Follow TV Tropes

Following

History VideoGame / MountAndBladeIIBannerlord

Go To

OR

Added: 313

Changed: 20

Is there an issue? Send a MessageReason:
None


* SkewedPriorities: If a hostile lord is chasing a looter gang before meeting you, they will continue to chase that gang instead of focusing on you. This may allow you to avoid many unwinnable fights by simply letting the lord engage the looters while you slip by him.

to:

* SkewedPriorities: If a hostile lord is chasing a looter bandit gang before meeting you, they will continue to chase that gang instead of focusing on you. This may allow you to avoid many unwinnable fights by simply letting the lord engage the looters bandits while you slip by him.him.
* SoloSequence: Prison breaks don't allow you to bring any heroes with you, unlike every other combat mission in a settlement. While the person you're escorting ''can'' fight, their weak weapon and non-existent armor mean that they're of little help, and are better off waiting while you clear out the path ahead.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ArtificialStupidity: When your family members and companions are in tournaments, they'll attack whomever on another team is closest, even if the other person is another family member or companion that's part of the group. In short, don't expect your AI controlled friends and family to "fix" the fight by fighting those who aren't part of the group first, before turning upon each other.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* WalkingTheEarth: Until you become a lord or a mercenary, you'll spend most of your time wandering around the map, doing all sorts of quests and getting into fights with bandits until you're inevitably forced to move onward in search of more adventures.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Militia -- despite being weak, they are free, use no food, and come in the form of spearmen and archers. Enough of them can cause plenty of damage to would-be invaders.
Is there an issue? Send a MessageReason:
None


** Depending upon one's playstyle, it can be worthwhile to rescue villagers and caravans that are attacked by bandits. This gives you a good relationship with whomever they answer two.

to:

** Depending upon one's playstyle, it can be worthwhile to rescue villagers and caravans that are attacked by bandits. This gives you a good relationship with whomever they answer two.to.
Is there an issue? Send a MessageReason:
None


** In General, it's possible for Companions and Family Members leading their own parties or caravans to be captured by hostile forces. You can pay a ransom, rescue them yourself, or they might free themselves, or someone else might beat those that took them captive.

to:

** In General, general, it's possible for Companions and Family Members leading their own parties or caravans to be captured by hostile forces. You can pay a ransom, rescue them yourself, or they might free themselves, or someone else might beat those that took them captive.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BadassInDistress: It's possible for the various Lords and Ladies to end up being captured by enemy forces, even if they can lead armies, and take enemies out in one blow. This includes yourself. Luckily, ransoms can be paid, escapes are possible, and it's possible for captors to be bested by a more powerful force.


Added DiffLines:

* IHaveYourWife:
** In Story Mode, the Character's younger siblings were abducted. This starts things off.
** In General, it's possible for Companions and Family Members leading their own parties or caravans to be captured by hostile forces. You can pay a ransom, rescue them yourself, or they might free themselves, or someone else might beat those that took them captive.
** You yourself can do this to enemy clans by taking Lords and Ladies prisoner.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TrainingThePeacefulVillagers: A few Variants --
** The quest "Train Troops for Village" has the player take on "Borrowed Troops" to train up into "Trained Borrowed Troops". Little more than recruits, it's best to use them upon weak foes such as Looters, to teach them a thing or two about fighting, before sending them back to their lord.
** Peasants that have been rescued from bandits and the like can be trained up into proper forces.


Added DiffLines:

** Depending upon one's playstyle, it can be worthwhile to rescue villagers and caravans that are attacked by bandits. This gives you a good relationship with whomever they answer two.
** Sometimes the enemy has prisoners that you can directly recruit into your force. After being a prisoner for who knows how long, they are now free, and can be paid.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* UniqueEnemy: Bandit Bosses, Poachers, Mounted Pillagers and Mounted Ransackers, only appear during certain situations -- Bandit Hideouts for the Bosses, Army of Poachers quest for the Poachers, and Caravan Ambush quest for the Pillagers and Ransackers. On a lesser note are the Armed Traders, Caravan Masters, Caravan Guards and Veteran Caravan Guards, who are generally found in caravans, but are normally not fought against unless one engages in bandit-like activities. Of note -- none of the aforementioned units are leveled up from, or into, any other unit.

Added: 559

Changed: 106

Is there an issue? Send a MessageReason:
None


* 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.

to:

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



* EmergencyWeapon:
** Carrying a melee weapon is highly encouraged for those who specialize in ranged combat, with all ranged troops having one. Battanian fians add onto this by using a two-handed sword instead, while crossbow troops add a shield instead.
** Polearm troops will typically have a shorter one-handed weapon, as polearms are practically unusable at close range, especially indoors.



* MultiMeleeMaster: It is very possible to walk around with a one-handed weapon, a shield, a two-handed weapon, and a polearm.

to:

* MultiMeleeMaster: It is very possible to walk around with a one-handed weapon, a shield, a two-handed weapon, and a polearm. Many polearm troops, in particular, will carry a shorter one-handed weapon for close quarters.


Added DiffLines:

* RangedEmergencyWeapon: Many melee infantry troops will carry javelins or throwing axes, allowing them to skirmish at close range before getting into melee combat.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CherryTapping:
** Using a shield, or a punch, or kick, to knock out or kill an enemy can be this, as it's only 2-3 points of damage.
** Defeating a powerful enemy using nothing but peasants, recruits, looters, militia, and other low-tier troops.


Added DiffLines:

* LethalJokeCharacter: Militia are weak, rarely get past tier 3, having poor armor for their level, but, while defending your castle -- they are free, don't consume food, and come in large groups. They are also either archers or spearmen. Many lords have fallen to these seemingly insignificant troops, especially when a powerful lord is commanding them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* JackOfAllTrades: Many characters will have a little bit of knowledge in a number of skills, which might be beneficial to troops under their command, if the character in question has at least enough experience in a certain type of fighting style to be worthy of a perk. Tournaments are even a safe place to train up these lesser combat skills. That being said, depending on playstyle, it would be better to, for instance, have 2 Melee Infantry commanders -- one being focused on 2-hand and polearms, and the other being focused on 1-hand and throwing. Likewise, for the Archers, have someone focus on Bow skills, while the other focuses on Crossbow Skills (polearm skills can be ignored here, but a Bow-primary unit commander might benefit from 2-handed skill). The same holds true for Melee Cavalry and Archer Cavalry.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MultiMeleeMaster: It is very possible to walk around with a one-handed weapon, a shield, a two-handed weapon, and a polearm.
* MultiRangedMaster: It is possible, though not necessarily practical, to walk around with a crossbow, a bow, and arrows and bolts for both. A more practical form would be using a one-hand or two-hand weapon, a bow or crossbow, ammunition for that, and a stack of javelins.


Added DiffLines:

* WalkingArmory: Each character has 4 weapon slots. These could be filled with a one-handed weapon, a shield, a bow, and a quiver of arrows, or a two-handed weapon, a bow, and two things of arrows, or a one-handed weapon, a shield, a polearm, and a stack of javelins, or some other combination.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ShieldBash: Those with shields equipped can use them to make a weak attack that can potentially stun an enemy.
Is there an issue? Send a MessageReason:
None


** Depending on Perks, the Steward skill, Clan Tier, and possibly Kingdom Policies, a Player can only have so many troops in their party. While this can gone over for a brief period, troops will desert at a certain point, unless placed in a party lead by a Companion, or placed in a garrison of a town or castle, preferably one controlled by the Player.

to:

** Depending on Perks, the Steward skill, Clan Tier, and possibly Kingdom Policies, a Player can only have so many troops in their party. While this can be gone over for a brief period, troops will desert at a certain point, unless placed in a party lead by a Companion, or placed in a garrison of a town or castle, preferably one controlled by the Player.



* ArmyOfThievesAndWhores: Difficult to do so but possible, if you hire captured Looters and Bandits as troops. Doing so, however, tanks your army morale as your regular troops don't like working with the same people that used to extort, kill or rob them when they were peasants (unless you invest some points in Roguery). And they're usually [[RedShirt crappier than recruits]] before being upgraded into proper troops.

to:

* ArmyOfThievesAndWhores: Difficult to do so but possible, if you hire captured Looters and Bandits as troops. Doing so, however, tanks your army morale as your regular troops don't like working with the same people that used to extort, kill or rob them when they were peasants (unless you invest some points in Roguery). And they're usually [[RedShirt crappier than recruits]] recruits]], or at least the Looters are, before being upgraded into proper troops.



* BowAndSwordInAccord: Oh yes. Not only is it a very viable strategy, but only a fool isn't carrying a melee weapon for back-up. Low-tier ranged units usually carry a simple mace or a hatchet, but high-tier ones might be better equipped (and armoured) than your infantry. For added benefit, crosbowmen carry a shield as well, making them extremely effective in a variety of situations.

to:

* BowAndSwordInAccord: Oh yes. Not only is it a very viable strategy, but only a fool isn't carrying a melee weapon for back-up. Low-tier ranged units usually carry a simple mace or a hatchet, but high-tier ones might be better equipped (and armoured) than your infantry. For added benefit, crosbowmen crossbowmen carry a shield as well, making them extremely effective in a variety of situations.



** Aserai: Technical. A mix of pikes, spears and javelin-equipped infantry backed by archers, both on foot and mounted. While very flexible and less prone to hard counters, they come with a hetfy price tag for their war horses and don't fare very well against heavier or more-specialized opponents. Tactical flexibility and quickly reading the tide of battle is a must for them.

to:

** Aserai: Technical. A mix of pikes, spears and javelin-equipped infantry backed by archers, both on foot and mounted. While very flexible and less prone to hard counters, they come with a hetfy hefty price tag for their war horses and don't fare very well against heavier or more-specialized opponents. Tactical flexibility and quickly reading the tide of battle is a must for them.



** Vlandians only use crossbows - weapons good for sniping, but lackluster for volley fire that decides the battles. The shorter range, slower rate of fire and terrible grind of low-tier crossbowmen into something that can hit enemies at all makes them lacking in ranged department despite technically being the best damage-dealers.

to:

** Vlandians only use crossbows - -- weapons good for sniping, but lackluster for volley fire that decides the battles. The shorter range, slower rate of fire and terrible grind of low-tier crossbowmen into something that can hit enemies at all makes them lacking in ranged department despite technically being the best damage-dealers.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ArbitraryHeadcountLimit: This comes up in several ways.
** Depending on Perks, the Steward skill, Clan Tier, and possibly Kingdom Policies, a Player can only have so many troops in their party. While this can gone over for a brief period, troops will desert at a certain point, unless placed in a party lead by a Companion, or placed in a garrison of a town or castle, preferably one controlled by the Player.
** In a battle with multiple lords, where the total number of combatants is over a certain amount, a player might only find themselves controlling a handful of their 100+ troops. Good luck getting any kills to get your share of the loot -- you'll need it.


Added DiffLines:

* WeHaveReserves: This could happen in a few ways.
** Be on good terms with local leaders -- the more they like the player, the easier it is to get troops from them, especially higher tier ones.
** Have lots of money to hire mercenaries from the Towns.
** Have a lot of Prisoners that are ready to join.
** Have a Perk that allows Bandits to join your force readily.
** Defeat those hauling around a large number of prisoners, as those prisoners will be willing to join the player.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CannonFodder: Tier 1 troops tend to be this. Cheap to hire, low pay, armed with basic equipment -- against a force full of Tier 3+ troops, they'll die in droves.


Added DiffLines:

* CrutchCharacter:
** The Older Brother is this in the Story Mood. Very strong, high leveled -- however, parts of the Story will drag him away from the group.
** It's possible to find Companions that have 70+ in various useful skills. Find one with 70+ in 1-Hand, 2-Hand, and or Polearms, and Athletics -- Infantry Commander. Higher Riding skill compared to Athletics -- Cavalry Commander. Forgo 2-hand and Polearms in favor of Bow and or Crossbow -- Archer Commander, maybe even Horse Archer Commander. High Medicine -- Medic. High Steward -- Quartermaster. Some are even readily affordable, for not even 500 gold.

Added: 735

Changed: 3

Is there an issue? Send a MessageReason:
None


* DangerousDeserter: It's possible to encounter villages being extorted by deserters. Help out the village to rid them of their troubles.



* EvilPoacher: One quest that can be given is the Army of Poacher's job, where the Player can fight a group of Poachers who are basically low tier archers. Of course, it's possible to Negotiate with them, and get them to change their ways.



* LuckilyMyShieldWillProtectMe: Shields can negate range attacks entirely and block roughtly 19 out of 20 attacks aimed in your general direction, unless you deliberaly misalign your position. This is one of the main reasons why two-handed weapons are usually a bad idea - you're trading away vital protection for minimally bigger damage output.

to:

* LuckilyMyShieldWillProtectMe: Shields can negate range attacks entirely and block roughtly roughly 19 out of 20 attacks aimed in your general direction, unless you deliberaly deliberately misalign your position. This is one of the main reasons why two-handed weapons are usually a bad idea - you're trading away vital protection for minimally bigger damage output.output.
* LuredIntoATrap: This is the point of a Caravan Ambush mission. A Merchant sends a caravan, of about 40 or so units out. The Player waits nearby with 60+ troops. A group of bandits -- Mounted Ransackers and Pillagers -- about 60 strong attacks the caravan, thinking it to be easy prey, only for the player to assist the caravan. Cue the bandits being beaten.

Added: 558

Changed: 295

Is there an issue? Send a MessageReason:
None


* TheBattleDidntCount: Variant. In a Tournament, it's possible for a Player and a Companion to face off in the final fight. Regardless of who wins the fight, the player's party still gets the loot.



* 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.

to:

* 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. They are a good way to get decent armor, weapons, horses, and happen to be a safe place to train the player on how to use other weapons beyond their usual preferred weapons. The player's Companions and Family can also level up their skills here to, especially if the player watches their fights.


Added DiffLines:

* WeWinBecauseYouDidnt:
** If a defender in a siege, driving the attacker off helps the defender's forces, even if the enemy army still happens to be around.
** In a tournament, it's possible for a Player to be knocked out of the running. But, if there's a companion, and that companion manages to win in the final battle, the Player's party still gets the loot.
Is there an issue? Send a MessageReason:
None


** Vlandia and the Empire units can train into those who use Crossbows, while most others use bows or javelins, for when it comes to ranged troops. That being said, most cavalry archers use bows, as only one Sword Sister version uses a mounted Crossbow unit (and only use the weaker Light Crossbow, which is the only crossbow that can be reloaded while on horseback). Of course, most higher tier crossbow users have a shield for protection, while other archers do not use one.

to:

** Vlandia and the Empire units can train into those who use Crossbows, while most others use bows or javelins, for when it comes to ranged troops. That being said, most cavalry archers use bows, as only one Gallant Sword Sister version uses Sisters and Imperial Caravan Guards use a mounted Crossbow unit (and only use the weaker Light Crossbow, which is the only crossbow that can be reloaded while on horseback). Of course, most higher tier crossbow users have a shield for protection, while other archers do not use one.



* CoDragons: In many ways, your Companions are this. If your troop types consist of Melee Foot, Foot Archers, Melee Cavalry, and, of course, Cavalry Archers, but you only wish to focus on being a Horse Archer sort, it would be a good idea to recruit Companions who can lead the different troop types. In fact, if one has a Companion that's good with regular bows, and one that's good with crossbows, both can co-lead the same formation, so that bow infantry and crossbow infantry can benefit from the Companions' perks, especially if they have different perks that can boost the troops' effectiveness further, such as having the one Companion be good with one-handed weapons, and the other be good with two-handed weapons.

to:

* CoDragons: In many ways, your Companions are this. If your troop types consist of Melee Foot, Foot Archers, Melee Cavalry, and, of course, Cavalry Archers, but you only wish to focus on being a Horse Archer sort, it would be a good idea to recruit Companions who can lead the different troop types. In fact, if one has a Companion that's good with regular bows, and one that's good with crossbows, both can co-lead the same formation, lead separate formations, so that bow infantry and crossbow infantry can benefit from the Companions' perks, especially if they have different perks that can boost the troops' effectiveness further, such as having the one Companion be good with one-handed weapons, and the other be good with two-handed weapons.



** 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.

to:

** Battania specialised specialized 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, armor, regardless of unit tier or type. It is outright advised to ignore native cavalry and hire replacements from just about any of the neighbouring neighboring 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 specialization of Battania really is.

Added: 168

Changed: 137

Is there an issue? Send a MessageReason:
None


** Vlandia and the Empire units can train into use Crossbows users, while most others use bows, for when it comes to ranged troops. That being said, most cavalry archers use bows, as only one Sword Sister version uses a mounted Crossbow unit. Of course, most higher tier crossbow users have a shield for protection, while other archers do not use one.

to:

** Vlandia and the Empire units can train into those who use Crossbows users, Crossbows, while most others use bows, bows or javelins, for when it comes to ranged troops. That being said, most cavalry archers use bows, as only one Sword Sister version uses a mounted Crossbow unit.unit (and only use the weaker Light Crossbow, which is the only crossbow that can be reloaded while on horseback). Of course, most higher tier crossbow users have a shield for protection, while other archers do not use one.


Added DiffLines:

* JavelinThrower: A number of units use javelins as a ranged weapon, both in terms of cavalry, and infantry. Even the player and their allies can make good use of them.
Is there an issue? Send a MessageReason:
None


* SecretAIMoves: Only NPCs are capable of being governors. As such, governor perks are useless to the player.

to:

* SecretAIMoves: Only NPCs [=NPCs=] are capable of being governors. As such, governor perks are useless to the player.

Added: 686

Changed: 232

Removed: 373

Is there an issue? Send a MessageReason:
None


* AmazonBrigade:
** The Sword Sisters are the only Native all-female unit tree that can be found, without mods. All their units use swords and crossbows. That being said, they lack helmets.
** It is entirely possible to have only female companions, which can do all the jobs needed, even leading the various units.



* AnnoyingArrows: Subverted. Bows are the scariest weapons in the game to be staring down, and every elite archer enemy is considered a formidable opponent.
** That said, because arrows remain embedded in their targets regardless of the damage they do, warriors who survived a few grazing hits can fight at full strength with a half-dozen arrows sticking out of their chest.



* AnnoyingArrows: Subverted. Bows are the scariest weapons in the game to be staring down, and every elite archer enemy is considered a formidable opponent.
** That said, because arrows remain embedded in their targets regardless of the damage they do, warriors who survived a few grazing hits can fight at full strength with a half-dozen arrows sticking out of their chest.



* BoomHeadshot: Any attack aimed at the head deals extra damage by default. In most cases, this means near-death or instant kill of the target. And there is a variety of perks that further increase "headshot" damage.

to:

* BoomHeadshot: Any attack aimed at the head deals extra damage by default.default, especially if the target lacks decent head protection. In most cases, this means near-death or instant kill of the target. And there is a variety of perks that further increase "headshot" damage.



* HelmetsAreHardlyHeroic: The Sword Sister mercenaries do not wear helmets, no matter what. This is to show off that they are women. That being said, they, and anyone else not wearing any helmets, are more susceptible to headshots compared to those wearing some.

to:

* HelmetsAreHardlyHeroic: The Sword Sister mercenaries do not wear helmets, no matter what. This is to show off that they are women. The Jawwal minor faction troops also do not wear helmets either, most likely to show off their cool hair. That being said, they, and anyone else not wearing any helmets, like some recently recruited companions, or raw recruits of all sorts, are more susceptible to headshots compared to those wearing some.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HiredGuns: The player can enter a Tavern and hire units of the following lines - Hire Spear (which can go into Pikemen or Crossbow users), Sellswords (which can go into macemen or a type of horse archer) and Sword Sisters (Female crossbow users, including a rare crossbow-using version of horse archer). They can also find Caravan Guards here too. Overall, more expensive compared to more normal troops, but useful if one has money and needs the numbers.


Added DiffLines:

* IFightForTheStrongestSide: Depending upon the perks, a player with a high roguery score, and a large force, that encounters smaller bandit forces, might see an option where the bandit group asks to join their force.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BowsVersusCrossbows:
** In general, bows tend to be quick to use, while crossbows have a reload time.
** Vlandia and the Empire units can train into use Crossbows users, while most others use bows, for when it comes to ranged troops. That being said, most cavalry archers use bows, as only one Sword Sister version uses a mounted Crossbow unit. Of course, most higher tier crossbow users have a shield for protection, while other archers do not use one.
** Among the players and their Companions and family members, for those on horseback, while there's plenty of bows that can be used, only a Light crossbow can be used on horseback, until a certain perk can be picked up.


Added DiffLines:

* HelmetsAreHardlyHeroic: The Sword Sister mercenaries do not wear helmets, no matter what. This is to show off that they are women. That being said, they, and anyone else not wearing any helmets, are more susceptible to headshots compared to those wearing some.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CoDragons: In many ways, your Companions are this. If your troop types consist of Melee Foot, Foot Archers, Melee Cavalry, and, of course, Cavalry Archers, but you only wish to focus on being a Horse Archer sort, it would be a good idea to recruit Companions who can lead the different troop types. In fact, if one has a Companion that's good with regular bows, and one that's good with crossbows, both can co-lead the same formation, so that bow infantry and crossbow infantry can benefit from the Companions' perks, especially if they have different perks that can boost the troops' effectiveness further, such as having the one Companion be good with one-handed weapons, and the other be good with two-handed weapons.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CadreOfForeignBodyguards: Depending on the area from where most of the player's troops come from, this could happen.


Added DiffLines:

* EnemyExchangeProgram: It isn't too difficult for players from one culture to recruit troops from another. All that is needed is money, as well as the respect of the local leaders of the village/city, often by doing small quests, or by clearing out local bandit hideouts and saving villagers/caravans that come under attack by the bands of brigands. Do these sorts of things, and the way to build up an army can be paved.


Added DiffLines:

* ForeignRulingClass: If taking over the world is the player's goal, this will happen. Sometimes trouble will occur. Enacting certain policies -- like Forgiveness of Debts -- as well as putting Governors that are of the same culture as the locals will mitigate most trouble.

Changed: 16

Removed: 305

Is there an issue? Send a MessageReason:
Blade On A Stick is now a disambiguation page.


* BladeOnAStick: Polearms are a separate category of weapons, consisting of anything from simpliest pikes to halberd-type weapons. They deal a crapload of damage, especially when further compounded by momentum of mounted, but are also slow, unwieldy and require a ''lot'' of free space to use them at all.



* InfinityMinusOneSword: The fine steel menavlion is a cheap widely-available Imperial BladeOnAStick that can be acquired minutes into the game. It's also one of the few polearms that can be used on horseback and swung from side to side, and that swing is easily capable of killing anything from bandits to elite troops in one hit while also having a long reach. Only the highest-tier weapons will outperform it in combat.

to:

* InfinityMinusOneSword: The fine steel menavlion is a cheap widely-available Imperial BladeOnAStick spear that can be acquired minutes into the game. It's also one of the few polearms that can be used on horseback and swung from side to side, and that swing is easily capable of killing anything from bandits to elite troops in one hit while also having a long reach. Only the highest-tier weapons will outperform it in combat.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* UnwantedAssistance: It is entirely possible for the crews of your own siege engines to end up shelling the same segment of fortification that your siege tower is heading, hitting it along with the soldiers currently using it, or even outright ''destroying'' it. Or they make a lucky wall breach right next to the just hauled there tower.

Added: 2029

Changed: 955

Is there an issue? Send a MessageReason:
None


* 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.

to:

* DifficultButAwesome: 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.
** Learning how the trebuchet works and aims takes genuine effort from the player, with no in-game mechanics to compensate for their own abilities. But being able to barrage the gate or utterly destroy a tower or create a gap in the wall all on your own is not only immensely satisfying, but can also completely turn the tide of the siege. Similarly, taking out enemy siege equipment while defending is hard, but doable, and can reduce the attackers to only using ladders, which are easily defended against.



** Throwing and throwing weapons are mostly seen as utterly useless. However, if one dedicates their entire build towards them and grinds the skill to unlock the final few perks (including the ultimate one), javelins can one-shot just about anything they hit, pierce through any shield and kill ''both'' the mount and its rider [[OneHitPolykill in a single hit]]. The real question is whether one is willing to go to such extreme lengths.



* OneHitPolykill: If the first target is slain, then the sweep movement of the weapon will continue, hitting another one within its reach. This means certain two-handed polearms are ''mowing'' enemy troops by the dozen, as they deal enough damage to kill even well-armoured target in single hit. On horseback, long glaive and war razor are some of the most dreaded weapons, since ''nothing'' can survive being swept by them, including a three-rank-thick line of heavy infantry with shields pointed in harm's way.

to:

* OneHitPolykill: OneHitPolykill:
**
If the first target is slain, then the sweep movement of the weapon will continue, hitting another one within its reach. This means certain two-handed polearms are ''mowing'' enemy troops by the dozen, as they deal enough damage to kill even well-armoured target in single hit. On horseback, long glaive and war razor are some of the most dreaded weapons, since ''nothing'' can survive being swept by them, including a three-rank-thick line of heavy infantry with shields pointed in harm's way.way.
** Ballista, especially the one mounted on the fortress wall, is capable of taking few targets with a single, oversized bolt.

Top