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* ObviousBeta:
** ''Warband'' was a clear example of such, down to debugging info and messages in the vein of "this feature is not yet implemented" being shown in the 'final' version. To their credit, though, TW started cranking out patches at an impressive rate to avert this.
** Continuing a [=TaleWorlds=] tradition, the initial release of ''With Fire and Sword'' sees bugs and absurdities abound and key features missing. It's a little better presented than ''Warband'''s initial release was was but it's still clearly incomplete.
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** Sword Sisters. Despite being notoriously difficult to train and the payoff for having trained them not being particularly high, many players seem to be really fond of them. This is probably the reason for their return in ''Bannerlord''.
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** Katrin is usually considered the weakest hero in the game for having a predetermined 7 wasted skill points in Inventory Management, a skill that benefits nobody except the protagonist, and very spread out stats at a high joining level which renders her [[MasterOfNone good at nothing in particular]].
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*** A particularly irritating habit during sieges is for newly spawned defenders to race to defend the walls, even if the attacking side have already overcome them and are now standing in the courtyard, [[HollywoodTactics disregarding all sense of logic]]. This will cause your attacking units to turn around and chase them back onto the walls, all while getting shot at from behind by archers or crossbowmen from the courtyard. Worse yet, sometimes this is outright necessary, because the next batch of defenders won't spawn, until you've taken care of enough of those enemies uselessly standing around on the walls defending nothing of tactical interest, even if you control the entire courtyard.


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*** A good tactic in such situations (especially in Praven, where all participants are given lances and horses) is to [[ViolationOfCommonSense simply dismount, unequip your shield and charge the opponents from behind on foot]]. Your damage output won't be amazing, but you will do actual damage per hit and you'll have way better maneuverability than when you're mounted.
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* DifficultySpike: After developing a large enough force to take down bandits, the player is likely going to have a king ask to swear fealty, thus bringing the player into combat with lords. At that time, those lords likely have a larger army then you, and it's going to be a bit difficult rebuilding an army should you get defeated.
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*** Speaking of which, dismounting your mounted units (especially horse archers) and use the horses as makeshift meat shields. Because of the game's physics engine that halts all advancing units if their path is blocked by something (including mounts), the AI will simply [[ArtificialStupidity stops itself from charging and slowly turn themselves backwards to find a roundabout]] as they didn't acknowledge the makeshift "wall" as a living unit and they will make no attempt to bring the "wall" down, while you and your dismounted archers can [[CherryTapping pelt down the enemy with no impunity]]. This makes open battle where mounts allowed a cakewalk, even better if your army is in a higher ground, however slight the advantage you get from it. The strategy is downright mandatory in some mods with inflated troop numbers like Pendor, despite horse archers in that mod is a lot smarter and stronger due to the tweaked AI opting for more hit-and-run tactics instead of mindlessly charging the opponent, simply because it allows you to save up your horse archers from being killed more efficiently than having a proper frontline.

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* LowTierLetdown:
** Nobody likes the Khergits as allies, because they're so utterly useless in sieges and in the field. The root of the problem is that most cavalry archers have the same A.I. as melee cavalry units, which translate into them [[ArtificialStupidity charging towards enemy ranks like how Swadian knights would do with their lances]] rather than performing hit-and-run tactics like a sensible person would do (some horse archers actually circle their targets while firing, and they're far more effective as a result), and as such they're easily stopped by a decent shield formation and easily obliterated with a barrage of arrows, even the Veteran Horse Archers. Veteran Horse Archers are the best when dismounted and put in the same rank as your other archers, but then again you're better hiring Sarranids Master Archers or Vaegir Marksman if you really want a reliable archer unit.
** Polearms, specifically when equipped in tandem with shield. Outside of horseback or used by an anti-cavalry unit, polearms are essentially outclassed by everything else that also allows you to use a shield since you can only use the thrust attack, which can be easily blocked even within short timing. They're best wielded with both hands since you can actually swipe off enemies with it and block in four directions, but their damage per strike is much lower compared to swords and maces.



* TierInducedScrappy: Nobody likes the Khergits as allies, because they're so utterly useless in sieges and in the field. The root of the problem is that most cavalry archers have the same A.I. as melee cavalry units, which translate into them [[ArtificialStupidity charging towards enemy ranks like how Swadian knights would do with their lances]] rather than performing hit-and-run tactics like a sensible person would do (some horse archers actually circle their targets while firing, and they're far more effective as a result), and as such they're easily stopped by a decent shield formation and easily obliterated with a barrage of arrows, even the Veteran Horse Archers. Veteran Horse Archers are the best when dismounted and put in the same rank as your other archers, but then again you're better hiring Sarranids Master Archers or Vaegir Marksman if you really want a reliable archer unit.
** Polearms, specifically when equipped in tandem with shield. Outside of horseback or used by an anti-cavalry unit, polearms are essentially outclassed by everything else that also allows you to use a shield since you can only use the thrust attack, which can be easily blocked even within short timing. They're best wielded with both hands since you can actually swipe off enemies with it and block in four directions, but their damage per strike is much lower compared to swords and maces.
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* AuthorsSavingThrow: The much hated cattle jobs from the original ''Mount & Blade'' and ''Warband'' were finally changed in ''Fire & Sword'' by having the cattle follow you rather than herding them to the objetive.
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Nonsensical sentence. (After the two what?)


* BrokenBase: Before ''VideoGame/MountAndBlade'' was picked up by a publisher, they were operating on a "buy now, get a fleshed out version later without added cost" deal similar to ''VideoGame/{{Minecraft}}'' and ''VideoGame/{{Terraria}}'' (which was after the two, it's an industry standard "Early Access" arrangement). However, once a publisher picked up the game, the promised improvements were never made to the original ''Mount and Blade''. The improvements were to include better combat, multiplayer, and improvements to sieges and management. Instead they were made into addons that had to be purchased. A segment of the original fandom who had pre-purchased the game were then less then pleased. There were vows to never buy or instead pirate the sequels as they felt they were cheated by the deal. As the game and sequels became cheaper, members of the fandom who felt this way changed their minds and just purchased the now notably cheaper sequels.

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* BrokenBase: Before ''VideoGame/MountAndBlade'' was picked up by a publisher, they were operating on a "buy now, get a fleshed out version later without added cost" deal similar to ''VideoGame/{{Minecraft}}'' and ''VideoGame/{{Terraria}}'' (which was after the two, it's an industry a now-industry standard "Early Access" arrangement). However, once a publisher picked up the game, the promised improvements were never made to the original ''Mount and Blade''. The improvements were to include better combat, multiplayer, and improvements to sieges and management. Instead they were made into addons that had to be purchased. A segment of the original fandom who had pre-purchased the game were then less then pleased. There were vows to never buy or instead pirate the sequels as they felt they were cheated by the deal. As the game and sequels became cheaper, members of the fandom who felt this way changed their minds and just purchased the now notably cheaper sequels.
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* SpiritualSuccessor: To VideoGame/SidMeiersPirates.

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* AuthorsSavingThrow: The much hated cattle jobs from the original ''Mount & Blade'' and ''Warband'' were finally changed in ''Fire & Sword'' by '''simply having the cattle follow you''' rather than herding them to the objetive.

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* AuthorsSavingThrow: The much hated cattle jobs from the original ''Mount & Blade'' and ''Warband'' were finally changed in ''Fire & Sword'' by '''simply having the cattle follow you''' you rather than herding them to the objetive.


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* BetterOffSold: A byproduct of the looting system. Firstly, you can only get things that your opponents wield (Looters will not magically yield plate armor, for example). Secondly, the quality and quantity of loot is determined by your Looting skill (which serves no other purpose). Thirdly, the more troops and companions you have the less loot you get. The net result is that post-battle looting tends to yield dangerously subpar equipment only fit for selling off. You have a much better chance of finding high quality items by using that money to [[BoringbutPractical go shopping]].
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** "This thread receives an [[ContemptibleCover Official Frodogorn Seal of Approval]]" [[http://i48.photobucket.com/albums/f230/TaleWorlds/official_frodogorn_seal_of_approval.png]]

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** "This thread receives an [[ContemptibleCover Official Frodogorn Seal of Approval]]" Approval" [[http://i48.photobucket.com/albums/f230/TaleWorlds/official_frodogorn_seal_of_approval.png]]
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* SoOkayItsAverage: ''Fire & Sword'' is considered this by many for being a very competently-made standalone game with a few decent additions and quality-of-life improvements over the original game and ''Warband'' but marred by an uninspired and boring overworld, confusing (and easily breakable) storylines, some bad design choices and lacking the depth of ''Warband''.
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* TheScrappy: Many players dislike Matheld (a possible Nord companion) for being a RichBitch with a superiority complex. The fact that she's coded as incompatible with NiceGirl Ymira and useful healer Jeremus makes her a liability if you need the latter in the early game since both will inevitably fight over nothing which could cause Jeremus to leave the party after some time.
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* AuthorsSavingThrow: The much hated cattle jobs from the original ''Mount & Blade'' and ''Warband'' were finally changed in ''Fire & Sword'' by '''simply having the cattle follow you''' rather than herding them to the objetive.
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* ContestedSequel: The political model and multiplayer are long-requested and popular features, but the changes to combat are divisive, and the "balancing" of cavalry and infantry for multiplayer purposes is ''very'' much hated.

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* ContestedSequel: The ''Warband'', the political model and multiplayer are were long-requested and popular features, but the changes to combat are divisive, and the "balancing" of cavalry and infantry for multiplayer purposes is ''very'' much hated.
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** Also, arguably, deliberately invoked; the game was built ground-up to not just support, but encourage modding. As a result, there have been a lot of mods made for this game, ranging from all sorts of historical settings like Rome, Japan, Dark Ages Britain (Brytenwalda, which the devs later helped make the Viking Conquest official DLC), and more. There are also tons of mods transporting the game into fictional settings, from ''Literature/ASongOfIceAndFire'' (or, as you might know it, ''Series/GameOfThrones''), to ''Literature/TheLordOfTheRings'' to ''TabletopGame/{{Warhammer}}'' and even into ''Franchise/StarWars''. In short, if it's a popular enough setting, there's a decent chance someone has made a mod turning M&B into it.

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** Also, arguably, deliberately invoked; the game was built ground-up to not just support, but encourage modding. As a result, there have been a lot of mods made for this game, ranging from all sorts of historical settings like Rome, Japan, Dark Ages Britain (Brytenwalda, which the devs later helped make the Viking Conquest official DLC), and more. There are also tons of mods transporting the game into fictional settings, from ''Literature/ASongOfIceAndFire'' (or, as you might know it, ''Series/GameOfThrones''), to ''Literature/TheLordOfTheRings'' to ''TabletopGame/{{Warhammer}}'' and even into ''Franchise/StarWars''. In short, if it's a popular enough setting, there's a decent chance someone has made a mod turning M&B ''M&B'' into it.



** Castle Grunwalder, where in addition to there being a substantial run to the castle from your starting position, the single ladder given to you is covered by at least three angles of fire from the walls. It doesn't help that initial controllers of it are the aforementioned Rhodoks. Many mods fix this by adding several more ladders.

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** Castle Grunwalder, where in addition to there being a substantial run to the castle from your starting position, the single ladder given to you is covered by at least three angles of fire from the walls. It doesn't help that initial controllers of it are the aforementioned Rhodoks.Rhodoks, who certainly do ''not'' need any more help with defending their territory as the best defensive faction in the game. Many mods fix this by adding several more ladders.



* TierInducedScrappy: Nobody likes the Khergits because they're so utterly useless in sieges. The root of the problem is that most cavalry archers have the same A.I. as melee cavalry units, which translate into they [[ArtificialStupidity charging towards enemy ranks like how Swadian knights would do with their lances rather than performing hit-and-run tactics like a sensible person would do]], and as such they're easily stopped by a decent shield formation and easily obliterated with barrage of arrows, even the Veteran Horse Archers. Veteran Horse Archers are the best when dismounted and put in the same rank as your other archers, but then again you're best hiring Sarranids Master Archers or Vaegir Marksman if you really want a reliable archer unit.
** Polearms, specifically when equipped in tandem with shield. Outside of horseback or used by an anti-cavalry unit, polearms are essentially outclassed by everything else that also allows you to use up shield since you can only use thrust attack, which can be easily blocked even within short timing. They're at best wield double handed since you can actually swipe off enemies with it and block in four directions, but their damage per strike are much lower compared to swords and maces.

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* TierInducedScrappy: Nobody likes the Khergits as allies, because they're so utterly useless in sieges.sieges and in the field. The root of the problem is that most cavalry archers have the same A.I. as melee cavalry units, which translate into they them [[ArtificialStupidity charging towards enemy ranks like how Swadian knights would do with their lances lances]] rather than performing hit-and-run tactics like a sensible person would do]], do (some horse archers actually circle their targets while firing, and they're far more effective as a result), and as such they're easily stopped by a decent shield formation and easily obliterated with a barrage of arrows, even the Veteran Horse Archers. Veteran Horse Archers are the best when dismounted and put in the same rank as your other archers, but then again you're best better hiring Sarranids Master Archers or Vaegir Marksman if you really want a reliable archer unit.
** Polearms, specifically when equipped in tandem with shield. Outside of horseback or used by an anti-cavalry unit, polearms are essentially outclassed by everything else that also allows you to use up a shield since you can only use the thrust attack, which can be easily blocked even within short timing. They're at best wield double handed wielded with both hands since you can actually swipe off enemies with it and block in four directions, but their damage per strike are is much lower compared to swords and maces.
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* AnnoyingVideoGameHelper: When a friendly lord sieges a fort/town, most likely they're attempting to wait out the defenders to run out of food, rather than building a siege weapon to assault the castle with. Unfortunately this also means you can't siege it yourself during that time, and can be particularly frustrating if it's the last one owned by an enemy faction. Fortunately, in Warband if you have decent relations with the sieging lord, you can ask him to attack immediately.

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* AnnoyingVideoGameHelper: When a friendly lord sieges a fort/town, most likely they're attempting to wait out the defenders to run out of food, rather than building a siege weapon to assault the castle with. Unfortunately this also means you can't siege it yourself during that time, and can be particularly frustrating if it's the last one owned by an enemy faction. Fortunately, in Warband ''Warband'' if you have decent relations with the sieging lord, you can ask him to attack immediately.



* BrokenBase: Before ''VideoGame/MountAndBlade'' was picked up by a publisher, they were operating on a "buy now get a fleshed out version later without added cost" deal similar to Minecraft and Terraria (which was after the two, it's an industry standard "Early Access"). However, once a publisher picked up the game, the promised improvements were never made to the original Mount and Blade. The improvements were to include better combat, multiplayer, and improvements to sieges and management. Instead they were made into addons that had to be purchased. A segment of the original fandom who had pre-purchased the game then were less then pleased. There were vows to never buy or instead pirate the sequels as they felt they were cheated by the deal. As the game and sequels became cheaper, members of the fandom who felt this way changed their minds and just purchased the now notably cheaper sequels.

to:

* BrokenBase: Before ''VideoGame/MountAndBlade'' was picked up by a publisher, they were operating on a "buy now now, get a fleshed out version later without added cost" deal similar to Minecraft ''VideoGame/{{Minecraft}}'' and Terraria ''VideoGame/{{Terraria}}'' (which was after the two, it's an industry standard "Early Access"). Access" arrangement). However, once a publisher picked up the game, the promised improvements were never made to the original Mount ''Mount and Blade.Blade''. The improvements were to include better combat, multiplayer, and improvements to sieges and management. Instead they were made into addons that had to be purchased. A segment of the original fandom who had pre-purchased the game were then were less then pleased. There were vows to never buy or instead pirate the sequels as they felt they were cheated by the deal. As the game and sequels became cheaper, members of the fandom who felt this way changed their minds and just purchased the now notably cheaper sequels.



* CultClassic: It's ugly, frustrating and has ''many'' {{Scrappy Mechanic}}s, but it has a die-hard fanbase and for good reason. There are no other games out there that combine [[RolePlayingGame role-playing]], RealTimeStrategy and third/first person melee combat as well as this one, making for an extremely engrossing experience despite the flaws.

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* CultClassic: It's ugly, frustrating and has ''many'' {{Scrappy Mechanic}}s, but it has a die-hard fanbase and for good reason. There are no other games out there that combine [[RolePlayingGame role-playing]], RealTimeStrategy and third/first person melee combat as well as this one, making for an extremely engrossing experience despite the flaws.flaws, and player-created mods have long since stepped in to address the worst issues.



** Vaegir Marksmen, the best damn archers in the game. They're insanely accurate, hit for a ''ton'' of damage even against high-ranking troops, and usually turn up in frighteningly large groups. As bad as assaulting castles are in general, trying to conquer Vaegirs is a fricken' ''nightmare''.

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** Vaegir Marksmen, the best damn archers in the game. They're insanely accurate, hit for a ''ton'' of damage even against high-ranking troops, and usually turn up in frighteningly large groups. As bad as assaulting castles are in general, trying to conquer Vaegirs is a fricken' frickin' ''nightmare''.



** Rhodok Sharpshooters, as well. See the Game Breaker entry down below for details on just how they'll murder anything that's not a Rhodok with impunity.
** You might have noticed quite a bit of praise for huscarls in the page. You can probably now imagine the sort of pain that it is to go ''against'' them. Oh, and don't think cavalry archers will save you, as just one thrown axe is more than capable of taking down anyone short of a steel-clad knight.
** Swadian Knights, there's a reason Heavy Cavalry is considered OP, and Swadian Knights are just the best of those. Instant-death couched lances, extreme durabliity, even more durable horses, and even if you ''do'' dehorse them, they're a good match for most infantry head-on anyways.

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** Rhodok Sharpshooters, as well. See the Game Breaker entry down below for details on just how they'll murder anything that's not also a Rhodok with impunity.
** You might have noticed quite a bit of praise for huscarls Nord Huscarls in the page. You can probably now imagine the sort of pain that it is to go ''against'' them. Oh, and don't think cavalry archers will save you, as just one thrown axe is more than capable of taking down anyone short of a steel-clad knight.
knight, and since axes swiftly break shields, you're not going to withstand their assault for long.
** Swadian Knights, there's a reason Heavy Cavalry is considered OP, and Swadian Knights are just the best of those. Instant-death couched lances, extreme durabliity, durability, even more durable horses, and even if you ''do'' dehorse them, they're a good match for most infantry head-on anyways.



** Gunwielding enemies in general in WF&S. This is especially the case for those who have quality firearms and know how to use them like Swedish troops, but even the humble [[ButtMonkey low grade outlaw]] with a Shur Fine Homemade Gun can give you grief. They pack an amazing punch against everything, capable of One Hit Killing an unarmored target (including a starting player); and can even significantly wound a player with the ArmorOfInvincibility ; they're very accurate since [[EasyLogistics nobody has to worry about things like not seeing through gun smoke]], and they reload at a rapid clip. They make early game hard (unbearable for some) and in numbers can be a serious danger into late game.

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** Gunwielding enemies in general in WF&S. ''WF&S''. This is especially the case for those who have quality firearms and know how to use them like Swedish troops, but even the humble [[ButtMonkey low grade outlaw]] with a [[ReliablyUnreliableGuns Shur Fine Homemade Gun Gun]] can give you grief. They pack an amazing punch against everything, capable of One Hit Killing an unarmored target (including a starting player); and can even significantly wound a player with the ArmorOfInvincibility ; ArmorOfInvincibility; they're very accurate since [[EasyLogistics nobody has to worry about things like not seeing through gun smoke]], and they reload at a rapid clip. They make early game hard (unbearable for some) and in numbers can be a serious danger into late game.



** Nordic Huscarls. 20 or more in a tight formation easily become unstoppable. Storming/defending a castle, holding against cavalry in the open plains. Odds that were once reason to run and hide are now reason to sit down and dare the enemy to bring a friend. They were absolutely ''insane'' in the original release, leading to them being nerfed in ''Warband-'' now they're "only" the best melee infantry in the game.
** Rhodok Sharpshooters[[note]]Even vastly more broken than the above-mentioned Huscarls.[[/note]]. They wield the powerful Siege Crossbow, which inflicts sixty-so damage (in a game that deals with HP in the 50-100 realm) per hit. On top of that, they're almost pinpoint accurate with it, hitting distant targets more than most other archers. At first, this seems alright, considering that cavalry or even infantry make short work of archers when they close the distance between the two. But this isn't the case with the Rhodok Sharpshooters. Oh, no. The Rhodoks are very well versed defensive fighters, as shown in their Anti-Cavalry/Anti-{{ZergRush}} Pikemen and other units. But what does this mean for the Sharpshooters? It means that they get a massive board shield that absolutely NONE of the other Factions' archers ever receive. This allows them to soak up damage to their shields while your infantry's swords ping harmlessly off of the largest shield in the game; all the while, the Sharpshooters are getting hits in between swings, cutting down the poor infantry that happened to charge them.

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** Nordic Huscarls. 20 or more in a tight formation easily become unstoppable. Storming/defending a castle, holding against cavalry in the open plains. Odds that were once reason to run and hide are now reason to sit down and dare the enemy to bring a friend.friend or fifty. They were absolutely ''insane'' in the original release, leading to them being nerfed in ''Warband-'' now they're "only" the best melee infantry in the game.
** Rhodok Sharpshooters[[note]]Even vastly more broken than the above-mentioned Huscarls.[[/note]]. They wield the powerful Siege Crossbow, which inflicts sixty-so damage (in a game that deals with HP in the 50-100 realm) per hit. On top of that, they're almost pinpoint accurate with it, hitting distant targets more than most other archers. At first, this seems alright, considering that cavalry or even infantry make short work of archers when they close the distance between the two. But this isn't the case with the Rhodok Sharpshooters. Oh, no. The Rhodoks are very well versed defensive fighters, as shown in their Anti-Cavalry/Anti-{{ZergRush}} Pikemen and other units. But what does this mean for the Sharpshooters? It means that they get a massive board shield that absolutely NONE of the other Factions' archers ever receive. This allows them to soak up damage to their shields while your infantry's swords ping harmlessly off of the largest shield in the game; all the while, the Sharpshooters are getting hits in between swings, cutting down the poor infantry or cavalry that happened to charge them.



** Top-tier armor, specially the heaviest kinds like heavy plate, etc. You are slower (on foot) than a pregnant whale, of course, but how is that an inconvenience when 5 out of 6 times you are hit you won't take a single point of damage[[note]]Even under full-damage rules[[/note]]? There's a reason why they are the most expensive items in the game by a huge margin. Second best armors are way cheaper, and while they won't make your character effectively immortal, they improve survivability tenfold.
*** Playing without the handicap, both the player and their heavy infantry/cavalry in the game suddenly become MUCH more squishy, since the damage reduction handicap is applied BEFORE armor calculations which makes heavy armors MUCH more effective then they're supposed to be. In battles where 20 Huskys or Swadian knights could crush a 100+ man armor without a single loss, they'll suddenly find themselves being completely wiped out with usually 2 to 1 death odds in the enemy's favor. A no handicap game does require actually paying attention and using strategy, either by working around a factions weakness if you're playing straight faction or seeking out troops from other nations to cover those weaknesses (aka Huskys, Swadian knights, and Rhodok sharpshooters as the only units in your army).
** The Surgery skill. A 4% per point doesn't sound like much, but one must take into account that soldiers that live longer get more experience, which makes them stronger and much harder to kill. Strong soldiers make it easier to win battles, and gather more experience for themselves and new recruits thanks to LeakedExperience, which become harder to kill... Such snowball effect becomes noticeable as low as level 3 or 4 in the skill. (keep in mind, that 4% per rank is added to the passive 25% chance to be wounded you already had, ending up at 85%, if you manage to hit the full 15 possible party skill score (requires the use of the surgery reference book (+1 while in the inventory) and the PC with 10 surgery, since the PC gets an extra +4 bonus to skill checks on party skills they know themselves at rank 10, contrary to some other sources you do NOT need other [=NPCs=] with the skill for this to happen and it works even if completely solo and for any party skill that has a reference manual (or 14 if a skill lacks a reference manual like first-aid (which in the unmodded game they added 2 copies of Wound management instead of 1 of each medical skill...the WM books do not stack)).

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** Top-tier armor, specially the heaviest kinds like heavy plate, etc. You are slower (on foot) than a pregnant whale, of course, but how is that an inconvenience when 5 out of 6 times you are hit you won't take a single point of damage[[note]]Even under full-damage rules[[/note]]? There's a reason why they are the most expensive items in the game by a huge margin. Second best Second-best armors are way cheaper, and while they won't make your character effectively immortal, they improve survivability tenfold.
*** Playing without the handicap, both the player and their heavy infantry/cavalry in the game suddenly become MUCH more squishy, since the damage reduction handicap is applied BEFORE armor calculations which makes heavy armors MUCH more effective then they're supposed to be. In battles where 20 Huskys or Swadian knights could crush a 100+ man armor without a single loss, they'll suddenly find themselves being completely wiped out with usually 2 to 1 death odds in the enemy's favor. A no handicap game does require actually paying attention and using strategy, either by working around a factions faction's weakness if you're playing straight faction or seeking out troops from other nations to cover those weaknesses (aka Huskys, Swadian knights, and Rhodok sharpshooters as the only units in your army).
** The Surgery skill. A Getting a 4% increased survival rate per point doesn't sound like much, but one must take into account that soldiers that live longer get more experience, which makes them stronger and much harder to kill. Strong soldiers make it easier to win battles, and gather more experience for themselves and new recruits thanks to LeakedExperience, which become harder to kill... Such a snowball effect becomes noticeable as low as level 3 or 4 in the skill. (keep skill [[note]] Keep in mind, that 4% per rank is added to the passive 25% chance to be wounded you already had, ending up at 85%, if you manage to hit the full 15 possible party skill score (requires the use of the surgery reference book (+1 while in the inventory) and the PC with 10 surgery, since the PC gets an extra +4 bonus to skill checks on party skills they know themselves at rank 10, contrary to some other sources you do NOT need other [=NPCs=] with the skill for this to happen and it works even if completely solo and for any party skill that has a reference manual (or 14 if a skill lacks a reference manual like first-aid (which in the unmodded game they added 2 copies of Wound management instead of 1 of each medical skill...the WM books do not stack)).stack)[[/note]].

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Khergit horse archers aren't weak on foot, in fact they're stronger when dismounted. The horse A.I. is not helping matters.


* TierInducedScrappy: Nobody likes the Khergits because they're so utterly useless in sieges. While they're much better in open fields, mounted archery isn't exactly the best strategy when sieges don't allow mounts at all, and it turns out once dismounted Khergit units are pretty damned terrible.

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* TierInducedScrappy: Nobody likes the Khergits because they're so utterly useless in sieges. While The root of the problem is that most cavalry archers have the same A.I. as melee cavalry units, which translate into they [[ArtificialStupidity charging towards enemy ranks like how Swadian knights would do with their lances rather than performing hit-and-run tactics like a sensible person would do]], and as such they're much better in open fields, mounted archery isn't exactly easily stopped by a decent shield formation and easily obliterated with barrage of arrows, even the Veteran Horse Archers. Veteran Horse Archers are the best strategy when sieges don't allow mounts at all, and it turns out once dismounted Khergit units and put in the same rank as your other archers, but then again you're best hiring Sarranids Master Archers or Vaegir Marksman if you really want a reliable archer unit.
** Polearms, specifically when equipped in tandem with shield. Outside of horseback or used by an anti-cavalry unit, polearms
are pretty damned terrible.essentially outclassed by everything else that also allows you to use up shield since you can only use thrust attack, which can be easily blocked even within short timing. They're at best wield double handed since you can actually swipe off enemies with it and block in four directions, but their damage per strike are much lower compared to swords and maces.
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* CultClassic: It's ugly, frustrating and has ''many'' {{Scrappy Mechanic}}s, but it has a die-hard fanbase and for good reason. There are no other games out there that combine [[role-playing RolePlayingGame]], RealTimeStrategy and third/first person melee combat as well as this one, making for an extremely engrossing experience despite the flaws.

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* CultClassic: It's ugly, frustrating and has ''many'' {{Scrappy Mechanic}}s, but it has a die-hard fanbase and for good reason. There are no other games out there that combine [[role-playing RolePlayingGame]], [[RolePlayingGame role-playing]], RealTimeStrategy and third/first person melee combat as well as this one, making for an extremely engrossing experience despite the flaws.
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* CultClassic: It's ugly, frustrating and has ''many'' {{Scrappy Mechanic}}s, but it has a die-hard fanbase and for good reason. There are no other games out there that combine TurnBasedStrategy, RealTimeStrategy and third/first person melee combat as well as this one, making for an extremely engrossing experience despite the flaws.

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* CultClassic: It's ugly, frustrating and has ''many'' {{Scrappy Mechanic}}s, but it has a die-hard fanbase and for good reason. There are no other games out there that combine TurnBasedStrategy, [[role-playing RolePlayingGame]], RealTimeStrategy and third/first person melee combat as well as this one, making for an extremely engrossing experience despite the flaws.
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** Castle Grunwalder, where in addition to there being a substantial run to the castle from your starting position, the single ladder given to you is covered by at least three angles of fire from the walls. It doesn't help that initial controllers of it are the aforementioned Rhodoks. Many mods fix this by removing the ladder altogether and instead opening the gate.

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** Castle Grunwalder, where in addition to there being a substantial run to the castle from your starting position, the single ladder given to you is covered by at least three angles of fire from the walls. It doesn't help that initial controllers of it are the aforementioned Rhodoks. Many mods fix this by removing the ladder altogether and instead opening the gate.adding several more ladders.

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