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Mount And Blade Warband More Troops Cheat
Jan 22, 2014 No. It's dependent on total number of soldiers in the battle, period, which includes the enemy. Only way to avoid it is to purposely keep a smaller contigent and only engage smaller enemy groups. So for exmaple, and this isn't exact, 50 vs 50 may spawn everyone, but 78 vs 63 might not. Mount And Blade - Warband. Cheatbook is the resource for the latest Cheats, tips, cheat codes, unlockables, hints and secrets to get the edge to win. Lords from factions without any fiefs spawn randomly on the map. A king may also do this but can get stuck in a void and be found nowhere on the map (even with cheating you can't find him. Oct 08, 2016 Random Mount & Blade Warband Bullshittery - Duration: 27:02. SovietWomble 7,220,573 views. Bannerlord – TOP 6 Best Faction Units - Mount & Blade II: Bannerlord Guide.
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Mount And Blade Warband Spawn Troops Map
Hey everyone.
I think guides can be very useful so I decided to try an make one, and assembling data, facts etc.
I hope this guide will give an good overview and brief about the diffrent units and factions. This guide doesn’t includes troop trees, because you can find them so many places. Just go at the mount and blade wiki and you will find a troop tree to each faction. Besides I haven’t included everything like a nord huscarl can beat a looter, because if it can beat a mountain bandit, it can kill a looter. And of course infantry have a hard time catching cavalry etc. I hope you like it and I’m sorry for misspellings, mistakes etc. I would like to hear/read constructive critism, improvements, suggestions etc etc.
Sources: Playing the game, other guides, comparing unit stats, testing units etc. Well here it goes:
Mount and blade – Unit + Faction guide
Faction: Nords.
Colour: Yellow.
Position at the map: North.
Troop types used: Light and heavy infantry. Moderately effective archers.
Special unit: Nord huscarl.
Faction description: The nordic kingdom is meant as the vikings from the northern European lands, more precisely the Scandinavia. The nords had fiercely barbarians who believed in northern mythology. The nords favour axes, round shields and troops on foot. They too have a lot of fish to offer in their towns and villages, because they are placed at the coast. Tehir faction leader is King Ragnar and their claimant is Letwhin Far-seeker.
Description of the nordic units
Nord recruit. (very light infantry): A fresh new recruit. With not very or little experience in military warfare, the nord recruit should only be used as cannon fodder and meat shields, they aren’t good for much. They are able to wear, hatchets, 2 hand wielded axes, forks and their peasent clothes.
Advantages: Nothing, but are able to beat looters and other recruits.
Disadvantages: Bad against almost everything and is especially vulnerable to missile fire and cavalry charges.
Nord footman. (light infantry). A great improvement from their foreigners. This unit is the only nord unit who have a change of ever wear a spear. They have moderatly protective round shields, swords and axes and wear not metal armour, but better and stronger clothes than the last tier of unit. They are light infantry, but are however able to hold a front line for a while, but they will need reinforsments in the long run. They are not recommended for anything, but the nessasary.
Advantages: Can kill very light troops and are good against shield wearing enemies.
Disadvantegs: Very weak against cavalry.
Nord trained footman. (moderatly heavy infantry)
This unit are able to hold and break a front line with some luck. They are able to wear, axes, chainmail, protective helmets, and round shields. They can however, get killed my top tier units easily.
Advantages: Good against missile troops and holding a battle line.
Disadvantages: Weak against cavalry and top tier units.
Nord warrior. (heavy infantry) As the name tells, these are warriors. A fiercy warrior ready for battle. They can hold a defense of a castle or town and are good in sieges too. They are able to wear, axes, round shields, swords and strong helmets.
Advantages: Good in castle/town battles, and can easily kill weak low tier units.
Disadvantages: Weak against cavalry and top tier units.
Nord veteran. (heavy infantry) All of the above, this unit is just better than its foriegner.
Nord huscarl. (very heavy infantry) This unit is the nords special unit. This unit is the best heavy infantry in the whole game. This is the nords special unit, able to hold a strong defense and break a strong defense. They are exellent in hand to hand combat and can kill any unit in hand to hand combat. Bewary however, these guys might use 2 hand wielded axes, and are very vulnerable to missile fire. They are able to wear, axes, throwing axes, 2 hand wielded axes, strong shields, good helmets, and strong chain and leather armour.
Advantages: Good in sieges and in hand to hand combat.
Disadvantages: slow, and vulnerable to cavalry.
Nord huntsman. (weak missile troop) These are just the same as the recruit, just with bows.
Advantages: not much, but are good against units with no shield or bad armour.
Disadvantages: very weak and extremly vulnerable to cavalry charges.
Nord archer. (moderatly missile troop) The nord archer is much better than the nord huntsman. It has a change of getting a 2 hand wielded axe, got some leather armour, but not much else. The nord archer isn’t a great archer at all, but can be used as castle/town defense or to take out weaker enemies.
Advantages: Good against weaker enemies and infantry.
Disadvantage: Weak against cavalry and don’t have much skill or strong armour.
Nord veteran archer. (moderatly effective archer) The nord veteran archer can be used efficient in castle/town defenses, in siege or in the field. It still doesn’t able to match other archers in any way, except the low tier archers.
Advantages: Good in castle/town defenses or sieges. Excellent against low tier troops.
Disadvantages: Vulnerable to cavalry and can’t match other arhcers.
Faction: Vaegirs
Colour: Green.
Position at the map: East.
Troop types used: Heavy infantry, strong archers and heavy cavalry.
Special unit: Vaegir marksman.
Faction description: The kingdom of vaegirs looks a bit russian with their looks. They prefer axes and bows. They does too like shiney armour. Their faction leader is King Yaroglek and their claimant is Prince Valdym the bastard.
Description of the vaegir units:
Vaegir recruit. (very light infantry) This unit is like any other recruit, weak, fresh and inexperienced. They should only be used as cannon fodder and/or meat shields. They are not good against anything, but they are able to kill very weak troops like looters and other recruits. The vaegir recruit tend to use.
Advantages: Nothing, but are able to beat looters and other recruits.
Disadvantages: Bad against almost everything and is especially vulnerable to missile fire and cavalry charges.
Vaergir footman. (light infantry) This is a light infantry troop and not good for much, but however they are able to hold a front line for a while, but they will need reinforsments in the long run. They are not recommended for anything, but the nessasary. The vaegir footman tend to be wearing and using furs as armour, leather caps and helmets and spiked clubs.
Advantages: Good against weaker troops.
Disadvantages: Not good against medium-top tier units and very weak against cavalry.
Vaegir veteran. (medium heavy infantry/light cavalry) This unit got a chance of getting a horse. They are able to hold and break a front line against weaker and medium troop types. They quite often use a spiked mace and wear medium sized and strong shields. If it got a horse it can be used as light cavalry and distract the enemy for a while and might kill a few units.
Advantages: Good against low-medium tier units, and if is on a horse, good against archers too.
Disadvantages: not good armour and weak and slow horses.
Vaegir infantry. (heavy infantry) The vaegir infantry is a good and nice infantry unit. The unit often wears some quite decent armour, medium strong helmets and a sword or a spear as a weapons. It does too have medium strong shield.
Advantages: Good against all kinds of weaker troops.
Disadvantages: Weak against top tier units and calvary charges.
Vaegir guard. (heavy infantry) The vaegir guard mostly uses 2 hand wielded weapons, like a 2 hand wielded axe. Therefore they are strong in offense, but with out no shield, extremly weak when under missile fire. They wear however, strong decent armour and helmets.
Advantages: Good against armoured troops.
Disadvantages: Weak when under missile fire.
Vaegir horseman. (strong light cavalry) This unit is not at all as strong as the swadian man at arms, but however it is still a nice cavalry unit to have in your army. It wears the same as vaegir infantry, but this one is riding on a horse and the horses are unarmoured, but fast.
Advantages: Good against light troops and other light cavalry. Good for catching horse archers.
Disadvantages: Unarmoured horse, so weak against top tier end units.
Vaegir knight. (strong heavy cavalry) This unit is almost as strong as the swadian knight cavalry unit. But I would still prefer an army of swadian knights, than an army full of these. They are incredible strong, and can be used as very heavy infantry too. It is good for siege battles and in open battles. It wears 2 handed weapons, spears, swords, strong armour and a good tough shield.
Advantages: Good against almost all kind of troops.
Disadvantages: Weak against spear opponents.
Vaegir skirmisher. (light missile troop) The vaegir skirmisher is just like the footman, but is a missile unit. It sometimes throw spears, instead of using bows.
Advantages: Good against light opponents.
Disadvantages: weak, and extremly vulnerable to heavy cavalry charges.
Vaegir archer. (medium missile troop) The vaegir archer is a good arhcer. It wears a fine bow, bad armour however, but is good at shooting arrows and in volleys. It wears a 2 handed wielded axe for hand to hand combat.
Advantages: Good against light-medium strong units.
Disadvantages: Weak against heavy cavalry charges and top tier units.
Vaergir marksman. (heavy missile troop) This is the vaegirs special unit. The vaegir marksman is like a sniper. It is good at shooting, fires fast and are strong. It can also fight in hand to hand combat decent. It wears a halberd for hand to hand combat. It has some decent armour and wears a nice strong helmet.
Advantages: Good against infatry and other missile troops. Good at defending or attacking castles/towns too.
Disadvantages: Weak against cavalry charges and in hand to hand combat against heavy infantry/cavalry units.
Faction: Kingdom of Swadia.
Colour: Orange
Position at the map: Center.
Troop types used: Heavy infantry, Heavy cavalry, decent strong missile troops.
Special unit: The swadian knight.
Faction description: The swadian are a rich and powerful faction. They are probably meant to be a faction from the middle of Europe somewhere. They favor swords, lances, morningstars, heavy cavalry and crowsbows. It have been told that the swadians once ruled over calradia, but now they are torn apart and have lost it’s iron grip over Calradia.
Description of the swadian units:
Swadian recruit. (very light infantry) The swadian recruit are just like any other recruit. Weak, inexperienced and not very well armoured or skilled in anything. They are however able to beat looters, peasents and other recruits. They often wears their farmer tools, a sword or fighting/military picks as a weapon.
Advantages: None, except good for cannon fodder or meat shields.
Disadvantages: Bad against almost everything.
Swadian militia. (light infantry/light crowsbowmen) The swadian militia got a chance of getting a crowsbow. They are much better than the swadian recruit. They can fight and kill weaker troops like looters, mountain bandits, and other light infantry and very light infantry. They are not recommended to be used as a last hope or defense. And they should not be used against tough enemies. They wear padded cloth, a decent helmet, and uses swords, crowsbows and fighting/military picks.
Advantages: Good against light and very light troops.
Disadvantages: Weak against tougher enemies and cavalry.
Swadian footman. (strong light infantry) The swadian footman is still a light infantry. But they can hold and break a battle line when demanded. They can easily kill light troops and they can take up a fight against tougher enemies if they are just a little outnumbering them. They usually wear sturdy leather amour, uses swords, shields, and wear decent strong helmets.
Advantages: Good against light and medium troops.
Disadvantages: Weak against cavalry and strong enemies.
Swadian infantry. (heavy infantry) The swadian infantry unit is good at besieging castle and towns and defending them. They also do formiddable in open field combat. They wears alot of chainmail, metal helmets, swords, fighting/military picks and kite shields. They are truly a dangerous enemy to face.
Advantages: Strong vs weaker and medium troops. Good in sieges and at defending castles/towns.
Disadvantages: It has some troubles beating top tier units and it is vulnerable to cavalry charges.
Swadian seargent. (heavy infantry) The swadian seargent infantry unit is the same as the swadian infantry, just better in every way. It often wears coat of plates and morning stars too.
Advantages: Strong vs weaker and medium troops. Good in sieges and at defending castles/towns.
Disadvantages: It has some troubles beating top tier units and it is vulnerable to cavalry charges.
Swadian knight. (very heavy cavalry) This is the swadians special unit. The swadian knight is a very powerful unit. It has strong armour, strong helmets, sometimes a strong armoured horse too, otherwise it has a fast horse. They usually uses morning stars, lance, or a sword as a weapon. It wears tough strong armour and good strong helmets and a nice strong shield. Even when they are dismounted they can function as excellent infantry and they will be almost as powerful as the nord huscarl. They are good in sieges and defending castles/towns as well. It is extremly dangerous in cavalry charges and in general open field battles.
Advantages: Good in sieges of castles/towns and in open field battles. Good against almost all units, and especially agaisnt archers.
Disadvantages: Not as useful at maps with alot of hills though. It is slow on foot too.
Swadian skirmisher. (very light missile unit) the swadian skirmisher is not very strong, but is a missile unit and can therefore still be very useful. It wears weak armour and uses a crowsbow as a weapon. It has a decent strong helmet though.
Advantages: Good against light opponents.
Disadvantages: weak, and extremly vulnerable to heavy cavalry charges.
Swadian crowsbowman. (light missile unit) the swadian crowsbowman is not good for much, except guarding castles/towns and attacking them. If however they are used on open ground, they should definitely not engage in melee combat at all cost. They should be kept on high ground and be working as a supporting unit, who gives cover -and support fire.
Advantages: Good against unshielded and weaker troops.
Disadvantages: Not good in hand to hand combat and very vulnerable to cavalry attacks.
Swadian sharpshooter. (medium/heavy missile unit) the swadian sharpshooter, is just like a sniper, it is pretty good at hitting its target, and is really not a unit you can go wrong with. It wears some nice chainmail, a decent strong helmet, and a sword for backup, if it comes in hand to hand combat. It is very good at attacking and defending castles/towns.
Advantages: Good at defending and attacking castles/towns. Good against unshielded troops and as a support troop.
Disadvantages: Weak against cavalry charges. Not so strong in hand to hand combat.
Faction: Khergits
Colour: Pink
Position at the map: South.
Troop types used: Very light infantry,very light cavalry, light cavalry and heavy cavalry.
Special unit: Khergit veteran horse archer.
Description of the Khergit faction. The khergits are meant as being a faction from the eastern lands in Asia, like from Mongolia. They favor horses and are the only faction in the game, who uses horse archers.
Description of the khergit units.
Khergit tribesman. (very light infantry/archer/very light missile cavalry) The khergit tribesman has a chance of getting a horse, but else they are just like any other recruits. They do usually wear weak farmer clothes, a club, and no helmet. They sometimes use bow and arrows however.
Advantages: None at all, except decent against looters and other recruits.
Disadvantages: Very weak and not good for much.
Khergit skirmisher. (light missile cavalry) The khergit skirmisher uses a spear, bow and an unamoured and horse. They do also have a round shield and a cap or other clothes to protect their heads.
Advantages: Good against unshielded and weak units.
Disadvantages: Not good in sieges or in fields with alot of hills.
Khergit horseman. (light missile cavalry) The khergit horseman still uses a cap or other clothes to protect their heads, but they have some sturdier clothes, a shield, spear, sabre and also a bow. They are good in field battles against weaker-medium troops.
Advantages: Good in field battles, good at defending castles/towns or siege them as a archer.
Disadvantages: Not good in fields with alot of hills and in sieges working as infantry.
Khergit lancer. (heavy cavalry/missile cavalry unit)The khergit lancer is a really great upgrading from the last tier. They uses shiny strong armour, a good shield and a heavy nice sabre. It wears a medium strong helmet and a fast horse. It also sometimes have a bow and can be working as a horse archer. They are good an ok unit at attacking castles/towns, and a good unit defending them. It is a great unit in the field. Some people might say that this is light cavalry, but I think it is eaither light heavy cavalry or very heavy light cavalry.
Advantages: Good in the field against medium-heavy troops. Good at defending and ok at attacking castles/towns.
Disadvantages: Weak against other heavy cavalry and spear units.
Khergit horse archer. (light cavalry missile unit) The khergit horse archer is really a fine unit in field battles. It can run around enemies, shooting them with arrows and then engage in melee combat. It is good at defending and attacking castles/towns too as an archer. It often wears robes, caps, sabre, shield, spear, and bow and arrows. The unit does have a fast horse too.
Advantages: Good in field battles against weaker-medium troops. Good at defending and attacking castles/towns as an archer.
Disadvantages: Weak against spear units, fast cavalry and in melee combat against heavier troops.
Khergit veteran horse archer. (light cavalry missile unit) This is the khergits special unit. It is the same as the unit above, but just better. You will probably also some rare times see this unit with throwing javelins.
Advantages: Good in field battles against weaker-medium troops. Good at defending and attacking castles/towns as an archer.
Disadvantages: Weak against spear units, fast cavalry and in melee combat against heavier troops.
Faction: Rhodoks
Colour: Cyan
Position at the map: South west.
Troop types used: Light and heavy infantry. Missile troops.
Special unit: Rhodok crowsbowman/rhodok seargent.
Description of the faction: The rhodoks is a tough people. Their troops has more hitpoints compared to the other factions. They favor spears and crowsbows. Mainly because they might be supposed to be fighing against the horse favouring khergit empire.
Description of the rhodoks units.
Rhodok tribesman. (very light infantry) The rhodok tribesman is just like any other recruit, weak, new, fresh and inexperienced. The rhodok trbiesman usually wear and use a shield, farmer clothes and forks. They are good as cannon fodder or meat shields.
Advantages: Nothing, but are able to beat looters and other recruits.
Disadvantages: Bad against almost everything and is especially vulnerable to missile fire and cavalry charges.
Rhodok spearman. (light infantry) The rhodok spearmen should be an anti cavalry units, but it can easily get slauhtered. The unit wears a shield, medium clothes, spear and leather helmets.
Advantages: Good against weaker troops and weaker cavalry.
Disadvantages: Very weak against heavier troops and fast and heavy cavalry.
Rhodok trained spearman. (light infantry) The rhodok trained spearmen is an anti cavalry unit too. It wears a spear, some sturdier clothes and a shield. It is medium effective against cavalry, but still can’t take down the heavier troops alone with ease.
Advantages: Effective against light cavalry and other light troops.
Disadvantages: Not effective against other medium and heavy infantry.
Rhodok veteran spearman. (light/heavy infantry) The rhodok veteran spearman is much better than the rhodok trained spearman. It has some chainmail, spiked clubs, sword, shield, spear, and a shield.
Advantages: Effective against all light and medium troops.
Disadvantages: Weak against strong units and heavy cavalry.
Rhodok seargent. (heavy infantry) The rhodok seargent is really a nice unit. It is able to use a spear, sword, glaive, shield, a kettle helmet or a guard helmet and a surcoat. It is effective against all light and medium troops and is able to defeat stronger troops too.
Advantages: Good against light and medium cavalry and most other units.
Disadvantages: Even though it is the highest tier infantry from the rhodoks it still has some big troubles killing the heavy cavalry.
Rhodok crowsbowman. (light missile unit) The rhodok crowsbowman of course wears a crowsbow and bolts. It is able to wear a shield, which when shooting arrows will be protecting its back. It wears weak armour clothes. It is effective when defending or attacking castles/towns and on hills at the battle field.
Advantages: Good when on high ground like hills, castles/towns. Effective against unshielded and lesser amoured opponent.
Disadvantages: Not good in melee combat and vulnerable to cavalry attacks.
Rhodok trained crowsbowman (medium missile unit) The rhodok crowsbowman is the exact same as the rhodok crowsbowman, but just a little better and this unit wears some leather as a helmet to protect its head.
Advantages: Good when on high ground like hills, castles/towns. Effective against unshielded and lesser amoured opponent.
Disadvantages: Not good in melee combat and vulnerable to cavalry attacks.
Rhodok sharpshooter. (heavy missile unit) The rhodok sharpshooter is the rhodoks special unit. It has great shooting abilities. It is just like a sniper and its very accurate, but it fires slower than the vaegir marksman. It wears chainmail, kettle helmets, shields, and a sword for engaging in melee combat. It can be used as medium infantry too. It is very effective on high ground like hills/castes/towns.
Advantages: Good at defending and attacking casltes/towns and when on hills. It is a great supporting unit. Very effective against unshielded or no very well armoured enemies.
Disadvantages: Weak against heavier trooper and cavalry.
The end.
Kindly regards Heckani.
I think guides can be very useful so I decided to try an make one, and assembling data, facts etc.
I hope this guide will give an good overview and brief about the diffrent units and factions. This guide doesn’t includes troop trees, because you can find them so many places. Just go at the mount and blade wiki and you will find a troop tree to each faction. Besides I haven’t included everything like a nord huscarl can beat a looter, because if it can beat a mountain bandit, it can kill a looter. And of course infantry have a hard time catching cavalry etc. I hope you like it and I’m sorry for misspellings, mistakes etc. I would like to hear/read constructive critism, improvements, suggestions etc etc.
Sources: Playing the game, other guides, comparing unit stats, testing units etc. Well here it goes:
Mount and blade – Unit + Faction guide
Faction: Nords.
Colour: Yellow.
Position at the map: North.
Troop types used: Light and heavy infantry. Moderately effective archers.
Special unit: Nord huscarl.
Faction description: The nordic kingdom is meant as the vikings from the northern European lands, more precisely the Scandinavia. The nords had fiercely barbarians who believed in northern mythology. The nords favour axes, round shields and troops on foot. They too have a lot of fish to offer in their towns and villages, because they are placed at the coast. Tehir faction leader is King Ragnar and their claimant is Letwhin Far-seeker.
Description of the nordic units
Nord recruit. (very light infantry): A fresh new recruit. With not very or little experience in military warfare, the nord recruit should only be used as cannon fodder and meat shields, they aren’t good for much. They are able to wear, hatchets, 2 hand wielded axes, forks and their peasent clothes.
Advantages: Nothing, but are able to beat looters and other recruits.
Disadvantages: Bad against almost everything and is especially vulnerable to missile fire and cavalry charges.
Nord footman. (light infantry). A great improvement from their foreigners. This unit is the only nord unit who have a change of ever wear a spear. They have moderatly protective round shields, swords and axes and wear not metal armour, but better and stronger clothes than the last tier of unit. They are light infantry, but are however able to hold a front line for a while, but they will need reinforsments in the long run. They are not recommended for anything, but the nessasary.
Advantages: Can kill very light troops and are good against shield wearing enemies.
Disadvantegs: Very weak against cavalry.
Nord trained footman. (moderatly heavy infantry)
This unit are able to hold and break a front line with some luck. They are able to wear, axes, chainmail, protective helmets, and round shields. They can however, get killed my top tier units easily.
Advantages: Good against missile troops and holding a battle line.
Disadvantages: Weak against cavalry and top tier units.
Nord warrior. (heavy infantry) As the name tells, these are warriors. A fiercy warrior ready for battle. They can hold a defense of a castle or town and are good in sieges too. They are able to wear, axes, round shields, swords and strong helmets.
Advantages: Good in castle/town battles, and can easily kill weak low tier units.
Disadvantages: Weak against cavalry and top tier units.
Nord veteran. (heavy infantry) All of the above, this unit is just better than its foriegner.
Nord huscarl. (very heavy infantry) This unit is the nords special unit. This unit is the best heavy infantry in the whole game. This is the nords special unit, able to hold a strong defense and break a strong defense. They are exellent in hand to hand combat and can kill any unit in hand to hand combat. Bewary however, these guys might use 2 hand wielded axes, and are very vulnerable to missile fire. They are able to wear, axes, throwing axes, 2 hand wielded axes, strong shields, good helmets, and strong chain and leather armour.
Advantages: Good in sieges and in hand to hand combat.
Disadvantages: slow, and vulnerable to cavalry.
Nord huntsman. (weak missile troop) These are just the same as the recruit, just with bows.
Advantages: not much, but are good against units with no shield or bad armour.
Disadvantages: very weak and extremly vulnerable to cavalry charges.
Nord archer. (moderatly missile troop) The nord archer is much better than the nord huntsman. It has a change of getting a 2 hand wielded axe, got some leather armour, but not much else. The nord archer isn’t a great archer at all, but can be used as castle/town defense or to take out weaker enemies.
Advantages: Good against weaker enemies and infantry.
Disadvantage: Weak against cavalry and don’t have much skill or strong armour.
Nord veteran archer. (moderatly effective archer) The nord veteran archer can be used efficient in castle/town defenses, in siege or in the field. It still doesn’t able to match other archers in any way, except the low tier archers.
Advantages: Good in castle/town defenses or sieges. Excellent against low tier troops.
Disadvantages: Vulnerable to cavalry and can’t match other arhcers.
Faction: Vaegirs
Colour: Green.
Position at the map: East.
Troop types used: Heavy infantry, strong archers and heavy cavalry.
Special unit: Vaegir marksman.
Faction description: The kingdom of vaegirs looks a bit russian with their looks. They prefer axes and bows. They does too like shiney armour. Their faction leader is King Yaroglek and their claimant is Prince Valdym the bastard.
Description of the vaegir units:
Vaegir recruit. (very light infantry) This unit is like any other recruit, weak, fresh and inexperienced. They should only be used as cannon fodder and/or meat shields. They are not good against anything, but they are able to kill very weak troops like looters and other recruits. The vaegir recruit tend to use.
Advantages: Nothing, but are able to beat looters and other recruits.
Disadvantages: Bad against almost everything and is especially vulnerable to missile fire and cavalry charges.
Vaergir footman. (light infantry) This is a light infantry troop and not good for much, but however they are able to hold a front line for a while, but they will need reinforsments in the long run. They are not recommended for anything, but the nessasary. The vaegir footman tend to be wearing and using furs as armour, leather caps and helmets and spiked clubs.
Advantages: Good against weaker troops.
Disadvantages: Not good against medium-top tier units and very weak against cavalry.
Vaegir veteran. (medium heavy infantry/light cavalry) This unit got a chance of getting a horse. They are able to hold and break a front line against weaker and medium troop types. They quite often use a spiked mace and wear medium sized and strong shields. If it got a horse it can be used as light cavalry and distract the enemy for a while and might kill a few units.
Advantages: Good against low-medium tier units, and if is on a horse, good against archers too.
Disadvantages: not good armour and weak and slow horses.
Vaegir infantry. (heavy infantry) The vaegir infantry is a good and nice infantry unit. The unit often wears some quite decent armour, medium strong helmets and a sword or a spear as a weapons. It does too have medium strong shield.
Advantages: Good against all kinds of weaker troops.
Disadvantages: Weak against top tier units and calvary charges.
Vaegir guard. (heavy infantry) The vaegir guard mostly uses 2 hand wielded weapons, like a 2 hand wielded axe. Therefore they are strong in offense, but with out no shield, extremly weak when under missile fire. They wear however, strong decent armour and helmets.
Advantages: Good against armoured troops.
Disadvantages: Weak when under missile fire.
Vaegir horseman. (strong light cavalry) This unit is not at all as strong as the swadian man at arms, but however it is still a nice cavalry unit to have in your army. It wears the same as vaegir infantry, but this one is riding on a horse and the horses are unarmoured, but fast.
Advantages: Good against light troops and other light cavalry. Good for catching horse archers.
Disadvantages: Unarmoured horse, so weak against top tier end units.
Vaegir knight. (strong heavy cavalry) This unit is almost as strong as the swadian knight cavalry unit. But I would still prefer an army of swadian knights, than an army full of these. They are incredible strong, and can be used as very heavy infantry too. It is good for siege battles and in open battles. It wears 2 handed weapons, spears, swords, strong armour and a good tough shield.
Advantages: Good against almost all kind of troops.
Disadvantages: Weak against spear opponents.
Vaegir skirmisher. (light missile troop) The vaegir skirmisher is just like the footman, but is a missile unit. It sometimes throw spears, instead of using bows.
Advantages: Good against light opponents.
Disadvantages: weak, and extremly vulnerable to heavy cavalry charges.
Vaegir archer. (medium missile troop) The vaegir archer is a good arhcer. It wears a fine bow, bad armour however, but is good at shooting arrows and in volleys. It wears a 2 handed wielded axe for hand to hand combat.
Advantages: Good against light-medium strong units.
Disadvantages: Weak against heavy cavalry charges and top tier units.
Vaergir marksman. (heavy missile troop) This is the vaegirs special unit. The vaegir marksman is like a sniper. It is good at shooting, fires fast and are strong. It can also fight in hand to hand combat decent. It wears a halberd for hand to hand combat. It has some decent armour and wears a nice strong helmet.
Advantages: Good against infatry and other missile troops. Good at defending or attacking castles/towns too.
Disadvantages: Weak against cavalry charges and in hand to hand combat against heavy infantry/cavalry units.
Faction: Kingdom of Swadia.
Colour: Orange
Position at the map: Center.
Troop types used: Heavy infantry, Heavy cavalry, decent strong missile troops.
Special unit: The swadian knight.
Faction description: The swadian are a rich and powerful faction. They are probably meant to be a faction from the middle of Europe somewhere. They favor swords, lances, morningstars, heavy cavalry and crowsbows. It have been told that the swadians once ruled over calradia, but now they are torn apart and have lost it’s iron grip over Calradia.
Description of the swadian units:
Swadian recruit. (very light infantry) The swadian recruit are just like any other recruit. Weak, inexperienced and not very well armoured or skilled in anything. They are however able to beat looters, peasents and other recruits. They often wears their farmer tools, a sword or fighting/military picks as a weapon.
Advantages: None, except good for cannon fodder or meat shields.
Disadvantages: Bad against almost everything.
Swadian militia. (light infantry/light crowsbowmen) The swadian militia got a chance of getting a crowsbow. They are much better than the swadian recruit. They can fight and kill weaker troops like looters, mountain bandits, and other light infantry and very light infantry. They are not recommended to be used as a last hope or defense. And they should not be used against tough enemies. They wear padded cloth, a decent helmet, and uses swords, crowsbows and fighting/military picks.
Advantages: Good against light and very light troops.
Disadvantages: Weak against tougher enemies and cavalry.
Swadian footman. (strong light infantry) The swadian footman is still a light infantry. But they can hold and break a battle line when demanded. They can easily kill light troops and they can take up a fight against tougher enemies if they are just a little outnumbering them. They usually wear sturdy leather amour, uses swords, shields, and wear decent strong helmets.
Advantages: Good against light and medium troops.
Disadvantages: Weak against cavalry and strong enemies.
Swadian infantry. (heavy infantry) The swadian infantry unit is good at besieging castle and towns and defending them. They also do formiddable in open field combat. They wears alot of chainmail, metal helmets, swords, fighting/military picks and kite shields. They are truly a dangerous enemy to face.
Advantages: Strong vs weaker and medium troops. Good in sieges and at defending castles/towns.
Disadvantages: It has some troubles beating top tier units and it is vulnerable to cavalry charges.
Swadian seargent. (heavy infantry) The swadian seargent infantry unit is the same as the swadian infantry, just better in every way. It often wears coat of plates and morning stars too.
Advantages: Strong vs weaker and medium troops. Good in sieges and at defending castles/towns.
Disadvantages: It has some troubles beating top tier units and it is vulnerable to cavalry charges.
Swadian knight. (very heavy cavalry) This is the swadians special unit. The swadian knight is a very powerful unit. It has strong armour, strong helmets, sometimes a strong armoured horse too, otherwise it has a fast horse. They usually uses morning stars, lance, or a sword as a weapon. It wears tough strong armour and good strong helmets and a nice strong shield. Even when they are dismounted they can function as excellent infantry and they will be almost as powerful as the nord huscarl. They are good in sieges and defending castles/towns as well. It is extremly dangerous in cavalry charges and in general open field battles.
Advantages: Good in sieges of castles/towns and in open field battles. Good against almost all units, and especially agaisnt archers.
Disadvantages: Not as useful at maps with alot of hills though. It is slow on foot too.
Swadian skirmisher. (very light missile unit) the swadian skirmisher is not very strong, but is a missile unit and can therefore still be very useful. It wears weak armour and uses a crowsbow as a weapon. It has a decent strong helmet though.
Advantages: Good against light opponents.
Disadvantages: weak, and extremly vulnerable to heavy cavalry charges.
Swadian crowsbowman. (light missile unit) the swadian crowsbowman is not good for much, except guarding castles/towns and attacking them. If however they are used on open ground, they should definitely not engage in melee combat at all cost. They should be kept on high ground and be working as a supporting unit, who gives cover -and support fire.
Advantages: Good against unshielded and weaker troops.
Disadvantages: Not good in hand to hand combat and very vulnerable to cavalry attacks.
Swadian sharpshooter. (medium/heavy missile unit) the swadian sharpshooter, is just like a sniper, it is pretty good at hitting its target, and is really not a unit you can go wrong with. It wears some nice chainmail, a decent strong helmet, and a sword for backup, if it comes in hand to hand combat. It is very good at attacking and defending castles/towns.
Advantages: Good at defending and attacking castles/towns. Good against unshielded troops and as a support troop.
Disadvantages: Weak against cavalry charges. Not so strong in hand to hand combat.
Faction: Khergits
Colour: Pink
Position at the map: South.
Troop types used: Very light infantry,very light cavalry, light cavalry and heavy cavalry.
Special unit: Khergit veteran horse archer.
Description of the Khergit faction. The khergits are meant as being a faction from the eastern lands in Asia, like from Mongolia. They favor horses and are the only faction in the game, who uses horse archers.
Description of the khergit units.
Khergit tribesman. (very light infantry/archer/very light missile cavalry) The khergit tribesman has a chance of getting a horse, but else they are just like any other recruits. They do usually wear weak farmer clothes, a club, and no helmet. They sometimes use bow and arrows however.
Advantages: None at all, except decent against looters and other recruits.
Disadvantages: Very weak and not good for much.
Khergit skirmisher. (light missile cavalry) The khergit skirmisher uses a spear, bow and an unamoured and horse. They do also have a round shield and a cap or other clothes to protect their heads.
Advantages: Good against unshielded and weak units.
Disadvantages: Not good in sieges or in fields with alot of hills.
Khergit horseman. (light missile cavalry) The khergit horseman still uses a cap or other clothes to protect their heads, but they have some sturdier clothes, a shield, spear, sabre and also a bow. They are good in field battles against weaker-medium troops.
Advantages: Good in field battles, good at defending castles/towns or siege them as a archer.
Disadvantages: Not good in fields with alot of hills and in sieges working as infantry.
Khergit lancer. (heavy cavalry/missile cavalry unit)The khergit lancer is a really great upgrading from the last tier. They uses shiny strong armour, a good shield and a heavy nice sabre. It wears a medium strong helmet and a fast horse. It also sometimes have a bow and can be working as a horse archer. They are good an ok unit at attacking castles/towns, and a good unit defending them. It is a great unit in the field. Some people might say that this is light cavalry, but I think it is eaither light heavy cavalry or very heavy light cavalry.
Advantages: Good in the field against medium-heavy troops. Good at defending and ok at attacking castles/towns.
Disadvantages: Weak against other heavy cavalry and spear units.
Khergit horse archer. (light cavalry missile unit) The khergit horse archer is really a fine unit in field battles. It can run around enemies, shooting them with arrows and then engage in melee combat. It is good at defending and attacking castles/towns too as an archer. It often wears robes, caps, sabre, shield, spear, and bow and arrows. The unit does have a fast horse too.
Advantages: Good in field battles against weaker-medium troops. Good at defending and attacking castles/towns as an archer.
Disadvantages: Weak against spear units, fast cavalry and in melee combat against heavier troops.
Khergit veteran horse archer. (light cavalry missile unit) This is the khergits special unit. It is the same as the unit above, but just better. You will probably also some rare times see this unit with throwing javelins.
Advantages: Good in field battles against weaker-medium troops. Good at defending and attacking castles/towns as an archer.
Disadvantages: Weak against spear units, fast cavalry and in melee combat against heavier troops.
Faction: Rhodoks
Colour: Cyan
Position at the map: South west.
Troop types used: Light and heavy infantry. Missile troops.
Special unit: Rhodok crowsbowman/rhodok seargent.
Description of the faction: The rhodoks is a tough people. Their troops has more hitpoints compared to the other factions. They favor spears and crowsbows. Mainly because they might be supposed to be fighing against the horse favouring khergit empire.
Description of the rhodoks units.
Rhodok tribesman. (very light infantry) The rhodok tribesman is just like any other recruit, weak, new, fresh and inexperienced. The rhodok trbiesman usually wear and use a shield, farmer clothes and forks. They are good as cannon fodder or meat shields.
Advantages: Nothing, but are able to beat looters and other recruits.
Disadvantages: Bad against almost everything and is especially vulnerable to missile fire and cavalry charges.
Rhodok spearman. (light infantry) The rhodok spearmen should be an anti cavalry units, but it can easily get slauhtered. The unit wears a shield, medium clothes, spear and leather helmets.
Advantages: Good against weaker troops and weaker cavalry.
Disadvantages: Very weak against heavier troops and fast and heavy cavalry.
Rhodok trained spearman. (light infantry) The rhodok trained spearmen is an anti cavalry unit too. It wears a spear, some sturdier clothes and a shield. It is medium effective against cavalry, but still can’t take down the heavier troops alone with ease.
Advantages: Effective against light cavalry and other light troops.
Disadvantages: Not effective against other medium and heavy infantry.
Rhodok veteran spearman. (light/heavy infantry) The rhodok veteran spearman is much better than the rhodok trained spearman. It has some chainmail, spiked clubs, sword, shield, spear, and a shield.
Advantages: Effective against all light and medium troops.
Disadvantages: Weak against strong units and heavy cavalry.
Rhodok seargent. (heavy infantry) The rhodok seargent is really a nice unit. It is able to use a spear, sword, glaive, shield, a kettle helmet or a guard helmet and a surcoat. It is effective against all light and medium troops and is able to defeat stronger troops too.
Advantages: Good against light and medium cavalry and most other units.
Disadvantages: Even though it is the highest tier infantry from the rhodoks it still has some big troubles killing the heavy cavalry.
Rhodok crowsbowman. (light missile unit) The rhodok crowsbowman of course wears a crowsbow and bolts. It is able to wear a shield, which when shooting arrows will be protecting its back. It wears weak armour clothes. It is effective when defending or attacking castles/towns and on hills at the battle field.
Advantages: Good when on high ground like hills, castles/towns. Effective against unshielded and lesser amoured opponent.
Disadvantages: Not good in melee combat and vulnerable to cavalry attacks.
Rhodok trained crowsbowman (medium missile unit) The rhodok crowsbowman is the exact same as the rhodok crowsbowman, but just a little better and this unit wears some leather as a helmet to protect its head.
Advantages: Good when on high ground like hills, castles/towns. Effective against unshielded and lesser amoured opponent.
Disadvantages: Not good in melee combat and vulnerable to cavalry attacks.
Rhodok sharpshooter. (heavy missile unit) The rhodok sharpshooter is the rhodoks special unit. It has great shooting abilities. It is just like a sniper and its very accurate, but it fires slower than the vaegir marksman. It wears chainmail, kettle helmets, shields, and a sword for engaging in melee combat. It can be used as medium infantry too. It is very effective on high ground like hills/castes/towns.
Advantages: Good at defending and attacking casltes/towns and when on hills. It is a great supporting unit. Very effective against unshielded or no very well armoured enemies.
Disadvantages: Weak against heavier trooper and cavalry.
The end.
Kindly regards Heckani.
http://tvtropes.org/pmwiki/pmwiki.php/YMMV/MountAndBlade
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- Annoying Video-Game Helper: 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.
- Awesome Music: The main theme.
- Broken Base: Before Mount & Blade 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.
- Complacent Gaming Syndrome: Getting Swadian Knights, Rhodok Sharpshooters, and Nordic Huscarls, all 3 of which are on the same side of the map. Not only are all of them very good at their roles, the Sharpshooters and Knights also double as even more heavy infantry in a pinch and Huscarls have throwing axes.
- Contested Sequel: 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.
- Cult Classic: It's ugly, frustrating and has manyScrappy Mechanics, but it has a die-hard fanbase and for good reason. There are no other games out there that combine role-playing, Real-Time Strategy and third/first person melee combat as well as this one, making for an extremely engrossing experience despite the flaws.
- The game is actually a very, very popular under-the-radar classic, far more than most people would realise. When the long-awaited Mount & Blade II: Bannerlord finally emerged into early access release on Steam, it instantly shot right up to near the top of the list of the most-played games on the platform, behind only perpetual list residents Counter-Strike Global Offensive, Dota 2 and Player Unknowns Battlegrounds, revealing the long-delayed game to be anticipated beyond what almost anyone could imagine. Not to mention temporarily crashing Steam's Shopping Cart on launch day due to Demand Overload.
- Demonic Spiders:
- Khergit horse archers, which is to say, all Khergit cavalry, which is to say, all Khergit troops (sans basic recruits). Their horses are fast, so fast they may forever elude you at first, their arrows are omnipresent and will interrupt your attacks, and they come in hordes. As you progress and your party grows, they may be downgraded to Goddamn Bats or even to Mooks.
- 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.
- Enemy cavalry with lances can be this way if you've been on the receiving end of a couched lance attack too many times. Particularly brutal if there's a lot of them.
- 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.
- Sea Raiders can make your early game a living hell if you start off in Nord territory. They come with better armor and weapons, including ubiquitous shields (where other bandits only might have shields), than the other faction-specific bandit mobs and have a noticeably higher level and a correspondingly better set of skills and attributes, making them more difficult than regular bandits. And unlike bandits and deserters, who will leave you alone if you pay their fee, there is no option to avoid a Sea Raider fight outside of abandoning some troops or surrendering.
- With Fire and Sword brings us the Polish Winged Hussars. Their horses, despite being the equine equivalent of a tank, are quite fast, but it's the guys themselves who are nightmarish, as on the defense front they wear enough heavy armor to shrug off several musket shots, and on the offense front they carry a massive pike which combined with the aforementioned horse gets them frequent One Hit Kills. All in all, a Lightning Bruiser of the nightmarish kind. Worst part? Even tiny 5-man patrols have at least one of these guys.
- 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 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 Armor of Invincibility ; they're very accurate since 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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- Ensemble Dark Horse: Bunduk seems to have a lot of fans. Jeremus is also quite popular for his overblown dialogue and unexpected utility from his army-preserving surgical skills.
- Game-Breaker:
- Anyone on horseback, from a foot-soldier's perspective. And heavy cavalry from ANYONE'S perspective. Justified in that, as a medieval combat simulator, heavily armored, mounted troops really were the ultimate combat units and that mounted troops really did have a ridiculous advantage over non-mounted troops.
- The multiplayer in Warband has the Rhodok faction. Warhammers will instantly kill lightly armoured opponents, do crippling amounts to medium armour users, knock the player to the ground and ignore blocking shields, crossbows are very easy to aim suffering only for the reloading time, finally the cleavers, with the exception of the two-handed variant, deal a lot more damage than most other single-handed weapons and still allow the player to use a shield. The verging part comes from their armour being mostly shoddy, with their best torso armour costing more than most players will ever get in multiplayer matches. Considering that the Khergits, Sarranids and Vaegirs lack any heavy armour with a cheap price tag, or have only light armour, it makes the damn Rhodok warhammer the bane of any players on foot from those factions.
- In With Fire and Sword, the caravan system. Getting enough money to start trading some certain goods can and will make money really fast to outfit your characters with best weapons in the game and outfit mercenaries with best gear in a pretty short time. Good luck getting that much money in the first place, however.
- 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 Sharpshootersnote . 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.
- Even off their horses, Swadian Knights are combat monsters essentially unmatched in a melee. Used carefully, it's entirely possible to take a major city or castle with a fifth/fourth the defenders' numbers in Swadian knights and only lose a handful of them, if any.
- 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 damagenote ? 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 Leaked Experience, 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)).
- Goddamned Bats: In With Fire and Sword, at early levels, just about anyone with a firearm, down to and including most of the bandits in the game. It'll be a loooong time until you can survive a musket shot, so you either spend several minutes just dodging until you exhaust all their ammo, use clever maneuvering and the terrain to get the drop on one at a time and whittle them down, or risk being blasted off your horse by a lucky shot from some filthy brigand who can barely aim his makeshift gun.
- Good Bad Bugs: The ammo respawn bug, which reappeared several times during the development and is still present in the final version of the original Mount & Blade (it has been fixed in Warband several years after its release). Things like arrows or javelins come in stacks which replenish after each battle, but the bug causes them to replenish every time the inventory screen is opened (which can be done mid-battle by accessing the baggage chest at the spawn point), thus saving a few inventory slots that would otherwise have to be dedicated to carrying spare stacks.
- Memetic Mutation:
- 'This thread receives an Official Frodogorn Seal of Approval' [1]◊
- An old bug in the game would cause certain villages to produce hundreds of tubs of butter when looted instead of the usual stuff. Players also discovered that King Harlaus of Swadia is greedy and likes to keep all of his fiefs for himself, and he also frequently hosts feasts. This lead to an in-joke among players that King Harlaus is hoarding all of the butter for himself. Players still joke about it to this day.
- The voiced lines some of the NPCs have are insanely quotable. Favorites include 'It's almost harvesting season!', proclaimed by peasants the player attacks, and 'I will drink from your skull!', spoken by the hilariously hammy Sea Raiders, but 'Away with you, vile beggar!' and 'Less talking, more raiding!' are also popular.
- 'All I want is a release date so I can sleep at night.' Explanation
- 'Jeremus has been knocked unconscious.'note
- Paranoia Fuel: Some of the mods have added large landmarks to the arenas. Combine this with the A.I. always tracking the player's location, and quite a few arena matches will devole into paranoid running away from anything large in fear that that last swordsman is about to leap out and cut you down.
- Porting Disaster: The Mac OS X and Linux version suffers from frequent crashing, with known workaround being turning down the graphics settings even if the PC is far more powerful enough for the game.
- Quicksand Box: The period between early in the game (when you take on many modest-paying side-quests to amass wealth and gain favor of lords and factions) and late in the game (when you have an army large enough to take over the world or follow a claimant quest) when you basically have very little to do but fight bandits, level-grind, and expand your army up to 10, then to 20, then to 30, to 40, to 50.. fight bandits, take all their stuff, sell it at the nearest castle town, repeat, until you have an army of 100 and can start to really do some interesting stuff.
- Scrappy Mechanic:
- Laying siege to towns and castles is utterly broken. You never get to choose which method of assault you use (it's predetermined for each castle/town) and while some of them make it fairly easy (double ladders wide enough to drive a truck up) some of them are utterly worthless- trying to send 200 men up a extremely steep ramp wide enough to accomadate approximately 1 1/2 men, flanked on either side by defended towers full of men with crossbows, can teach you the true meaning of 'meat grinder'. It's EASILY possible to end up losing entire armies just trying to get onto the walls, especially if they're defended by a lord in heavy armour with a two-handed weapon. You generally need at least 3-1 odds to capture one and considering that towns generally have garrisons of at least 300 men.. And if you try to be true to history and starve them out, you'll unfortunately find that AI opponents don't need food. If you had the bright idea of having your men line up in a shieldwall at the edge of the battlefield to wait until the enemy runs out of arrows before charging, you'll find that AI opponents have infinite ammunition as well. If you are the marshal of a faction and order a number of allied lords to fight with you, you can use them to let you overwhelm the walls by weight of numbers.. except they have the attention span of a stunned goldfish, causing them to wander off away from the siege or chase passing peasants just before you finish assembling the siege tower, leaving you either to storm the walls alone or wait until they're done and (hopefully) come back.
- Ïf you ever get faced in a tournament against a single opponent in a jousting match (i.e. both of you wield lances) you might want to open a beer for the occasion, as you are going to spend minutes circling around each other trying to get a decent angle to charge. Your best hope in this situation is to try to get your rival to crash into a wall or take out their horse, since at least then they can't take you out..
- In tournaments, the equipment you are given is randomly chosen from a pool of weapons (which is different for each town). Since your weapons are randomized each round, you are bound to get weapons you have no proficiency with in at least one round. Weapon randomization can leave you in almost unwinnable situations too; such as being handed a bow and expected to defeat a mounted, sword-and-shield wielding Dranton.
- Any time you have to drive cattle: they run from your party instead of following it. Making cattle follow the party is a popular feature added by a lot of mods.
- With Fire and Sword made it impossible to recruit from villages after a while if you're not aligned with their nation, making cheap recruits become a hassle to obtain, and making it nigh-impossible for veterans of the original to build up their armies. Perhaps to offset this, mercenary camps were added, and you can buy mercenaries in bulk, but they are almost twice as expensive at least.
- The auto-resolve option is infamously unbalanced, often resulting in what can best be described as a Crack Defeat for the player's army. And if, for whatever reason, the player character is not in a state to join the battle themselves, then there may be no choice but to click on it.
- The mere fact that enemy Kings and Lords can replenish their huge armies within 1-2 ingame days from a single castle/town is absurdly aggravating. A player can spend a couple ingame months just whittling a faction down to a single fief, turn away to deal with invaders elsewhere, then glance to a sudden sea of newly-acquired enemy territory. It is almost impossible to actually defeat any faction with this.
- As of the 1.153 patch for Mount and Blade Warband, daily waves of indicted Lords. At around 300-600 days, Kings from all factions will constantly indict their Vassals for treason at the drop of a hat each day. This causes wide swathes of their territory to remain unclaimed, which means smaller armies to fight in the endless wars. Even if they start granting territory to one, it is no guarantee that they will remain at all. A player is often the sole vassal who actually sticks around for more than a week, meaning they are the only one who can actually fight enemies off. If this goes on enough, some lords may even permanently leave Calradia.
- Spiritual Licensee: Because of the gritty third-or-first-person ground-level view of medieval battles and skirmishes, the absence of magic, monsters or other overt fantasy elements, and the Fantasy Counterpart Cultures, Mount & Blade/Warband can feel like a licensed game for Historical Fiction novels - especially action-packed works by Bernard Cornwell and other authors. Playing as the Vaegirs, Rhodoks and Swadians with their knights, archers and crossbowmen can feel like Cornwell's The Grail Quest, about The Hundred Years War. Playing as the slightly retro Nords can remind one of Cornwell's The Saxon Stories about the Dark Ages English and Vikings/Danes. Playing as the Khergits can evoke Conn iggulden's Conqueror series about the rise of the Mongols as a world power. The lead developer actually Squeed when presented with one of the Grail Quest books by an interviewer, and acknowledged Cornwell as an influence.
- 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 A Song of Ice and Fire (or, as you might know it, Game of Thrones), to The Lord of the Rings to Warhammer and even into Star Wars. In short, if it's a popular enough setting, there's a decent chance someone has made a mod turning M&B into it.
- That One Level:
- Tihr. While in all other cities establishing a foothold on the enemy wall after surviving the hail of arrows and climbing the ladder is the decisive step towards victory, in Tihr it only means you are now within the line of fire of archers on the second wall. Which you can only reach by navigating an obstacle course of rickety wooden railings, invisible walls, spike filled dikes and more ladders.
- 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.
- At one castle there's no ladder or siege tower outside the walls. Instead, the gates are wide open and you assault the castle by entering through the gates and then attacking the walls from inside. With dozens of archer units on said walls pouring a murderous hail of arrows into you. Oh, and it gets worse: By default it's a Vaegirs castle, which means you're up against the best damn archer units in the entire fricken' game!!!
- They Changed It, Now It Sucks!: With Fire and Sword single-player campaign does not have any background choices of any kind, and the player character must always be male. A later patch removed the gender restriction, but not the background one.
- Tier-Induced Scrappy: 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 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.