Random Things Learned:
- You can select multiple groups for orders by Shift queuing. Holding SHIFT and pressing 1 & 2 will give joint orders to both infantry and archers.
- Taking out the enemy lords in a battle will 'break' the enemy discipline and they will go into a charge. This will also prevent reinforcements from entering the battle. This is usually when you see multiple sequential combats until you get the 100-vs-1 rout and things finally end.
- Those enemy lords are usually on the far right of their formation. That's 'your left'.
- You can issue movement orders in the command console (Backspace). This can be handy for directing a cavalry flank RTS style. Directing cavalry to 'hold' a spot on one side of a formation, then telling them to 'hold position' on the opposite side of a formation will result in an absolutely devastating cavalry charge without them lingering to get attacked for very long.
- Lord faction troops commit to one of three strategies. If they grossly outnumber you they will charge. If you're on even par, they will form up into a huge line and begin manuvering, usually to your left. If they are disadvantaged, they will camp on a hill in a double line. This predictability makes RTS-maneuvering cavalry stupidly easy if the terrain is the least bit flat.
- Enemies on the map without LOS will always run at you, not your formations. This can make undisciplined forces like bandits chase you in circles while ranged units pick apart those that don't give chase.
- Reorder your troops depending on what you plan on fighting. If you are going against bandits and the like, putting your elites down at the bottom will help your trainees rank up by populating more of them in the field.
- The two most valuable companions you will EVER have will be your medic (Surgery, First Aid, Wound Treatment) and your Pathfinder (Pathfinding, Spotting, Tracking). Put them at the bottom, keep them there.
- You can reassign units to different groups. If you only have a handful of cavalry units, it's probably better to group them with your infantry. If you have vulnerable units like Peasant Women or Recruits, you can assign them to an 'always retreat' group so they don't get killed or wounded.
- Dismissing units is useful until you have a castle to 'bank' units. As a freelancer, consider keeping your troop size small (30-40) so you can get around faster and catch up to bandits. If you sign on as a mercenary, do some mass recruiting to bulk up your forces (the gains from Training will be VERY effective), then release most of them when you let the contract expire. This will make expenses manageable.
- If you are seiging a castle, unless they constitute a bulk of your melee forces, reorganize cavalry units to the bottom of the list.
- Don't rush sieges. Let your ranged units do most of the work from outside the walls until the wall archers are all but dealt with.
- If staying small and the local bandits are able to rough up your formations (such as Khergit/Sarranid mounted bandits vs Rhodok troops), consider hiring and training some locals on a temporary basis to reinforce your core squad while in that territory. If you can't outrun them, outnumber them and they'll stay away.
- Manhunters are the easiest-to-get cavalry in the game. If you want prisoners, these guys will deliver in piles if you actively recruit them in force. Being mounted, they are fast in the field. With a good Pathfinder, you can 'recruit' other captured manhunters, and even score the hard-to-get peasant women from hotspots like Sarranid and Khergit territories.
- Never, ever, ever, ever. Ever, ever, ever. Ever, etc, put points into "Leader" skills with companions. Points in Inventory Management, Prisoner Management, and Leadership are only effective if YOU have them. Yes, there are some useless ♥♥♥♥ with 7 points thrown in there, so consider how they will contribute carefully.
Last edited by Zourin
Dec 7, 2013 @ 11:26pm