The better their personality, the more loyal they are as vassals, but the harder it is to convince them to join your kingdom. Ideally, you want all of your vassals to be either Upstanding, Good-natured, or Martial.
Their choice of dialogue depends on their personality, so once you memorize the different dialogue it becomes easy to know their personality.
Interestingly, AI Kings will not allow you to become their vassals under normal conditions if you have high right-to-rule -- they consider you a potential rival/threat to their realm's stability. You can still become their vassal if you take land first before asking.
AI Lords that dislike you will do everything in their power to attack your villages. The only exception is the Good-natured lord, which will never loot any village, ever, including villages owned by other AI lords.
If a sadistic (evil/debauched) lord dislikes you (-20 relations or less), they will hire assassins that attack you in taverns. They function exactly like a Belligerent Drunk does except they attack you without notice and you do not have to look at them for them to attack you.
Which skills can AI Lords use?
If you plan on making a companion into a lord (which you can do if you ask them 'Would you be interested in holding a fief?' when you have your own kingdom set up), you might want to invest into these for them. I highly recommend checking the wiki first, however, because companions have personalities as well. And you will lose a chunk of relations with every lord in the game if you make a commoner companion into a noble.
AI Lords use 4 skills:
- Pathfinding
- Trainer
- Tactics (helps them in autoresolve)
- Leadership
How are autocalc battles, both between you and an AI and AIs versus other AIs, calculated?
- Numbers.
- The levels of their troops.
- Level of the Tactics skill.
Equipment and so on has no role in autocalc. From what I understand, all that matters are those three.
Do AI Lords have wealth?
The answer is yes. They use their wealth for recruitment (and possibly upgrading). Unlike the player, they have to manually collect money from their fiefs. This is why you'll see them sitting outside of their villages. It's also why AI Lords become poor if they have too many fiefs -- because they don't have the time to travel around the map to collect taxes. For this reason it is best to arrange your vassals in a way where they only have a few fiefs and they are all right next to each other.
An AI lord's village will lose wealth if you loot it, preventing them from collecting taxes. But that barely does anything compared to just defeating them in battle and forcing them to rebuild their army. A fief's wealth cannot go below 0.
The AI lord's economy functions completely differently from the player's economy. AI lords cannot have enterprises. As far as I know, their only source of income is their fiefs (They may, but I am not certain if this is true, get some money from looting villages).
AI Lords lose wealth by recruiting troops, and possibly from upgrading them.
Do Lords have to pay upkeep?
The answer is yes. Lords pay wages to troops based on this formula: ((Troop_level^2)+50)/30. They do not have to pay extra money for cavalry or archers. If they cannot afford their troops, their troops will either get disbanded by the lord or desert from the lord's party.
Which troops desert from a lord's party is random. The lords disband low-level troops and non-faction troops first.
You may have noticed the small parties of fiefless lords. They aren't making money, so how can they have armies? The answer is that Lords don't only have a maximum party size, they also have a minimum party size. If they are below this, they will gradually get troops via free recruitment while sitting in a walled fief until they have a few dozen troops, say 30-50 or so. However, because they have no money, they will not be able to upgrade their troops or recruit any more above that minimum. And when they do get money, they will have to pay for all of their troops' wages, including the ones they got for free.
Hypothetically, an AI lord's army can be of an infinite size, because they can go over their max/ideal party size by rescuing prisoners. However they will eventually start struggling with desertion or they will have to disband the prisoners.
As far as I know, AI lords do not have any system of debt. Their fiefs definitely don't.
What is certain, though, is that Lords have to pay for recruitment above the minimum party size. How much this costs depends on Campaign AI difficulty. This is why on Good Campaign AI, a Lord can spawn an army out of thin air.
If all your lord has is castles then he won't have any wealth to build up his army since the wealth of castles goes towards maintaining their garrisons. Villages might not be good for the player but they are really good for the AI. A good setup for an average Lord is 1 castle and 1 village. Castles mainly help them raise their maximum party size, +40 each, rather than providing wealth. It should also be noted that a castle's wealth is based on its village's wealth -- this also applies for when the player owns the castle.
The interesting thing is that AI Lords do not pay for their garrisons. Instead, an AI Lord's fief's strength is determined by the fief's Prosperity. Coupled with the fact that AI Lords do not suffer from tax inefficiency, a lord could theoretically have every fief in the game and each garrison would be fully stocked. Actions that lower the Prosperity of a town, such as destroying caravans, will, in the long-term, result in a weaker garrison, but this is not practical knowledge to the player. It does generally mean, however, that places that are bandit-infested, have been sieged countless times, and so on should have weaker garrisons, at least if the town's situation remains consistent throughout the entire game.
Do Lord armies use food and morale?
No, they don't use either.
How do AI Lords manage their armies and garrisons?
As stated before, AI Lords do not pay to reinforce their garrisons.
AI lords' troops need XP to be upgraded. An AI lord will add 30% of (Trainer+2)*500 xp/every 2 days. Lords have trainer skill between 2-7, on average this is around 3 or 4. So the average lord adds ~375-450 xp per day. Each point of trainer is worth 75 xp/day. This is rather meager -- a Player Character with 10 in trainer adds 80 xp to each unit. I don't know for certain if it costs an AI lord money to upgrade a troop, but I highly suspect and assume that it does.
How is a Lord's troop quality determined?
The short answer is that an AI Lord's number of elite troops depends on his wealth (an AI Lord requires wealth to upgrade). Again, because higher Campaign AI will reduce recruitment cost, Lords will have more money as a side effect (saving money is gaining money in this case) and they will have more money to upgrade troops with.
Skills, Stats, and Proficiencies
Without tweaks or cheats, the attribute cap is 63, the skill cap is 10, and the proficiency cap is 699.
I'll get right to the most important tip: the +4 bonus player gets for leveling party skills doesn't require a companion to have the skill!
If you have 10 pathfinding, you will get the 10(+4) even if not a single companion in your party has a point of pathfinding. You can test this by starting a new game, importing a character with 10 in every skill. You will notice that you have +4 in every party skill despite no companions being in your party. This means that if you are playing a brainy character, you will only need a couple of INT companions so that you can get them to 10 in the party skills that you don't plan on leveling.
If you need advice on leveling companions, I would suggest two things: Bandit camp quests and hunting down bandits with just your companions in your party.
Approximately 1/5th of strength is added to your damage output. This means that every 5 points of strength will increase your damage by about 1.
Every point of agility gives you an increase in movement speed approximately equal to 1/4 or 1/5ths of a point of athletics.
Every point of agility gives you 0.5%+ attack speed.
Persuasion increases the chance of routed enemies surrendering, meaning they become prisoners in your party without you having to fight them.
Every 100 points of proficiency increases attack speed by about 15%. Additionally, with melee weapons, every 100 points of proficiency increases damage by 5%.
Controls
Campaign Map
Hold down CTRL+SPACE while moving on the campaign map to speed up game time.
CTRL+Left click on items to buy and sell quickly at merchants.
Mount And Blade Warband Spawn Troops List
BattlesIf you attack in the direction you're being attacked right as soon as you're about to get hit, you'll parry the strike. This is known as the 'chamber block'.
Press E to kick. Pretty useless, usually.
Pressing Backspace in a battle will give you a minimap and allow you to control your troops by clicking on the minimap.
You can also hold down F1 in a battle and you'll be able to drag around a rallying point, which allows you to control your troops. You can make separate rallying points for each group.
Certain weapons, especially throwing weapons, have multiple attack types/styles. X swaps between them. Try it with a throwing axe or jarid.
Tips and Tricks
Keeping horses in your inventory will reduce the party speed penalty for carrying heavy things. However, if you carry too many, it will just slow you down and take up needed inventory space. I personally prefer 3 horses.
If someone in your party has high First Aid, you can heal lame horses by keeping them in your inventory. This is important because there is a chance of your horse dying if it gets downed in combat while lame. Unfortunately, you will not recover positive modifiers (such as Spirited) after healing your horse.
Similarly, your shield can get damaged if it breaks too many times. I believe that it can break completely as well if it keeps breaking after getting damaged. Unlike horses, you cannot repair/heal shields.
The recruitment option for a village is reset by a relations change. What you can do is recruit, then take a quest and recruit again, then fail the quest and recruit again, then take another quest and recruit again, then fail that quest and recruit again. You can easily get 50+ recruits from a single village this way. Most of your companions will complain about failing a quest, but unless they are already extremely unhappy, they won't leave.
Additionally, if a village has low prosperity, you can ask the villagers 'How is life here?' and one might ask you for a donation of 300 denars in exchange for 1 relation point with the village. While this does not appear to be a meaningful amount, as I discussed above, a relation change with a village allows you to recruit from them again.
If you have high relations with a village, there is a chance of you getting higher tier troops from recruitment with them. If you are really lucky, you could even end up recruiting elite troops, like huscarls from a Nord village, without having to train them. I have heard of two stories of getting 50+ Huscarls from a village, and one story of someone getting dozens of Swadian knights from a village.
Brief Overview of Warband's Meta
There are two mainstream metas for character and companion combos:
For combat characters supported by INT companions, you generally want to build your character as a heavily armored horse archer with a melee weapon as a side weapon. So you could go Bow+Arrows+Arrows+2H sword, or Bow+Arrows+Sword+Shield. Horse archer builds excel in prolonged battles, and theoretically, as a player, you could solo an entire army by yourself if you had enough arrows with you. I do not recommend getting 10 horse archery, most pros I've seen suggest 4-6 as the ideal amount of horse archery.
Mount And Blade Warband Unit Tree
For commander characters supported mostly by combat companions, you want to prioritize three skills, the 'Trinity' of skills: Surgery, Pathfinding, and Trainer.For commander INT characters I would still put a few points into trainer on each of your companions. And your couple of INT companions should have 10 trainer for sure.
If you go INT, you'll want to be using a crossbow. You should also give your INT companions crossbows.
CHA is probably the worst stat for the player character to focus on. A CHA build is useful for newer players, since 10 Leadership allows your armies to be larger and require less weekly upkeep. But an experienced player will have no issues with party size or money. I would consider a CHA build a 'training wheels' build.
All skills in Warband are useful to some extent, but not all are equally useful for the Player. The 'non-meta' skills are Power Throw, Tracking, Persuasion, First Aid, and Trade.
For Tracking, just have a companion with a few points in it.
For Persuasion, it helps you marry earlier, helps you hire mercenaries cheaper, and helps you convince lords to defect to your kingdom. It also allows you to convince routed enemies to become your prisoners. The only one that really matters from a meta perspective is the defection.
For Trade, it really helps to have a trading companion but the player should absolutely never invest into Trade unless you plan on RP'ing.
For armies, the meta is pretty simple.
Mount And Blade Warband Best Faction Units
In the field, Swadian Knights > everything. Heavy cavalry dominates the meta, both in Native and nearly every single mod I have played. If you do not like the heavy cavalry meta, I would suggest the Viking Conquest DLC.As far as sieges go, it's all about those Huscarls and Rhodok Crossbowmen. Swadian knights will work about as well as huscarls, but they are far more expensive.
Recommended for You:
Mount And Blade Warband Units
- All Mount and Blade Warband Guides!
You May Also Like:
Hey everyone.
I think guides can be very useful so I decided to try an make one, and assembling data, facts etc.
I hope this guide will give an good overview and brief about the diffrent units and factions. This guide doesn’t includes troop trees, because you can find them so many places. Just go at the mount and blade wiki and you will find a troop tree to each faction. Besides I haven’t included everything like a nord huscarl can beat a looter, because if it can beat a mountain bandit, it can kill a looter. And of course infantry have a hard time catching cavalry etc. I hope you like it and I’m sorry for misspellings, mistakes etc. I would like to hear/read constructive critism, improvements, suggestions etc etc.
Sources: Playing the game, other guides, comparing unit stats, testing units etc. Well here it goes:
Mount and blade – Unit + Faction guide
Faction: Nords.
Colour: Yellow.
Position at the map: North.
Troop types used: Light and heavy infantry. Moderately effective archers.
Special unit: Nord huscarl.
Faction description: The nordic kingdom is meant as the vikings from the northern European lands, more precisely the Scandinavia. The nords had fiercely barbarians who believed in northern mythology. The nords favour axes, round shields and troops on foot. They too have a lot of fish to offer in their towns and villages, because they are placed at the coast. Tehir faction leader is King Ragnar and their claimant is Letwhin Far-seeker.
Description of the nordic units
Nord recruit. (very light infantry): A fresh new recruit. With not very or little experience in military warfare, the nord recruit should only be used as cannon fodder and meat shields, they aren’t good for much. They are able to wear, hatchets, 2 hand wielded axes, forks and their peasent clothes.
Advantages: Nothing, but are able to beat looters and other recruits.
Disadvantages: Bad against almost everything and is especially vulnerable to missile fire and cavalry charges.
Nord footman. (light infantry). A great improvement from their foreigners. This unit is the only nord unit who have a change of ever wear a spear. They have moderatly protective round shields, swords and axes and wear not metal armour, but better and stronger clothes than the last tier of unit. They are light infantry, but are however able to hold a front line for a while, but they will need reinforsments in the long run. They are not recommended for anything, but the nessasary.
Advantages: Can kill very light troops and are good against shield wearing enemies.
Disadvantegs: Very weak against cavalry.
Nord trained footman. (moderatly heavy infantry)
This unit are able to hold and break a front line with some luck. They are able to wear, axes, chainmail, protective helmets, and round shields. They can however, get killed my top tier units easily.
Advantages: Good against missile troops and holding a battle line.
Disadvantages: Weak against cavalry and top tier units.
Nord warrior. (heavy infantry) As the name tells, these are warriors. A fiercy warrior ready for battle. They can hold a defense of a castle or town and are good in sieges too. They are able to wear, axes, round shields, swords and strong helmets.
Advantages: Good in castle/town battles, and can easily kill weak low tier units.
Disadvantages: Weak against cavalry and top tier units.
Nord veteran. (heavy infantry) All of the above, this unit is just better than its foriegner.
Nord huscarl. (very heavy infantry) This unit is the nords special unit. This unit is the best heavy infantry in the whole game. This is the nords special unit, able to hold a strong defense and break a strong defense. They are exellent in hand to hand combat and can kill any unit in hand to hand combat. Bewary however, these guys might use 2 hand wielded axes, and are very vulnerable to missile fire. They are able to wear, axes, throwing axes, 2 hand wielded axes, strong shields, good helmets, and strong chain and leather armour.
Advantages: Good in sieges and in hand to hand combat.
Disadvantages: slow, and vulnerable to cavalry.
Nord huntsman. (weak missile troop) These are just the same as the recruit, just with bows.
Advantages: not much, but are good against units with no shield or bad armour.
Disadvantages: very weak and extremly vulnerable to cavalry charges.
Nord archer. (moderatly missile troop) The nord archer is much better than the nord huntsman. It has a change of getting a 2 hand wielded axe, got some leather armour, but not much else. The nord archer isn’t a great archer at all, but can be used as castle/town defense or to take out weaker enemies.
Advantages: Good against weaker enemies and infantry.
Disadvantage: Weak against cavalry and don’t have much skill or strong armour.
Nord veteran archer. (moderatly effective archer) The nord veteran archer can be used efficient in castle/town defenses, in siege or in the field. It still doesn’t able to match other archers in any way, except the low tier archers.
Advantages: Good in castle/town defenses or sieges. Excellent against low tier troops.
Disadvantages: Vulnerable to cavalry and can’t match other arhcers.
Faction: Vaegirs
Colour: Green.
Position at the map: East.
Troop types used: Heavy infantry, strong archers and heavy cavalry.
Special unit: Vaegir marksman.
Faction description: The kingdom of vaegirs looks a bit russian with their looks. They prefer axes and bows. They does too like shiney armour. Their faction leader is King Yaroglek and their claimant is Prince Valdym the bastard.
Description of the vaegir units:
Vaegir recruit. (very light infantry) This unit is like any other recruit, weak, fresh and inexperienced. They should only be used as cannon fodder and/or meat shields. They are not good against anything, but they are able to kill very weak troops like looters and other recruits. The vaegir recruit tend to use.
Advantages: Nothing, but are able to beat looters and other recruits.
Disadvantages: Bad against almost everything and is especially vulnerable to missile fire and cavalry charges.
Vaergir footman. (light infantry) This is a light infantry troop and not good for much, but however they are able to hold a front line for a while, but they will need reinforsments in the long run. They are not recommended for anything, but the nessasary. The vaegir footman tend to be wearing and using furs as armour, leather caps and helmets and spiked clubs.
Advantages: Good against weaker troops.
Disadvantages: Not good against medium-top tier units and very weak against cavalry.
Vaegir veteran. (medium heavy infantry/light cavalry) This unit got a chance of getting a horse. They are able to hold and break a front line against weaker and medium troop types. They quite often use a spiked mace and wear medium sized and strong shields. If it got a horse it can be used as light cavalry and distract the enemy for a while and might kill a few units.
Advantages: Good against low-medium tier units, and if is on a horse, good against archers too.
Disadvantages: not good armour and weak and slow horses.
Vaegir infantry. (heavy infantry) The vaegir infantry is a good and nice infantry unit. The unit often wears some quite decent armour, medium strong helmets and a sword or a spear as a weapons. It does too have medium strong shield.
Advantages: Good against all kinds of weaker troops.
Disadvantages: Weak against top tier units and calvary charges.
Vaegir guard. (heavy infantry) The vaegir guard mostly uses 2 hand wielded weapons, like a 2 hand wielded axe. Therefore they are strong in offense, but with out no shield, extremly weak when under missile fire. They wear however, strong decent armour and helmets.
Advantages: Good against armoured troops.
Disadvantages: Weak when under missile fire.
Vaegir horseman. (strong light cavalry) This unit is not at all as strong as the swadian man at arms, but however it is still a nice cavalry unit to have in your army. It wears the same as vaegir infantry, but this one is riding on a horse and the horses are unarmoured, but fast.
Advantages: Good against light troops and other light cavalry. Good for catching horse archers.
Disadvantages: Unarmoured horse, so weak against top tier end units.
Vaegir knight. (strong heavy cavalry) This unit is almost as strong as the swadian knight cavalry unit. But I would still prefer an army of swadian knights, than an army full of these. They are incredible strong, and can be used as very heavy infantry too. It is good for siege battles and in open battles. It wears 2 handed weapons, spears, swords, strong armour and a good tough shield.
Advantages: Good against almost all kind of troops.
Disadvantages: Weak against spear opponents.
Vaegir skirmisher. (light missile troop) The vaegir skirmisher is just like the footman, but is a missile unit. It sometimes throw spears, instead of using bows.
Advantages: Good against light opponents.
Disadvantages: weak, and extremly vulnerable to heavy cavalry charges.
Vaegir archer. (medium missile troop) The vaegir archer is a good arhcer. It wears a fine bow, bad armour however, but is good at shooting arrows and in volleys. It wears a 2 handed wielded axe for hand to hand combat.
Advantages: Good against light-medium strong units.
Disadvantages: Weak against heavy cavalry charges and top tier units.
Vaergir marksman. (heavy missile troop) This is the vaegirs special unit. The vaegir marksman is like a sniper. It is good at shooting, fires fast and are strong. It can also fight in hand to hand combat decent. It wears a halberd for hand to hand combat. It has some decent armour and wears a nice strong helmet.
Advantages: Good against infatry and other missile troops. Good at defending or attacking castles/towns too.
Disadvantages: Weak against cavalry charges and in hand to hand combat against heavy infantry/cavalry units.
Faction: Kingdom of Swadia.
Colour: Orange
Position at the map: Center.
Troop types used: Heavy infantry, Heavy cavalry, decent strong missile troops.
Special unit: The swadian knight.
Faction description: The swadian are a rich and powerful faction. They are probably meant to be a faction from the middle of Europe somewhere. They favor swords, lances, morningstars, heavy cavalry and crowsbows. It have been told that the swadians once ruled over calradia, but now they are torn apart and have lost it’s iron grip over Calradia.
Description of the swadian units:
Swadian recruit. (very light infantry) The swadian recruit are just like any other recruit. Weak, inexperienced and not very well armoured or skilled in anything. They are however able to beat looters, peasents and other recruits. They often wears their farmer tools, a sword or fighting/military picks as a weapon.
Advantages: None, except good for cannon fodder or meat shields.
Disadvantages: Bad against almost everything.
Swadian militia. (light infantry/light crowsbowmen) The swadian militia got a chance of getting a crowsbow. They are much better than the swadian recruit. They can fight and kill weaker troops like looters, mountain bandits, and other light infantry and very light infantry. They are not recommended to be used as a last hope or defense. And they should not be used against tough enemies. They wear padded cloth, a decent helmet, and uses swords, crowsbows and fighting/military picks.
Advantages: Good against light and very light troops.
Disadvantages: Weak against tougher enemies and cavalry.
Swadian footman. (strong light infantry) The swadian footman is still a light infantry. But they can hold and break a battle line when demanded. They can easily kill light troops and they can take up a fight against tougher enemies if they are just a little outnumbering them. They usually wear sturdy leather amour, uses swords, shields, and wear decent strong helmets.
Advantages: Good against light and medium troops.
Disadvantages: Weak against cavalry and strong enemies.
Swadian infantry. (heavy infantry) The swadian infantry unit is good at besieging castle and towns and defending them. They also do formiddable in open field combat. They wears alot of chainmail, metal helmets, swords, fighting/military picks and kite shields. They are truly a dangerous enemy to face.
Advantages: Strong vs weaker and medium troops. Good in sieges and at defending castles/towns.
Disadvantages: It has some troubles beating top tier units and it is vulnerable to cavalry charges.
Swadian seargent. (heavy infantry) The swadian seargent infantry unit is the same as the swadian infantry, just better in every way. It often wears coat of plates and morning stars too.
Advantages: Strong vs weaker and medium troops. Good in sieges and at defending castles/towns.
Disadvantages: It has some troubles beating top tier units and it is vulnerable to cavalry charges.
Swadian knight. (very heavy cavalry) This is the swadians special unit. The swadian knight is a very powerful unit. It has strong armour, strong helmets, sometimes a strong armoured horse too, otherwise it has a fast horse. They usually uses morning stars, lance, or a sword as a weapon. It wears tough strong armour and good strong helmets and a nice strong shield. Even when they are dismounted they can function as excellent infantry and they will be almost as powerful as the nord huscarl. They are good in sieges and defending castles/towns as well. It is extremly dangerous in cavalry charges and in general open field battles.
Advantages: Good in sieges of castles/towns and in open field battles. Good against almost all units, and especially agaisnt archers.
Disadvantages: Not as useful at maps with alot of hills though. It is slow on foot too.
Swadian skirmisher. (very light missile unit) the swadian skirmisher is not very strong, but is a missile unit and can therefore still be very useful. It wears weak armour and uses a crowsbow as a weapon. It has a decent strong helmet though.
Advantages: Good against light opponents.
Disadvantages: weak, and extremly vulnerable to heavy cavalry charges.
Swadian crowsbowman. (light missile unit) the swadian crowsbowman is not good for much, except guarding castles/towns and attacking them. If however they are used on open ground, they should definitely not engage in melee combat at all cost. They should be kept on high ground and be working as a supporting unit, who gives cover -and support fire.
Advantages: Good against unshielded and weaker troops.
Disadvantages: Not good in hand to hand combat and very vulnerable to cavalry attacks.
Swadian sharpshooter. (medium/heavy missile unit) the swadian sharpshooter, is just like a sniper, it is pretty good at hitting its target, and is really not a unit you can go wrong with. It wears some nice chainmail, a decent strong helmet, and a sword for backup, if it comes in hand to hand combat. It is very good at attacking and defending castles/towns.
Advantages: Good at defending and attacking castles/towns. Good against unshielded troops and as a support troop.
Disadvantages: Weak against cavalry charges. Not so strong in hand to hand combat.
Faction: Khergits
Colour: Pink
Position at the map: South.
Troop types used: Very light infantry,very light cavalry, light cavalry and heavy cavalry.
Special unit: Khergit veteran horse archer.
Description of the Khergit faction. The khergits are meant as being a faction from the eastern lands in Asia, like from Mongolia. They favor horses and are the only faction in the game, who uses horse archers.
Description of the khergit units.
Khergit tribesman. (very light infantry/archer/very light missile cavalry) The khergit tribesman has a chance of getting a horse, but else they are just like any other recruits. They do usually wear weak farmer clothes, a club, and no helmet. They sometimes use bow and arrows however.
Advantages: None at all, except decent against looters and other recruits.
Disadvantages: Very weak and not good for much.
Khergit skirmisher. (light missile cavalry) The khergit skirmisher uses a spear, bow and an unamoured and horse. They do also have a round shield and a cap or other clothes to protect their heads.
Advantages: Good against unshielded and weak units.
Disadvantages: Not good in sieges or in fields with alot of hills.
Khergit horseman. (light missile cavalry) The khergit horseman still uses a cap or other clothes to protect their heads, but they have some sturdier clothes, a shield, spear, sabre and also a bow. They are good in field battles against weaker-medium troops.
Advantages: Good in field battles, good at defending castles/towns or siege them as a archer.
Disadvantages: Not good in fields with alot of hills and in sieges working as infantry.
Khergit lancer. (heavy cavalry/missile cavalry unit)The khergit lancer is a really great upgrading from the last tier. They uses shiny strong armour, a good shield and a heavy nice sabre. It wears a medium strong helmet and a fast horse. It also sometimes have a bow and can be working as a horse archer. They are good an ok unit at attacking castles/towns, and a good unit defending them. It is a great unit in the field. Some people might say that this is light cavalry, but I think it is eaither light heavy cavalry or very heavy light cavalry.
Advantages: Good in the field against medium-heavy troops. Good at defending and ok at attacking castles/towns.
Disadvantages: Weak against other heavy cavalry and spear units.
Khergit horse archer. (light cavalry missile unit) The khergit horse archer is really a fine unit in field battles. It can run around enemies, shooting them with arrows and then engage in melee combat. It is good at defending and attacking castles/towns too as an archer. It often wears robes, caps, sabre, shield, spear, and bow and arrows. The unit does have a fast horse too.
Advantages: Good in field battles against weaker-medium troops. Good at defending and attacking castles/towns as an archer.
Disadvantages: Weak against spear units, fast cavalry and in melee combat against heavier troops.
Khergit veteran horse archer. (light cavalry missile unit) This is the khergits special unit. It is the same as the unit above, but just better. You will probably also some rare times see this unit with throwing javelins.
Advantages: Good in field battles against weaker-medium troops. Good at defending and attacking castles/towns as an archer.
Disadvantages: Weak against spear units, fast cavalry and in melee combat against heavier troops.
Faction: Rhodoks
Colour: Cyan
Position at the map: South west.
Troop types used: Light and heavy infantry. Missile troops.
Special unit: Rhodok crowsbowman/rhodok seargent.
Description of the faction: The rhodoks is a tough people. Their troops has more hitpoints compared to the other factions. They favor spears and crowsbows. Mainly because they might be supposed to be fighing against the horse favouring khergit empire.
Description of the rhodoks units.
Rhodok tribesman. (very light infantry) The rhodok tribesman is just like any other recruit, weak, new, fresh and inexperienced. The rhodok trbiesman usually wear and use a shield, farmer clothes and forks. They are good as cannon fodder or meat shields.
Advantages: Nothing, but are able to beat looters and other recruits.
Disadvantages: Bad against almost everything and is especially vulnerable to missile fire and cavalry charges.
Rhodok spearman. (light infantry) The rhodok spearmen should be an anti cavalry units, but it can easily get slauhtered. The unit wears a shield, medium clothes, spear and leather helmets.
Advantages: Good against weaker troops and weaker cavalry.
Disadvantages: Very weak against heavier troops and fast and heavy cavalry.
Rhodok trained spearman. (light infantry) The rhodok trained spearmen is an anti cavalry unit too. It wears a spear, some sturdier clothes and a shield. It is medium effective against cavalry, but still can’t take down the heavier troops alone with ease.
Advantages: Effective against light cavalry and other light troops.
Disadvantages: Not effective against other medium and heavy infantry.
Rhodok veteran spearman. (light/heavy infantry) The rhodok veteran spearman is much better than the rhodok trained spearman. It has some chainmail, spiked clubs, sword, shield, spear, and a shield.
Advantages: Effective against all light and medium troops.
Disadvantages: Weak against strong units and heavy cavalry.
Rhodok seargent. (heavy infantry) The rhodok seargent is really a nice unit. It is able to use a spear, sword, glaive, shield, a kettle helmet or a guard helmet and a surcoat. It is effective against all light and medium troops and is able to defeat stronger troops too.
Advantages: Good against light and medium cavalry and most other units.
Disadvantages: Even though it is the highest tier infantry from the rhodoks it still has some big troubles killing the heavy cavalry.
Rhodok crowsbowman. (light missile unit) The rhodok crowsbowman of course wears a crowsbow and bolts. It is able to wear a shield, which when shooting arrows will be protecting its back. It wears weak armour clothes. It is effective when defending or attacking castles/towns and on hills at the battle field.
Advantages: Good when on high ground like hills, castles/towns. Effective against unshielded and lesser amoured opponent.
Disadvantages: Not good in melee combat and vulnerable to cavalry attacks.
Rhodok trained crowsbowman (medium missile unit) The rhodok crowsbowman is the exact same as the rhodok crowsbowman, but just a little better and this unit wears some leather as a helmet to protect its head.
Advantages: Good when on high ground like hills, castles/towns. Effective against unshielded and lesser amoured opponent.
Disadvantages: Not good in melee combat and vulnerable to cavalry attacks.
Rhodok sharpshooter. (heavy missile unit) The rhodok sharpshooter is the rhodoks special unit. It has great shooting abilities. It is just like a sniper and its very accurate, but it fires slower than the vaegir marksman. It wears chainmail, kettle helmets, shields, and a sword for engaging in melee combat. It can be used as medium infantry too. It is very effective on high ground like hills/castes/towns.
Advantages: Good at defending and attacking casltes/towns and when on hills. It is a great supporting unit. Very effective against unshielded or no very well armoured enemies.
Disadvantages: Weak against heavier trooper and cavalry.
The end.
Kindly regards Heckani.
I think guides can be very useful so I decided to try an make one, and assembling data, facts etc.
I hope this guide will give an good overview and brief about the diffrent units and factions. This guide doesn’t includes troop trees, because you can find them so many places. Just go at the mount and blade wiki and you will find a troop tree to each faction. Besides I haven’t included everything like a nord huscarl can beat a looter, because if it can beat a mountain bandit, it can kill a looter. And of course infantry have a hard time catching cavalry etc. I hope you like it and I’m sorry for misspellings, mistakes etc. I would like to hear/read constructive critism, improvements, suggestions etc etc.
Sources: Playing the game, other guides, comparing unit stats, testing units etc. Well here it goes:
Mount and blade – Unit + Faction guide
Faction: Nords.
Colour: Yellow.
Position at the map: North.
Troop types used: Light and heavy infantry. Moderately effective archers.
Special unit: Nord huscarl.
Faction description: The nordic kingdom is meant as the vikings from the northern European lands, more precisely the Scandinavia. The nords had fiercely barbarians who believed in northern mythology. The nords favour axes, round shields and troops on foot. They too have a lot of fish to offer in their towns and villages, because they are placed at the coast. Tehir faction leader is King Ragnar and their claimant is Letwhin Far-seeker.
Description of the nordic units
Nord recruit. (very light infantry): A fresh new recruit. With not very or little experience in military warfare, the nord recruit should only be used as cannon fodder and meat shields, they aren’t good for much. They are able to wear, hatchets, 2 hand wielded axes, forks and their peasent clothes.
Advantages: Nothing, but are able to beat looters and other recruits.
Disadvantages: Bad against almost everything and is especially vulnerable to missile fire and cavalry charges.
Nord footman. (light infantry). A great improvement from their foreigners. This unit is the only nord unit who have a change of ever wear a spear. They have moderatly protective round shields, swords and axes and wear not metal armour, but better and stronger clothes than the last tier of unit. They are light infantry, but are however able to hold a front line for a while, but they will need reinforsments in the long run. They are not recommended for anything, but the nessasary.
Advantages: Can kill very light troops and are good against shield wearing enemies.
Disadvantegs: Very weak against cavalry.
Nord trained footman. (moderatly heavy infantry)
This unit are able to hold and break a front line with some luck. They are able to wear, axes, chainmail, protective helmets, and round shields. They can however, get killed my top tier units easily.
Advantages: Good against missile troops and holding a battle line.
Disadvantages: Weak against cavalry and top tier units.
Nord warrior. (heavy infantry) As the name tells, these are warriors. A fiercy warrior ready for battle. They can hold a defense of a castle or town and are good in sieges too. They are able to wear, axes, round shields, swords and strong helmets.
Advantages: Good in castle/town battles, and can easily kill weak low tier units.
Disadvantages: Weak against cavalry and top tier units.
Nord veteran. (heavy infantry) All of the above, this unit is just better than its foriegner.
Nord huscarl. (very heavy infantry) This unit is the nords special unit. This unit is the best heavy infantry in the whole game. This is the nords special unit, able to hold a strong defense and break a strong defense. They are exellent in hand to hand combat and can kill any unit in hand to hand combat. Bewary however, these guys might use 2 hand wielded axes, and are very vulnerable to missile fire. They are able to wear, axes, throwing axes, 2 hand wielded axes, strong shields, good helmets, and strong chain and leather armour.
Advantages: Good in sieges and in hand to hand combat.
Disadvantages: slow, and vulnerable to cavalry.
Nord huntsman. (weak missile troop) These are just the same as the recruit, just with bows.
Advantages: not much, but are good against units with no shield or bad armour.
Disadvantages: very weak and extremly vulnerable to cavalry charges.
Nord archer. (moderatly missile troop) The nord archer is much better than the nord huntsman. It has a change of getting a 2 hand wielded axe, got some leather armour, but not much else. The nord archer isn’t a great archer at all, but can be used as castle/town defense or to take out weaker enemies.
Advantages: Good against weaker enemies and infantry.
Disadvantage: Weak against cavalry and don’t have much skill or strong armour.
Nord veteran archer. (moderatly effective archer) The nord veteran archer can be used efficient in castle/town defenses, in siege or in the field. It still doesn’t able to match other archers in any way, except the low tier archers.
Advantages: Good in castle/town defenses or sieges. Excellent against low tier troops.
Disadvantages: Vulnerable to cavalry and can’t match other arhcers.
Faction: Vaegirs
Colour: Green.
Position at the map: East.
Troop types used: Heavy infantry, strong archers and heavy cavalry.
Special unit: Vaegir marksman.
Faction description: The kingdom of vaegirs looks a bit russian with their looks. They prefer axes and bows. They does too like shiney armour. Their faction leader is King Yaroglek and their claimant is Prince Valdym the bastard.
Description of the vaegir units:
Vaegir recruit. (very light infantry) This unit is like any other recruit, weak, fresh and inexperienced. They should only be used as cannon fodder and/or meat shields. They are not good against anything, but they are able to kill very weak troops like looters and other recruits. The vaegir recruit tend to use.
Advantages: Nothing, but are able to beat looters and other recruits.
Disadvantages: Bad against almost everything and is especially vulnerable to missile fire and cavalry charges.
Vaergir footman. (light infantry) This is a light infantry troop and not good for much, but however they are able to hold a front line for a while, but they will need reinforsments in the long run. They are not recommended for anything, but the nessasary. The vaegir footman tend to be wearing and using furs as armour, leather caps and helmets and spiked clubs.
Advantages: Good against weaker troops.
Disadvantages: Not good against medium-top tier units and very weak against cavalry.
Vaegir veteran. (medium heavy infantry/light cavalry) This unit got a chance of getting a horse. They are able to hold and break a front line against weaker and medium troop types. They quite often use a spiked mace and wear medium sized and strong shields. If it got a horse it can be used as light cavalry and distract the enemy for a while and might kill a few units.
Advantages: Good against low-medium tier units, and if is on a horse, good against archers too.
Disadvantages: not good armour and weak and slow horses.
Vaegir infantry. (heavy infantry) The vaegir infantry is a good and nice infantry unit. The unit often wears some quite decent armour, medium strong helmets and a sword or a spear as a weapons. It does too have medium strong shield.
Advantages: Good against all kinds of weaker troops.
Disadvantages: Weak against top tier units and calvary charges.
Vaegir guard. (heavy infantry) The vaegir guard mostly uses 2 hand wielded weapons, like a 2 hand wielded axe. Therefore they are strong in offense, but with out no shield, extremly weak when under missile fire. They wear however, strong decent armour and helmets.
Advantages: Good against armoured troops.
Disadvantages: Weak when under missile fire.
Vaegir horseman. (strong light cavalry) This unit is not at all as strong as the swadian man at arms, but however it is still a nice cavalry unit to have in your army. It wears the same as vaegir infantry, but this one is riding on a horse and the horses are unarmoured, but fast.
Advantages: Good against light troops and other light cavalry. Good for catching horse archers.
Disadvantages: Unarmoured horse, so weak against top tier end units.
Vaegir knight. (strong heavy cavalry) This unit is almost as strong as the swadian knight cavalry unit. But I would still prefer an army of swadian knights, than an army full of these. They are incredible strong, and can be used as very heavy infantry too. It is good for siege battles and in open battles. It wears 2 handed weapons, spears, swords, strong armour and a good tough shield.
Advantages: Good against almost all kind of troops.
Disadvantages: Weak against spear opponents.
Vaegir skirmisher. (light missile troop) The vaegir skirmisher is just like the footman, but is a missile unit. It sometimes throw spears, instead of using bows.
Advantages: Good against light opponents.
Disadvantages: weak, and extremly vulnerable to heavy cavalry charges.
Vaegir archer. (medium missile troop) The vaegir archer is a good arhcer. It wears a fine bow, bad armour however, but is good at shooting arrows and in volleys. It wears a 2 handed wielded axe for hand to hand combat.
Advantages: Good against light-medium strong units.
Disadvantages: Weak against heavy cavalry charges and top tier units.
Vaergir marksman. (heavy missile troop) This is the vaegirs special unit. The vaegir marksman is like a sniper. It is good at shooting, fires fast and are strong. It can also fight in hand to hand combat decent. It wears a halberd for hand to hand combat. It has some decent armour and wears a nice strong helmet.
Advantages: Good against infatry and other missile troops. Good at defending or attacking castles/towns too.
Disadvantages: Weak against cavalry charges and in hand to hand combat against heavy infantry/cavalry units.
Faction: Kingdom of Swadia.
Colour: Orange
Position at the map: Center.
Troop types used: Heavy infantry, Heavy cavalry, decent strong missile troops.
Special unit: The swadian knight.
Faction description: The swadian are a rich and powerful faction. They are probably meant to be a faction from the middle of Europe somewhere. They favor swords, lances, morningstars, heavy cavalry and crowsbows. It have been told that the swadians once ruled over calradia, but now they are torn apart and have lost it’s iron grip over Calradia.
Description of the swadian units:
Swadian recruit. (very light infantry) The swadian recruit are just like any other recruit. Weak, inexperienced and not very well armoured or skilled in anything. They are however able to beat looters, peasents and other recruits. They often wears their farmer tools, a sword or fighting/military picks as a weapon.
Advantages: None, except good for cannon fodder or meat shields.
Disadvantages: Bad against almost everything.
Swadian militia. (light infantry/light crowsbowmen) The swadian militia got a chance of getting a crowsbow. They are much better than the swadian recruit. They can fight and kill weaker troops like looters, mountain bandits, and other light infantry and very light infantry. They are not recommended to be used as a last hope or defense. And they should not be used against tough enemies. They wear padded cloth, a decent helmet, and uses swords, crowsbows and fighting/military picks.
Advantages: Good against light and very light troops.
Disadvantages: Weak against tougher enemies and cavalry.
Swadian footman. (strong light infantry) The swadian footman is still a light infantry. But they can hold and break a battle line when demanded. They can easily kill light troops and they can take up a fight against tougher enemies if they are just a little outnumbering them. They usually wear sturdy leather amour, uses swords, shields, and wear decent strong helmets.
Advantages: Good against light and medium troops.
Disadvantages: Weak against cavalry and strong enemies.
Swadian infantry. (heavy infantry) The swadian infantry unit is good at besieging castle and towns and defending them. They also do formiddable in open field combat. They wears alot of chainmail, metal helmets, swords, fighting/military picks and kite shields. They are truly a dangerous enemy to face.
Advantages: Strong vs weaker and medium troops. Good in sieges and at defending castles/towns.
Disadvantages: It has some troubles beating top tier units and it is vulnerable to cavalry charges.
Swadian seargent. (heavy infantry) The swadian seargent infantry unit is the same as the swadian infantry, just better in every way. It often wears coat of plates and morning stars too.
Advantages: Strong vs weaker and medium troops. Good in sieges and at defending castles/towns.
Disadvantages: It has some troubles beating top tier units and it is vulnerable to cavalry charges.
Swadian knight. (very heavy cavalry) This is the swadians special unit. The swadian knight is a very powerful unit. It has strong armour, strong helmets, sometimes a strong armoured horse too, otherwise it has a fast horse. They usually uses morning stars, lance, or a sword as a weapon. It wears tough strong armour and good strong helmets and a nice strong shield. Even when they are dismounted they can function as excellent infantry and they will be almost as powerful as the nord huscarl. They are good in sieges and defending castles/towns as well. It is extremly dangerous in cavalry charges and in general open field battles.
Advantages: Good in sieges of castles/towns and in open field battles. Good against almost all units, and especially agaisnt archers.
Disadvantages: Not as useful at maps with alot of hills though. It is slow on foot too.
Swadian skirmisher. (very light missile unit) the swadian skirmisher is not very strong, but is a missile unit and can therefore still be very useful. It wears weak armour and uses a crowsbow as a weapon. It has a decent strong helmet though.
Advantages: Good against light opponents.
Disadvantages: weak, and extremly vulnerable to heavy cavalry charges.
Swadian crowsbowman. (light missile unit) the swadian crowsbowman is not good for much, except guarding castles/towns and attacking them. If however they are used on open ground, they should definitely not engage in melee combat at all cost. They should be kept on high ground and be working as a supporting unit, who gives cover -and support fire.
Advantages: Good against unshielded and weaker troops.
Disadvantages: Not good in hand to hand combat and very vulnerable to cavalry attacks.
Swadian sharpshooter. (medium/heavy missile unit) the swadian sharpshooter, is just like a sniper, it is pretty good at hitting its target, and is really not a unit you can go wrong with. It wears some nice chainmail, a decent strong helmet, and a sword for backup, if it comes in hand to hand combat. It is very good at attacking and defending castles/towns.
Advantages: Good at defending and attacking castles/towns. Good against unshielded troops and as a support troop.
Disadvantages: Weak against cavalry charges. Not so strong in hand to hand combat.
Faction: Khergits
Colour: Pink
Position at the map: South.
Troop types used: Very light infantry,very light cavalry, light cavalry and heavy cavalry.
Special unit: Khergit veteran horse archer.
Description of the Khergit faction. The khergits are meant as being a faction from the eastern lands in Asia, like from Mongolia. They favor horses and are the only faction in the game, who uses horse archers.
Description of the khergit units.
Khergit tribesman. (very light infantry/archer/very light missile cavalry) The khergit tribesman has a chance of getting a horse, but else they are just like any other recruits. They do usually wear weak farmer clothes, a club, and no helmet. They sometimes use bow and arrows however.
Advantages: None at all, except decent against looters and other recruits.
Disadvantages: Very weak and not good for much.
Khergit skirmisher. (light missile cavalry) The khergit skirmisher uses a spear, bow and an unamoured and horse. They do also have a round shield and a cap or other clothes to protect their heads.
Advantages: Good against unshielded and weak units.
Disadvantages: Not good in sieges or in fields with alot of hills.
Khergit horseman. (light missile cavalry) The khergit horseman still uses a cap or other clothes to protect their heads, but they have some sturdier clothes, a shield, spear, sabre and also a bow. They are good in field battles against weaker-medium troops.
Advantages: Good in field battles, good at defending castles/towns or siege them as a archer.
Disadvantages: Not good in fields with alot of hills and in sieges working as infantry.
Khergit lancer. (heavy cavalry/missile cavalry unit)The khergit lancer is a really great upgrading from the last tier. They uses shiny strong armour, a good shield and a heavy nice sabre. It wears a medium strong helmet and a fast horse. It also sometimes have a bow and can be working as a horse archer. They are good an ok unit at attacking castles/towns, and a good unit defending them. It is a great unit in the field. Some people might say that this is light cavalry, but I think it is eaither light heavy cavalry or very heavy light cavalry.
Advantages: Good in the field against medium-heavy troops. Good at defending and ok at attacking castles/towns.
Disadvantages: Weak against other heavy cavalry and spear units.
Khergit horse archer. (light cavalry missile unit) The khergit horse archer is really a fine unit in field battles. It can run around enemies, shooting them with arrows and then engage in melee combat. It is good at defending and attacking castles/towns too as an archer. It often wears robes, caps, sabre, shield, spear, and bow and arrows. The unit does have a fast horse too.
Advantages: Good in field battles against weaker-medium troops. Good at defending and attacking castles/towns as an archer.
Disadvantages: Weak against spear units, fast cavalry and in melee combat against heavier troops.
Khergit veteran horse archer. (light cavalry missile unit) This is the khergits special unit. It is the same as the unit above, but just better. You will probably also some rare times see this unit with throwing javelins.
Advantages: Good in field battles against weaker-medium troops. Good at defending and attacking castles/towns as an archer.
Disadvantages: Weak against spear units, fast cavalry and in melee combat against heavier troops.
Faction: Rhodoks
Colour: Cyan
Position at the map: South west.
Troop types used: Light and heavy infantry. Missile troops.
Special unit: Rhodok crowsbowman/rhodok seargent.
Description of the faction: The rhodoks is a tough people. Their troops has more hitpoints compared to the other factions. They favor spears and crowsbows. Mainly because they might be supposed to be fighing against the horse favouring khergit empire.
Description of the rhodoks units.
Rhodok tribesman. (very light infantry) The rhodok tribesman is just like any other recruit, weak, new, fresh and inexperienced. The rhodok trbiesman usually wear and use a shield, farmer clothes and forks. They are good as cannon fodder or meat shields.
Advantages: Nothing, but are able to beat looters and other recruits.
Disadvantages: Bad against almost everything and is especially vulnerable to missile fire and cavalry charges.
Rhodok spearman. (light infantry) The rhodok spearmen should be an anti cavalry units, but it can easily get slauhtered. The unit wears a shield, medium clothes, spear and leather helmets.
Advantages: Good against weaker troops and weaker cavalry.
Disadvantages: Very weak against heavier troops and fast and heavy cavalry.
Rhodok trained spearman. (light infantry) The rhodok trained spearmen is an anti cavalry unit too. It wears a spear, some sturdier clothes and a shield. It is medium effective against cavalry, but still can’t take down the heavier troops alone with ease.
Advantages: Effective against light cavalry and other light troops.
Disadvantages: Not effective against other medium and heavy infantry.
Rhodok veteran spearman. (light/heavy infantry) The rhodok veteran spearman is much better than the rhodok trained spearman. It has some chainmail, spiked clubs, sword, shield, spear, and a shield.
Advantages: Effective against all light and medium troops.
Disadvantages: Weak against strong units and heavy cavalry.
Rhodok seargent. (heavy infantry) The rhodok seargent is really a nice unit. It is able to use a spear, sword, glaive, shield, a kettle helmet or a guard helmet and a surcoat. It is effective against all light and medium troops and is able to defeat stronger troops too.
Advantages: Good against light and medium cavalry and most other units.
Disadvantages: Even though it is the highest tier infantry from the rhodoks it still has some big troubles killing the heavy cavalry.
Rhodok crowsbowman. (light missile unit) The rhodok crowsbowman of course wears a crowsbow and bolts. It is able to wear a shield, which when shooting arrows will be protecting its back. It wears weak armour clothes. It is effective when defending or attacking castles/towns and on hills at the battle field.
Advantages: Good when on high ground like hills, castles/towns. Effective against unshielded and lesser amoured opponent.
Disadvantages: Not good in melee combat and vulnerable to cavalry attacks.
Rhodok trained crowsbowman (medium missile unit) The rhodok crowsbowman is the exact same as the rhodok crowsbowman, but just a little better and this unit wears some leather as a helmet to protect its head.
Advantages: Good when on high ground like hills, castles/towns. Effective against unshielded and lesser amoured opponent.
Disadvantages: Not good in melee combat and vulnerable to cavalry attacks.
Rhodok sharpshooter. (heavy missile unit) The rhodok sharpshooter is the rhodoks special unit. It has great shooting abilities. It is just like a sniper and its very accurate, but it fires slower than the vaegir marksman. It wears chainmail, kettle helmets, shields, and a sword for engaging in melee combat. It can be used as medium infantry too. It is very effective on high ground like hills/castes/towns.
Advantages: Good at defending and attacking casltes/towns and when on hills. It is a great supporting unit. Very effective against unshielded or no very well armoured enemies.
Disadvantages: Weak against heavier trooper and cavalry.
The end.
Kindly regards Heckani.