![]() ![]() In these close quarters, the fight generally devolves into a free-for-all brawl where tactical choices, the terrain, and unit skills matter little as both sides simply try to hack into one another until one side stops moving.īecause of this, the relative power of infantry troops generally comes down to the strength of their arms and armor more than the exact skills. Heavy infantry are generally best used in the defense or besieging of castles, or in other close-quarters terrain, as the open field is where cavalry will generally carry the day, instead. Players can also blend multiple types of units of the same role, trying to shore up weaknesses with the strengths of others, such as putting shieldless Vaegir infantry behind shielded Rhodok infantry, but this may require a care that not all players will want to pay attention to in a game where every battle starts with a general order for all units to charge.Įvery faction but the Khergit Khanate has a specialized melee infantry unit. Units are divided by the role that they fill - a balance of each type of role is generally recommended, although cavalry are generally more useful when the player is not expecting to engage in siege warfare, and archers are more useful when the player is, and making use of garrisons to switch units out can make this type of strategy more easily performed. This article compares only the top-tier versions of each type of unit - generally, all units have less-trained versions of the same type, where the top-tier units are better equipped, more skilled, more durable, and more expensive, but functionally fill the same roles as their lower-tier versions.Įxcept in the early game, where unit costs can be prohibitive to a player who has yet to get a grasp of how to earn a steady income, players should try to upgrade their units up to their maximum tier as soon as they possibly can. Understanding the differences between the troops they can recruit and train, and how to command them to gain their fullest benefit, is the key to success as a military commander. Charge up ladders with shield-bearing sergeants and spears extended while your X-bowmen reduce defenders on the remparts to.well, whatever you want to call bloody porcupines.In Mount&Blade, the player will generally rely upon their war party to carry fights that they and their heroes alone would not be capable of handling. With the Nords, the Rhodoks are the best units to use for sieges.If on very flat terrain, advance slowly with X-bows while sergeants flank quickly to draw fire. ![]() Also, moving you spearmen just within easy range of enemy archers and holding a shield wall will draw fire away from your X-bowmen where they can break themselves on your spearmen shields. Keep them just in range and pepper them with bolts. Your crossbowmen will have some trouble against archer armies.At the same time, you can safely advance in a fast charge with sergeants/spearmen - their durable shields will protect against arrows and spears will apply major pointy hurt onto your foes while maintaining safe distance. This itself will significantly reduce enemy numbers. Rhodok X-bowmen are the most powerful ranged NPC units in the game, and it is always convenient to begin a ballte by darkening the skies with crossbow bolts. A single Rhodok infantryman is probably the worst unit to fight with - use thme en masse however, and cavalry beware. ![]()
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