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Ill save you the trouble- Use a lord to get the AI to clump up, and drop an AOE spell on them.
Also, trebuchet is the best use of a peasant. 4 lords and a couple heroes can be all the front line you need to protect a full stack of trebuchets. You can sub in a few actual peasant units for some extra chaff if you like.
So make peasants, trebs, cavalry, and have groups of 4 lords moving together to abuse the lack of supply lines. General Bretonnian advise for all LLs
And not just full plate mail, but also wearing the brightest colored decorations possible. As hilarious as that sounds, is that a viable strat if I’m not going to save scum? If there’s a chance I’m losing my level 10 or higher hero doing that then I’m gonna chicken out.
I disagree, they used cheat mods to play in legendary difficulty to impress anyone else.
https://steamcommunity.com/sharedfiles/filedetails/?id=3138363247
Good advice, however OP is talking about the first 10 turns or so, doubt he has the money for an all grailed up cav army.
OP have you thought about immigrating to another side of the map? This sometimes helps you build up then return later with more power, kinda like Ben Hur on his chariot.
Turn 4 battle:
https://steamcommunity.com/sharedfiles/filedetails/?id=3141164514
By turn 10 Arkhan was gone and I had the luck of getting a skull island off the coast, getting at that skull island did slow me down a few turns though, which Aranessa used to attack my coast wherever my armies were not. Note: while the skull island did give me a ton of money, it also prevented me from intercepting Aranessa or squashing the desert ogre faction that would have been my next natural target. This resulted in significant negative upkeep in the coming turns to deal with those problems.
Turn 10:
https://steamcommunity.com/sharedfiles/filedetails/?id=3141163182
Since she wouldn't engage in battle I let her take Zandri (my one city in the neighboring province I got from confederation) while I sent my main force after the lightly defended Sartosa. She then laid siege to Al Haikk (province capital of my main province) where one of my lords with a partial stack and the city garrison proceeded to smash her. That army then retook Zandri, which I ended up selling to Volkmar for treaties since I couldn't deal with the public order problems there anyway and he had the entire rest of that province. Meanwhile my main force took out her entire faction. It is now turn 20, and my main army is eyeing Skryre while my second stack is dealing with the desert Ogre faction. My starting area is almost secure, I'm about to finish researching the dwarf diplomacy tech so I should be safe from them, and I have Volkmar's major faction between me and my other likely enemies. My main remaining threat is Skryre, and that is simply a question of whether Repanse can take them by herself or if I need to wait for my other full army to reinforce her after dealing the the Ogres. At this point this ought to be an unlosable campaign for me.
Turn 20:
https://steamcommunity.com/sharedfiles/filedetails/?id=3141163559
As for advice, spam those knights you get from the port you start with and build the 300 income farm building in every settlement. Use your lack of supply lines to stack multiple lords, including spell casters. Lore of life lords start out with a blob damaging spell and a heal spell, making them quite useful.
For battles remember that the ai is stupid, send your lords in and shoot the resulting blob with spells and large rocks. Walled settlement attacks are even easier, you can bring your archers into range from the safety of outside the wall and rain arrows down in addition to everything else until you run out of ammo.
Although I must admit it kinda makes me want to play them less. The reason I choose to play Bret was because it reminded me of the old Total War games where I would send the infantry in as a battle line, and use cavalry to charge their rears and watch their entire army rout. Sending lords to cluster their army so I can abuse AoE attacks seem… less than chivalrous, if you fellas know what I mean.
For pointers:
-Farms/windmills make stupid money while helping with growth and you should be leaning into them unless your really need trade resources.
-Their melee infantry is pretty trash and should be avoided unless you are looking for challenge mode.
-They don't pay for supply lines so bringing 4 armies to every fight is an option and one horse lore or life wizard reinforcing can be super helpful.
-Archers and trebs are more effective than they should be for their price points
-As a cav heavy faction in the mid to late game micro is king and dog-piling on isolated units to insta-break them is your friend. Do not try to 1v1 the other army as you are paying for your speed. Bait out the fast units, then pick off the stranglers, then finish off the rest once you have an overwhelming advantage.
As long as you can levelling up the paladin the AI won't be able to wound them.
Hitting them with blessed trebuchets, who's magical explosion will leave the stone-crushed peasants' remains undisturbed, is especially entertaining. Presumably you take some of the enemy down, too.