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Tactics to win any battle with aserai as southern empire

Make a elite cataphract force of 50 than charge them to their horse division. Elite cataphracts are superior in all ways. Then, charge the horses on to the pikeman and archers then charge the soldiers and arrows. Dont forget that these has to be mostly legionaries. I hope my tips help. submitted by /u/Visible_Tax7920 [link] [comments]

Some Faction Ideas/Locations For Bannerlord

So Bannerlord has a massive map like Warband but it feels incomplete. Like if civilization has existed and continues to expand why does the south, east, and west feel like it has empty land. (The river to the south, the plains to the east, and the isles to the west.) I want to throw some ideas out there and see if anyone likes them or if any devs see and have their thoughts on them as I feel like more factions would be incredibly amazing to the enrichment of the already great lore and history of the game. (To include them or add them the lore can just say that they never involved themselves with the old Calradian Empire but were apart of the local history, and now that the civil war has erupted and old factions emerge, they have come out to test the strength of these old Empires and Kingdoms.)

Kingdom of Ionia:(Made up of the Western Islands)

The name of this kingdom is a reference to the Ionian sea or the sea in between the many Greek Islands and Isles.

This "kingdom" would act as a confederation of city states, lords, kings, and republics which unite under a common leader when the independence of the Islands of Ionia are under threat of Invasion. Each Island will get it's own city with coastal villages and will be included after naval and ship warfare are introduced to Bannerlord.

Armys/Navy: The Ionians are defined by the sea. They will have the largest navy at the beginning of the game and have the best ships, Tiremes (Triremes being the largest ships with 3 rows or rowers below deck.) they get the option of 2 ship types, being assault ships and skirmisher ships. With their armys comprising of Heavy Infantry "Hoplites" which are similar to the modern day hoplites but suffer from low armor below the waist and low morale save except for the "Sparti" Hoplites which will be the best and most tanky Spear-Infantry in the game.

Navy:

Assault ships will be made of of Ionian Marines, carrying short spears and short swords with large roundshields their aim is to ram enemy ships and have their Infantry board the enemy ship (Unless they split the enemy ship in half ramming.) They wear Spartan/Hoplite like helmets and attire and are particularly tanky with high armor but are vulnerable at the thighs and upper arms.

Skirmishers comprise of harpooners on top of a lighter/faster Bireme (A ship with 2 rows of rowers) this ship is fast and nimble with their harpooners wearing light infantry tunics and launching harpoons at the enemy. Should they be boarded they will brandish a shortsword and/or Tridant depending on distance however they are about as armored and weak as archers in melee combat.

Army: The Ionian army are comprised of lightly armored Javolineers, "Creato" Archers and Hoplites.

Hoplites: These units will be heavily armored above the thigh but due to their attire they will be exposed at the upper arm and thighs. They wield large bronze roundshields and leaf spears with short swords for backups when the enemy breaks through.

Javolineers: These units are the lightest armored in the game but wield 3 stacks of 10 Javs and have the fastest running speed in the game. Allowing them to quickly hit and run against enemy armies or using their superior mobility to outmaneuver an enemy being held in place by the Hoplite lines.

"Creato" Archers: (Names after Creatian archers which was considered the greatest archers in the ancient world) these archers are lightly armored archers who have the greatest range in the game, however they are considerably less accurate than Fians and do only 2/3 the damage at their max distance, with their power scaling based on distance.

Ionia will be a kingdom plagued by internal issues as they cannot be easily invaded, yet civil wars are more easily to erupt. Choosing an Ionian culture as your characters will grant you a 25% speed boost and less food consumption when moving with a navy/in water. But grant your armies a 10% slower movement speed across all landforms.

The Kingdom of Aegyptus: (Along the river to the South)

Named after how Homer refers to Egypt as in the Odyssey, Aegyptus is ruled by the Pharaoh who serves as the divine head of religion and head of state, a living god. They will be introduced with the religion and chariot expansion. Of which will add religions which increase influence based on each lord (And city) which follow that religion and chariots which act as highly tanky shock cav and/or skirmisher cav.

They will be located along the river to the south of the Asrai, what they refer to as the Niale. (The Nile) Which is the heart of their lives with all of their major cities running along it. They will follow the Pharaohs commands as if they were from a god and take issue with any not following their religion.

Their army will comprise mostly of mass Infantry backed by hard hitting cav/chariots to make them terrifying on open plains but easy in forests and/or sieges. And their navy being fast and mobile.

Army:

(All Chariots take up 5 Unit spaces for balancing purposes.)

Chariot Riders: These are the large bulky chariots who hit like literal trucks. Having the hardest hitting charge damage of any unit spears are the only effective way of stopping them or to slow them down by surrounding.

Chariot Skirmishers: These chariots are lighter and skinnier with one of the two riders firing a longbow which does devastating damage to single targets and can fire in a 360 degree angle thanks to not having to face in any single direction as when on horseback.

Slave Infantry: Unbelievers armed with short swords and light armor; they have low morale but only take up .5 of the space as any other unit allowing mass spamming of this cannon fodder-unit.

Pharoah's Gaurds: These units are the heaviest in the game, with all being at the max height and strength for units, however being vulnerable to blunt damage and cavalry charges. They carry massive tower shields and are armed with both a 1 handed Khopesh and a 2 handed Khopesh depending on what is needed.

Aegyptian Bowmen: These short-bows have short range but high piercing damage and high accuracy making them perfect for hiding behind massive lines of Infantry or Bulky lines to pepper down the enemy's numbers through them.

Navy:

Eye of Horus: This ship is the lightest and most shallow boarding ship, this makes them vulnerable to damage but the fastest ships on rivers and any shallow water, easily able to take advantage of rivers and lakes.

Anhur's Arrows: This ship is armed with dangerous Aegyptian short bowmen who can pepper down other ships from long short distances with accurate fire.

Choosing Aegyptian as your starting culture grants you a +1 Influence on every city/noble/companion that is in your clan/in your clan's possession monthly. And granting you a +10 movement speed on rivers. With a -10% weekly relationship decrease to all others who don't follow your religion and a -10% speed in forests.

The Qin Empire: (Beyond the Eastern Mountains)

Based off of the Chinese Qin Dynasty this faction is about defense and numbers. Their walls are much higher than other factions and they have built a great wall to prevent the Khuzait from entering their homeland in which a grand fort-city stands as the gate that must be taken to attack them directly, otherwise having to go around. They are masters of seigecraft and will be introcuded when artillery/mobile siegeweapons are introduced. (Ballista's being recruitable costing 10 unit spaces, Onogars being 15, etc.) With their own unique artillery piece the Hwacha.

Their nation will work with a imperial system where lords are ranked into 3 positions, Emperor, Highlords, and Lowlords. With the higher they are gaining massive bonuses to government, army size, and unit morale, quality, and recruitment. With the highest rank being achivable being Highlord unless you directly rebel and overthrow the Emperor, Low lords gaining -10% to taxes, soldier exp, tribute gain, and influence gain. Highlords gaining +10% to taxes, soldier exp, tribute gain, and influence gain. And Emperor receiving +25% to taxes, soldier exp, tribute gain, influence gain, and settlement loyalty.

The Qin Army is backed by large numbers of foot troops, medium armored with relatively large square-shields, heavy Glave wielding cavalry, and a backline of Hwacha's and artillery and their navy having thick, stocky warships.

Army:

Qin Warriors: These warriors are the main force of the Qin army, carrying a Jian straight sword (Jian being what Chinese double edged straight swords are classified as), a short spear and a wooden square shield, with medium armor.

Qin Dynasty Warriors: These warriors are guardians of the Emperor and wield massive Pole-Blades (Much like Glaves but the blade being longer), one handed Dao curved swords (Dao being what Chinese curved single edged swords were classified as.) and ride on armored horses. They are a melee cavalry who want to charge and then get stuck in for a long fight.

Qin Crossbowmen: These crossbow men have the fastest reload and aiming time of any crossbows, although they are still slower than archers they pack a punch for less range than other crossbowmen.

Hwachas: These are large artillery pieces which cost 20 Units per Hwacha but carry 100 arrows for a single AOE ranged attack much like the Onogar but more precise. Able to tear apart any line or column of Infantry these replace Onogars for the Qin giving them less damage against structures but more effective against units. They can be reloaded when used defensively on sieges but their reload time takes 3:00 during sieges so shoot carefully.

Navy:

(ALL Qin ships will be the slowest in the game)

Qin Galleon: The Galleon can hold more troops than any other ship but the marines are significantly weaker due to weight limitations for the ship, requiring they wear lighter armor. Allowing them to swarm other decks at the cost of less health.

Qin Hwacha Galleon: This Galleon places a Hwacha crew in place of soldiers allowing them to fire 1 volley of a barrage at 1 ship, destroying whatever is hit.

Choosing Qin as your culture grants you a +10% engineering build speed and -10% food consumption of armies. However, you suffer a +10% increase in price of tier 4-6 Soldiers and units and a -10% persuasion chance with lords of a different culture.

Let me know what you think of these as I personally love them and loved writing them! Let me know of any factions you'd like to see as well as writing about this is fun for everyone.



Submitted April 27, 2022 at 07:10PM by _Boodstain_ https://ift.tt/agZ7GWX

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