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* ExoticWeaponSupremacy: Exotic ''Mount'' Supremacy. Camels are much, much higher than horses, which simply puts their riders outside the range of the majority of weapons foot soldiers can carry and makes it hard even for enemy cavalry to reach them. At the same time, since their hitbox is shaped differently, they have an uncanny tendency to plough right through a braced line of pikes without suffering any damage, while pikes and other brace-able polearms are normally an effective AntiCavalry. For added exotic factor, only Aserai have units mounted on camels and you have to hand-pick them for your companions, too.
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** Maces. They deal decent damage on their own, but more importantly, they almost completely negate armour, and due to their size, they have better Handling than any weapon of similar damage range. All combined, this allows you to flinch-lock your target and attack again before them, while dealing full damage due to ignoring armour. And in case of two-handed variants, you can spread the pain over everything caught in the swing. Maces are even cheaper than other weapons of the same tier.
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** Whenever you hire a companion, your goal is to ''not'' level them up. Chances are, they have superb skills in a few different fields already, probably soft-locked by the skill cap. Which should stay that way, as companions steep wages are tied to their level. Unless they are medics or geared towards the governor role, there is no real point to increase their skills any further, allowing to keep the low wages despite having a superior soldier and decent captain in your army.

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* EscortMission: The game features a fairly positive example with the Escort Caravan quests: you have to protect a trade caravan as it travels through a few cities. On the bad side, the caravan is usually pretty fragile with only a handful of guards. But it will avoid enemies, take the quickest route to the destination and the reward is usually pretty good especially in the early game.

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* EscortMission: EscortMission:
**
The game features a fairly positive example with the Escort Caravan quests: you have to protect a trade caravan as it travels through a few cities. On the bad side, the caravan is usually pretty fragile with only a handful of guards. But it will avoid enemies, take the quickest route to the destination and the reward is usually pretty good especially in the early game.
** There are also [[GreatEscape prison breaks]], which are definitely harder: you and your prisoner of choice have to escape the dungeon of a local keep. While being forced to use civilian gear (your character) and no armour and a lame excuse for a weapon (the prisoner). All while having to fight through 5-8 guards on your way out. If the prisoner goes down, the mission obviously fails, but you still have to fight your way out.
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It got changed and now you've got one of each possible "class" of followers at the start


** At the start of new game, checking via in-game encyclopedia what companions have been generated. If you don't see people that are viable picks, simply restart. This allows to save a lot of time and eventual frustration down the line when you have to train sub-par companion into some important role, rather than having an expert for hire.

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* TheComputerIsACheatingBastard: The heroes of non-player clans are capable of being governors and providing benefits without being physically present. The player's governors, have to be present in the settlement, making it impossible for them to lead a party or participate in battle.



* NoGearLevel: Combat in cities and castles is a [[DownplayedTrope downplayed]] version of this, as your character and their accompanying heroes will be restricted to civilian equipment, which tends to be weaker than standard combat gear. If they had to sneak into the town, their armor will also be restricted to a weak outfit that barely provides protection. It's particularly bad in prison breaks, as the prisoner being rescued only has a weak outfit and weapon (usually a hammer), and you're forced to deal with guards that have proper combat gear.



* OneManArmy: DownplayedTrope with prison breaks, which expect you to use your civilian gear (often with weak armor, as you probably had to sneak into town) to fight 5-6 guards in full combat gear on your way out. To compensate, you usually only face 1-2 guards at a time, and the prisoner being rescued does have a weapon, albeit a very weak one.



** For player character, it's either Intelligence or Social, and preferably just both . They govern the most important skills in the game, and unlike with other stats, you don't want or even need to specialise in a single skill for Intelligence or Social - you want all of them maxed out.

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** For player character, it's either Intelligence or Social, and preferably just both .both. They govern the most important skills in the game, and unlike with other stats, you don't want or even need to specialise in a single skill for Intelligence or Social - you want all of them maxed out.



* PlayerExclusiveMechanic: Inverted. Player character is the only one that ''can't'' be a governor. As a result, any perk dedicated to governing towns is virtually useless to player.

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* PlayerExclusiveMechanic: Inverted. Player character is Only players are capable of kicking and bashing with their weapons and shields. As such, the only one perks that ''can't'' be a governor. As a result, any perk dedicated to governing towns is virtually improve it are useless to player.on companions.


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* SecretAIMoves: Only NPCs are capable of being governors. As such, governor perks are useless to the player.
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* BalanceBuff: Spears have been significantly improved for infantry use from the first game, due to always being able to attack from above (meaning that holding the down direction is no longer a reliable way to block spears), the addition of the ability to bash with the shield or the spear's shaft (allowing you to shove away opponents), smarter AI, and the fact that they stop horses much more reliably with a thrust to the chest. It's not enough to prevent spearmen from being slaughtered by other types of infantry, but it prevents them from being completely useless against foot troops.
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* HammerHilt: You can strike with your weapon's grip (one-handed/two-handed) or shove with the shaft (polearm) while blocking, as an alternative to kicking. The damage is negligible, however, as it's intended to simply stagger the enemy and break their guard.
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* DiedInYourArmsTonight: If the player dies in a battle that was ultimately won, the resulting cutscene will depict them being cradled by a clan member or soldier of theirs.
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* ArtisticLicensePhysics: Running someone over with a horse at top speed does about as much damage to them as punching them despite the vast differences in force.

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* ArtisticLicensePhysics: Running someone over with a horse at top speed does about as much damage to them as punching them despite the vast differences in force. Fortunately, latter builds added ability to simply knock footmen on the ground while trotting over them.

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** Recruiting units from all cultures and of all types. This will allow you to have the best Infantry, Archers, Melee Cavalry, and Archer Cavalry.

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** Recruiting units from all cultures and of all types. This will allow you to have the best Infantry, Archers, Melee Cavalry, and Archer Cavalry. It helps to deal with the CripplingOverspecialization that units of one faction tend to have.



** Thrown weapons by default. There is a ''very'' small amount of ammunition you've got, even with bunch of perks that extend it and they aren't some sort of OneHitKill weapon class that would justify it. Meaning you've got slower, weaker and very short-ranged bow with 1-8 "arrows" to it that can be easily dodged or blocked. If you miss - and only then - then you can pick up the used weapon, but that requires hunting for it in the thick of the battle. Taken to extreme with certain spear variants, that make so-so close quarters weapon or ''a single-use'' throw weapon that, if successfully hitting a target, can't be retrived anymore, leaving you empty-handed.

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** Thrown weapons by default. There is a ''very'' small amount of ammunition you've got, even with bunch of perks that extend it and they aren't some sort of OneHitKill weapon class that would justify it. Meaning you've got slower, weaker and very short-ranged bow with 1-8 "arrows" to it that can be easily dodged or blocked. If you miss - and only then - then you can pick up the used weapon, but that requires hunting for it in the thick of the battle. Taken to extreme with certain spear variants, that make so-so close quarters weapon or ''a single-use'' throw weapon that, if successfully hitting a target, can't be retrived retrieved anymore, leaving you empty-handed.empty-handed. At later levels though, they can destroy shields, possibly killing most units outright, especially with a headshot. The effects of such throws also tends to send the target flying.



* DifficultButAwesome:
** Horseback archery, both in terms of gameplay and game mechanics. At low level of the Bow skill and without bunch of perks, you are lucky to hit targets at all, especially if as a player you lack practice. Once you get the hang of how archery works and the character being 150+ in Bow skill, each arrow can be turned into a guaranteed kill and enemies being utterly unable to retaliate against the HorseArcher, with the number of arrows being the main limiter.
** Throwing weapons are also tricky -- each bundle contains 3-5 weapons, those embedded into shields and bodies can't be retrieved. That being said, it's possible to pick them up, along with those that the enemy throws, and at high throwing levels, those hit will be sent flying, possibly being killed outright, or, at the very least, having their shields destroyed.

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* DifficultButAwesome:
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DifficultButAwesome: Horseback archery, both in terms of gameplay and game mechanics. At low level of the Bow skill and without bunch of perks, you are lucky to hit targets at all, especially if as a player you lack practice. Once you get the hang of how archery works and the character being 150+ in Bow skill, each arrow can be turned into a guaranteed kill and enemies being utterly unable to retaliate against the HorseArcher, with the number of arrows being the main limiter.
** Throwing weapons are also tricky -- each bundle contains 3-5 weapons, those embedded into shields and bodies can't be retrieved. That being said, it's possible to pick them up, along with those that the enemy throws, and at high throwing levels, those hit will be sent flying, possibly being killed outright, or, at the very least, having their shields destroyed.
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* DifficultButAwesome: Horseback archery, both in terms of gameplay and game mechanics. At low level of the Bow skill and without bunch of perks, you are lucky to hit targets at all, especially if as a player you lack practice. Once you get the hang of how archery works and the character being 150+ in Bow skill, each arrow can be turned into a guaranteed kill and enemies being utterly unable to retaliate against the HorseArcher, with the number of arrows being the main limiter.

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* DifficultButAwesome: DeviousDaggers: In general, throwing daggers tend to be avoided, as they are one of the worst types of throwing weapons. However, as a Tier 1 weapon that's allowed for Civilian usage, they are the only ranged option one can use while wandering around towns and such. With a high enough Throwing skill, headshots are deadly.
* DifficultButAwesome:
**
Horseback archery, both in terms of gameplay and game mechanics. At low level of the Bow skill and without bunch of perks, you are lucky to hit targets at all, especially if as a player you lack practice. Once you get the hang of how archery works and the character being 150+ in Bow skill, each arrow can be turned into a guaranteed kill and enemies being utterly unable to retaliate against the HorseArcher, with the number of arrows being the main limiter.limiter.
** Throwing weapons are also tricky -- each bundle contains 3-5 weapons, those embedded into shields and bodies can't be retrieved. That being said, it's possible to pick them up, along with those that the enemy throws, and at high throwing levels, those hit will be sent flying, possibly being killed outright, or, at the very least, having their shields destroyed.
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* FullFrontalAssault: It's entirely possible to strip a player and companions down to underwear, and send them into a fight. This is not a good idea for many reasons, especially if certain mods are used.
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* RummageSaleReject: Depending on loot and money, it's possible to have a mix of low and high quality gear being worn at the same time -- hopefully the body armor and helmet are the ones of higher quality at any rate. This also goes for your companions.
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* RainbowPimpGear: Depending on loot drops, and money, it's possible to be wearing a helmet from one culture, a scarf, cape, or shoulder armor from a second, body armor from a third, gloves or gauntlets from a forth, and footwear from a fifth culture, with this going for both Military and Civilian dress, and then there's the weaponry. This also goes for your companions. Hopefully it's of high quality at any rate.

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* RecruitmentByRescue: Defeat another force, it's possible to recruit those they once held prisoner into yours for free -- until it's time to pay them of course. This is one way to get Militia troops, Peasants, Caravan guards, and Mercenary troops.



* RecruitmentByRescue: Defeat another force, it's possible to recruit those they once held prisoner into yours for free -- until it's time to pay them of course. This is one way to get Militia troops, Peasants, Caravan guards, and Mercenary troops.
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* QuantityVsQuality: Both sides of the trope are in play. The sheer numbers of troops, even when low level, can reliably win battles against far superior foes, simply by overwhelming them. On the other hand, high-tier troops, thanks to combination of their skills and equipment, can easily take few low-tier units without risk of getting slain and are often equipped with some ranged weapons, even if not being a dedicated ranger, further decimating enemy ranks before getting into proper combat.

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* QuantityVsQuality: Both sides of the trope are in play. The sheer numbers of troops, even when low level, can reliably win battles against far superior foes, simply by overwhelming them. On the other hand, high-tier troops, thanks to combination of their skills and equipment, can easily take few low-tier units without risk of getting slain and are often equipped with some ranged weapons, even if not being a dedicated ranger, further decimating enemy ranks before getting into proper combat. Then there's the forces that use both quality and quantity together, especially those that have a high quantity of high quality units.
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* ShotInTheAss: Troops have an actual dying animation for getting shot in the butt, allowing for some amusing kills.

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* BoulderBludgeon: Bags of rocks are used by peasants, looters, and hillmen. They do minimal damage, however, and even with their large stack size and reusability, they're only useful against lightly armored unshielded troops



* HomeGuard: The militias of settlements act as this. While they're weaker than units of equal tier (due to wearing clothing instead of armor), they don't demand wages or food in a siege, and will assist the garrison in combat. They're also the only proper defense available to villages, along with untrained villagers.

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* HomeGuard: The militias of settlements act as this. While they're weaker than units of equal tier (due to wearing clothing instead of armor), armor, and using crappy weapons), they don't demand wages or food wages, don't starve in a siege, sieges, and will assist the garrison in combat. combat so long as the settlement isn't too disloyal. They're also the only proper defense available to villages, along with untrained villagers.villages.

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** Got a ton of low tier loot that you can't sell, and don't want to wear -- even as part of a Civilian Outfit for yourself or Companions -- go to an Allied vassal and trade with them. This increases your Trade skill, and can boost your reputation with them.
** If you capture an enemy Lord, release them. This will make them think well of you, as will their clan, and their allies.



* TheFriendNobodyLikes: Like in ''Warband'', some nobles are outright jerks, feeling nothing about raiding caravans, and like ''Warband'', honorable lords don't like them very much. This only goes so far, though - even if they are an asshole, if you execute them, even the honorable lords will think less of you. However, they won't be quite as angry as if you'd killed someone less deserving of it. They're still a noble, after all.

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* TheFriendNobodyLikes: TheFriendNobodyLikes:
**
Like in ''Warband'', some nobles are outright jerks, feeling nothing about raiding caravans, and like ''Warband'', honorable lords don't like them very much. This only goes so far, though - even if they are an asshole, if you execute them, even the honorable lords will think less of you. However, they won't be quite as angry as if you'd killed someone less deserving of it. They're still a noble, after all.all.
** Likewise, it's possible to get this sort of treatment yourself. Engage in criminal activities, get a high enough criminal rating, and you won't be allowed into places that you don't own, even those of the faction that you're nominally part of, unless you bribe a guard or sneak in.
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** The best, fastest and most efficient way of befriending lords (or half of the kingdom) is to... be at war against them. Beat them in battle. Then ''release'' them. This way you get loads of loot, while also a big, positive modifier to relationship for your mercy. And since they now lack a proper army, it will be trivial to recapture them again and re-release them for further relationship increase, leading to FriendlyEnemy.
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* FightingYourFriend:
** Due to FriendlyEnemy, it's possible to be in battle against a noble that respects the player, and vice-versa. At the end of the battle, if the player wins, simply let them go to maintain a good relationship.
** On a downplayed example, should the player have a bunch of Companions with them, and enter a Tournament with them, odds are that some will be on the other teams. In fact, it's even possible for one of the Companions to win, and they will give the prize to the player's party.


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* TheTourney: Many cities will host Tournaments, where Nobles, and Sellswords, can compete against each other for a prize. Some Tournaments feature team events, while others are one-on-one.

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* EnemyMine:
** As long as sides A and B aren't actively at war with each other, it's possible for A and B to temporarily team up against side C. This is useful for saving villagers and caravans from bandits.
** When participating in Tournaments, it's possible for enemy lords to be placed on the same team.



* FromNobodyToNightmare: Depending on the route they take, the player can start as an unknown, only to go around looting, raiding, pillaging, attacking everyone, and taking the place over

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* FriendlyEnemy: Despite trying to take over each other's territories, the Nobles tend to be on good terms with each other. This even extends to the Player -- release the Noble after the battle, and the Player's reputation with the Noble, and the Noble's family will increase.
* FromNobodyToNightmare: Depending on the route they take, the player can start as an unknown, only to go around looting, raiding, pillaging, attacking everyone, and taking the place overover.
* FromZeroToHero: Conversely, it's equally possible to start as an unknown and to go around helping folks, saving villagers and caravans from bandits, delivering goods and supplies, and other such things, which could lead into becoming a ruler of the country.


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* GoKartingWithBowser: There are tournaments that the players, and Nobles, and other named folk, can participate in. Sometimes those that are nominally at war might be in a Neutral city that's holding a tournament, where they might be opponents, or temporary allies.
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* FromNobodyToNightmare: Depending on the route they take, the player can start as an unknown, only to go around looting, raiding, pillaging, attacking everyone, and taking the place over


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* RagsToRiches:
** A player can start with almost nothing, to ruling the whole of Calradia.
** A Tier 1 Recruit could eventually become a Tier 6 Elite soldier.
** Bandit Troops could potentially become Noble units.


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* RecruitingTheCriminal:
** Some of the possible Companions that can be hired are criminals.
** Depending on the player's Roguery level, it's possible to come across a group of criminals that might ask to join them -- they could become either additional troops, or prisoners.


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* TorchesAndPitchforks: During night battles, most troops tend to use torches for light. Peasants and recruits tend to use farming implements, including pitchforks. A battle at night with a bunch of peasants and recruits looks like something out of any angry mob scene.
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** If you're a vassal, and you've just rescued a lot of troops from the enemy -- as in, more than you can hold in your party at the moment -- Promote one of your Companions that happens to have a decent Steward skill to be a Party Leader, give them the excess troops, then form an army, and call them to said army. Not only does this let you keep those rescued troops, it will also increase your Leadership. Also, you can transfer additional extra troops, and prisoners, to them. Rinse and repeat with a few more companions, and now your army is going to be several hundred strong, all lead by your Companions.
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** Battania specialised in skirmishing foot troops... which leaves them with ''no'' regular archers, ''no'' real heavy infantry and ''terrible'' cavalry. As if that weren't enough, they lack armour, regardless of unit tier or type. It is outright advised to ignore native cavalry and hire replacements from just about any of the neighbouring nations. Human players tend to just compose armies out of Battanian Fian Champions, which, while easily one of the best units in the game, shows how narrow the specialisation of Battania really is.
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** Battania: Rangers. The best archers, good polearms and mobiliy offset by bad cavalry and lame javelin-throwing units, making them easy pickings for horse archers or flanking mounted attackers. Best employed at long range and well-defended sides.

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** Battania: Rangers. The best archers, good polearms polearms, decent skirmishers and mobiliy mobility offset by bad terrible cavalry and lame javelin-throwing units, ''complete lack of regular archers'' (Fians are a noble troop), making them easy pickings for horse archers or flanking mounted attackers.attackers. If this wasn't enough, their armor is always inferior to other units of same tier. Best employed at long range and well-defended sides.



** Vlandia: Turtles. The bane of siege attackers, cavalry and small armies with their polyvalent polearms, crossbows and heavy armors, but target practice for groups of archers. Quickly neutralizing enemy archers while the cavalry and infantry get skewered on the pike lines is a must.

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** Vlandia: Turtles. The bane of siege attackers, cavalry and small armies with their polyvalent polearms, crossbows and heavy armors, but target practice for groups of archers. Quickly neutralizing enemy archers while the cavalry and infantry get skewered on the pike lines is a must.must and if the battle gets static, Vlandians will be slaughtered due to lack of charges and slower rate of fire for their ranged troops.
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** At the start of new game, checking via in-game encyclopedia what companions have been generated. If you don't see people that are viable picks, simply restart. This allows to save a lot of time and eventual frustration down the line when you have to train sub-par companion into some important role, rather than having an expert for hire.
** Picking a single combat skill and rising it to maybe 150 tops. It might be tempting to spread your skills over few categories and theoretically gain big advantage, but what it really does is generating MasterOfNone and not having those points invested into crucial skills like Steward, Medicine or Leadership, which you want to rise as high as you can.
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None of those are the examples of the trope in question - and most of those assumptions are actually counter-productive, too


** Setting yourself and your companions up so that they have access to both Melee and Range options. Even if they aren't originally good with the chosen weaponry, equipping the Two-Handed Weapon user with a bow and two quivers of arrows will make them have archery as an option. Of course, if they are going sword, shield, and polearm, give them javelins, or better yet, harpoons. After that, the question becomes if they could be on a horse like cavalry thanks to a high Riding skill, or stay on foot like infantry due to a high Athletics skill.
** Setting up a Formation Captain, or two, or more. Depending on the skills they've picked, Companions can apply bonuses to their formations. A Companion on foot with a lot of melee training will help out Infantry, those that know their archery can help out Archers. Those who use melee on a horse help out melee cavalry. An archer that can also ride can help out a cavalry archer group.
** Selecting a Companion to be a Steward, one to be a Medic, one to be a Scout, and one to be an Engineer. If they are already better than the player in these aspects, good, as the player won't have to worry so much. Other skills might make them Formation Captains even.
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** Setting yourself and your companions up so that they have access to both Melee and Range options. Even if they aren't originally good with the chosen weaponry, equipping the Two-Handed Weapon user with a bow and two quivers of arrows will make them have archery as an option. Of course, if they are going sword, shield, and polearm, give them javelins, or better yet, harpoons. After that, the question becomes if they could be on a horse like cavalry thanks to a high Riding skill, or stay on foot like infantry due to a high Athletics skill.
** Setting up a Formation Captain, or two, or more. Depending on the skills they've picked, Companions can apply bonuses to their formations. A Companion on foot with a lot of melee training will help out Infantry, those that know their archery can help out Archers. Those who use melee on a horse help out melee cavalry. An archer that can also ride can help out a cavalry archer group.
** Selecting a Companion to be a Steward, one to be a Medic, one to be a Scout, and one to be an Engineer. If they are already better than the player in these aspects, good, as the player won't have to worry so much. Other skills might make them Formation Captains even.

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