Mount And Blade Warband Training Peasants
After a 4 years break, this ancient Mount and Blade Warband channel is suddenly pumping out videos again. He's personally one of the most knowledgeable Warband players I've seen and plays the game of thrones mod exclusively. Warband tips & tricks (self.mountandblade). 1/3 of my army size (about 30 troops at the moment) and keep them completely untrained, just peasants with pitchforks. Then I arrange my army with the Cavalry at the back, then the Archers, then the Infantry, then the Fodder as the front line. I found the Mount and Blade Wiki.
I am playing a female character and have fought a long time with the Kingdom of the Nords against Swadia, which resulted in them having only a few castles left.Now I am trying to help the female Claimant on the Throne. I have captured 1 Castle of Swadia, which has a good position since a lot of Nord Castles are between it and the remains of the Kingdom of Swadia.Capturing the remaining Castles seems to be very difficult, since my army's max size can be around 90, but all swadian Lords have around 200-400 Men in their Armies. And Swadia has still many lords, I think it is around 7 or 8. And they often group up on me, which makes me fight more than 600 men with my 70-90 men, depending on the current state.Restricting the Number of men in battle at once is not an option since you still have to fight the rest in a second battle and if you loose some in the first battle, the second one can still go ill.What is the best late game strategy to win against these lords and/or capturing their castles? You may have decided to support the claimant a bit early.
There's really not much you can do when all you have are 90 units with 1 lord vs 600 and 9 lords unless your party's stats (like surgery/first aid) are super high already.Here are some tips that may help you out:.A max army size of 90 means that you don't have enough Renown and Leadership. A good army size to have when declaring for a claimant is at minimum of 150. Next time you should try to boost your renown (by taking fewer units into battle against a higher number of enemies).
Having a renown of 1500 to 2000 is probably a minimum before striking out on your own. Also, put more points into leadership/charisma.Try to build up relationships with the lords of the faction your claimant is from (capturing and releasing them repeatedly will gain you relationships fairly quickly as well as improving your honor). If you do that, you can visit their lords while they are in their castles and persuade them to join your cause. This will increase your holdings and lords without having to fight them.
Since you'll always be the marshall of your faction, you can then ask your lords to join you in battle.Use only high tier units and play to their strengths. For the Nords, their best units is huscarls, but they aren't mounted so suffer when fighting in the open. Your best bet is to fight in moutnaineous terrain and tell all your units to hold out on top of a hill. This will drastically slow any mounted units heading at you, giving your huscarls plenty of time to throw their axes for tons of damage.Try to wait until there's a war between Swadia and someone else, when their leaders are distracted, go in and take their territory.
Also, wait until you see Swadia conquer a city, this is the best time to go and take that city from them as it won't be heavily defended.There are also some really cheap tricks you can do to take a castle without any losses, but that requires you to get some rhodok sharpshooters first. Just tell them to use their melee weapons and defend at the start of a castle battle. They'll be nearly invincible when hiding behind their board shields.
Then wait until the enemy runs out of missiles, then tell them to open fire. After your guys run out of missiles, retreat, and repeat. My strategy so far has been to get as many of the companions as i can and max one of each stat on different ones (the party skills only of course, and research the noble companions.
Best tog ear them for being a Lord rather than party member). 10 in wound treatment, surgery, first aid, trainer and path finding makes your downtime very.short.for troops i follow the 'specialist' builds.Infantry: Nord Huscarls (best melee, even over hired blades. Also hasthrown weapons to whittle away the enemy ranks before the evenclash.).Archers: Rhodok Sharpshooters and Nord Vet archers. I mix and matchbecause I feel rhodoks while powerful in ranged combat, they cannotmove and fire and their melee skills kind of stink.
The nord vets arebetter at melee defense if cavalry happen to get through.Cavalry: mix of merc cav, Saranid horsemen/mamlukes and swadianKnights/MAA. (While very expensive to upkeep, a completely cavalryarmy of this mix offers very good NON-SIEGE victory. Never bringcavalry to a siege, they will die or be incapacitated quicklycompared to hired blades and huscarls.From what i have read/seen this is what i consider the troops usefulness for(best to worst) Infantry. Nord huscarls.
Rhodok/Hired Blades. Swadian. Vaegir/sarranid. Khergit (no true infantry past 2nd upgrade so. Get Hired blades.
And kill Bandits and others to get Manhunters. Belive me Manhunters at thier best (Slave Chief) and Women peasant at their Best (Sword sister) are great just like Hired blade (best of Peasent).Both these three don't belong to any Faction, so fight any without fear of them running away.Don't go for Stats, I have fought hundreds Sword sister and Hired blade in Tournament and believe me they are toughest to kill. (They got improved Ai.i think. Ofcourse i dont know)(78 hired blades + 59 Swadian Knight + 34 Slave Chief + 31 Sword Sister + me + 6 companions with good armour) vs. (King Harlaus 846 Troops + 2 other Lords troop).Result: I won, with just 5 injured and 2 deaths.(78 hired blades + 55 Swadian Knight + 33 Slave Chief + 31 Sword Sister + me + 6 companions with good armour) vs.
(Count Delingard had about 9 other Counts with him, total of 1145 -damn he was marshal and guess what, my father in law)Result: I won, with 9 deaths and 38 injured. (more injury becuz Jeremus had +10 surgery)Both battles on Fields.Ofcourse, it was easiest setting. Get Swadian/Vaegir Knights. You were not ready for this warJust as the accepted answer tells, you decided to support claimant way too early.
What do you need for it? Well, lots of things. I played my last campaign long ago, so I am not sure if I remember everything. Character builds. Max out Leadership. Get 27 in Charisma, 9 in Leadership, and read a on Leadership to make it 10.
That will save you 3 Attribute points (very valuable) and 1 Skill point (not that valuable). That given, your army size will be already kinda big: minimum 87 in Mount&Blade, minimum 107 in Mount&Blade: Warband, barring the bonus from high Renown, which you should also get high. This is arguably a must-have skill for just any build, no exceptions. Start with maxing it. As you will have to persuade a lot of lords to join you, you need high, hence high Intelligence is needed. You will also get some nice bonus skill points this way. Your companions must raise party skills instead of you.
Unless you know what are you doing and, don't waste your points on them. For that to be possible, you need a lot of companions, and, oddly, it is better to get those who start at lower levels because you may specialize them faster. However, if you have high Intelligence, you will find some extra points to spend on that. Neither do spend too many points on combat stats that improve your own performance on the battlefield. You need to be barely able to win tournaments on your own to get Renown - that's all.
Most likely, no combat skill should go above 4: for example, Riding 4 allows you to get the heaviest horse, while Riding 5 just makes you a bit faster. The reason is that in the end-game your character's performance stops being important unless your battlesize is extremely low.
Don't make Strength too big either, because STR of 9 already allows you to use, and STR 10 gives access to. Weapons are, again, not that important, at the latest stages of your game your most valuable 'weapon' will be a so you do not die. At worst can you need STR 11 for the. Don't look too much at two-handed weapons, as they leave you without a shield, hence open to a sudden death from couched lance strikes and ranged headshots. Conversely, make every single companion specialize at one single party skill or a group of skills (they may possibly overlap a bit in case one of them gets hurt) and leave all other points for combat stats. This will give you a small squad of very strong elite cavalrymen who will be very hard to take down. One of them, specialized at looting, should basically be a pure fighter with some points at looting (oddly, it depends on Agility).
Making all of your companions capable fighters will make them advance in levels at a faster rate compared to companions who spend all the skill points of party skills. Combat stats are an investment granting even more points to distribute. Still do remember that they have their roles, and if, say, your planned doctor still doesn't have at least 9 at all medicine skills at level 35, it will take a long time to get them. You may experiment a bit by cheating to get the desired level, allocating points, then loading the save again to play fairly/experiment again.
Trainer skill. Will allow you to train soldiers at extremely fast pace to regain from losses. Trust me, this skill is invaluable, especially if the whole party has it. This means that they everyone will need some Intelligence - but make sure that at least your Intellligence companions buy it, as their Intelligence is going to be very high. Yours too, if you bump Persuasion. Again, you need 2 doctors, in case one of them gets wounded. Prisoner Management can give you some fast money, especially when grinding through enemy lines with an army of Mamluks using their 2h-maces.
Path Finding, even if your companion has it already high, is actually invaluable, so you might choose to allocate some points to that skill to, even though it is a party skill. You should aim for a value of either 2, 5, 8 or 10, any middle points wield no bonus and are hence wasted. Again, you should understand what you are doing. Path Finding is possibly the only party skill worth your investment.Social. Captain tsubasa game ps4.
Get as much Renown as you can. Win tournaments, host feasts - and do it frequently, or Renown will decrease. Renown gives you insanely high party size, comparable to that of faction leaders (though not as big). Have high relationship with at least one village of the country whose units you use most. Or with several villages. Saves you a lot of time while recruiting.
Mount And Blade Warband Training Troops Quest
Attention: if you do that, recruits may come upgraded, so you may not be able to train them the way you desired - such as Nord recruits that you wanted to train as Huscarls may already come as Hunters. So leave some villages with not-that-high reputation to be able to restock Huscarls if you need them quickly. Build good relationship with all the lords you encounter at feasts. Basically, host feasts frequently, and talk to each lord that visits you.
Make quests given by your spouse - you must have one - to settle conflicts between lords by asking them to settle it in the sake of your friendship. Feasts also help to get Renown, because each day you also host a tournament. Yes, this needs you to get married.
Go get married as fast as possible after you get your first town. Probably try yourself as a marshal, so you know how wars are resolved. Would you not support a claimant, but rather wish to be a king yourself, you need to gather. If you don't, you will have a trouble recruiting new lords. Never ever loot villages.
This ruins your relationships with them, and doesn't really yield you a lot of loot. Good relationships with villages can be invaluable, though.FeafsDon't get too many. If you have a good engineer, build everything you can build in your starting village, otherwise don't bother as it will take too long. If you lose it after you establish good relationship with it - good! You will be able to reconquest it soon, but it will not take space in your fiefs count. What space, would you ask? Isn't it always better to gather more?
No, it isn't The more fiefs you have, the more taxes get lost due to poor management. 1 city is good, 2 cities are around 1.5 times better, then you will quickly lose more money than you will get. I once owned around 6 cities because I got them before I understood the problem and there is no way to give them to someone else.So only accept those two cities as fiefs, nothing more. That's the point where high renown helps, because it decides who will get the fief - so does help having good relationships with the king. You may convince lords to support you in your claim for a fief, then their renown is added to your count - this way, by supporting each other, lords score fiefs.I suggest to have those two cities pretty far away from each other so you have two 'bases' in two different regions on the map. Gear&Gold.
You need the best (the heaviest) available armour, helmet, boots and horse you can find. Weapons too, but they are not as important at late-game, survivability is. So you most likely need a steel shield and some skill at shields.:) 4 is ideal, not too low, but also doesn't require your Agility to be boosted higher than you need for the heavy horses. Money. Having a war is costly - so make some reserves.
This should not be hard if you own 2 cities (and exactly 2, not fewer, not more) and Dyeworks in every single city. Do not bother with trading, it takes too much time and is hard to scale quickly, those merchants don't have very much gold to buy all your goods.Choosing units In generalYou should not just use one concept of the army and should not limit yourself to one faction, contrary to what many people may suggest. You need a lot of diverse elite units from different factions stored at garrisons so you may quickly change them. For example, you have 300 Mamluks. Take 150 with you, and you can steamroll most of the foot armies if you order them to use blunt weapons. You are weak on sieges, though - return Mamluks to the town, and take Rhodock crossbowmen.I will not tell you which style is the best, there are many, but I will tell you which units are good in their respective category.
Infantry - only Nord Huscarls. Ranged - Rhodock/Vaegir Sharpshooters. Cavalry - Swadian or Sarranid (difference is very small). They also fight more or less well if dismounted, especially Mamluks with their 2h-clubs.However, don't forget to check their stats in-game - due to some strange mechanism units get some amount of points randomly distributed, so, for example, Swadian Knights may suddenly become strongly superior to Mamluks. The amount depends on the unit level, and the bigger the levels, the less the chance of a big difference is due to normal distribution taking place, but the bigger can the difference be.
Factions in more detail. Never get Sarranid archers (they are just very weak) or infantry (weaker than dismounted Sarranid Mamluks; this doesn't make Mamluks the best infantry in the game, just better than Sarranid infantry.). Rhodok infantry doesn't use its full potential due to AI limitations and lack of 'spear wall' stance in vanilla Native. Vaegir troops are more or less good all around, but you only need archers if you have access to other factions' troops to cover them. Khergits are only good in open field.
Only get those troops if you enjoy their very specific fighting style. No reason to get Swadian crossbowmen or infantry, since you have relatively quick access to both Nord (north from you) and Rhodock villages (south from you). Nord archers are OK, but not as good as Vaegir. You just don't need them.You need a lot of elite units stored in those two towns you have, because it may happen that they will get besieged by whole kingdom armies. Never leave them unattended!Once you get all of that, you may probably decide that you are ready to face the whole world - it may happen that everyone starts a war against you. What's the problem, however, if you have 500 Rhodok Sharpshooters stationed at Veluca?Of course, you still need to manage that all properly.
Of course, mods may change how things work - sometimes in a more realistic way. But that's another story.
It is not a random amount. Every time you get the quest, you get a random amount of peasants that you have to train. I've seen it between 4 and 8, and I think it is level dependent.Then, every time you train the peasants, a random number of them are considered ready.
Mount And Blade Warband Train Peasants Against Bandits
I've seen that number being between 1 and 4. You fight them with quarterstaffs. If you lose, you make no progress. If you win, you are considered to have trained that many peasants.
If you are lucky you can reach the required number in one or two victories. If you are unlucky, it may take as many as the total number of peasants - if you always train just one.