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M&B games have always had bad quests.
They are completely optional, anyway.
You don't need to do any of them in order to succeed.
All we can do is hope they actually do them on the next big update
ya that one sucks.
Family fued works but it sucks.
The quests for selling goods from a artisan or ganglord sucks.
I can tell you which ones work. Transporting herds is easy and unbugged, as are the kidnapped daughter and army of poachers.Train borrowed troops works, but is a massive pain in the ass. Ditto family feud.
EDIT: Caravan escort also works, but never ever do these if you value your sanity. They take a zillion years to complete and drag you all over the map.
1. Family Fued. Did this one only once, but it worked the one time I did it. You do have to talk with someone in another village, though, and sometimes that village may be under attack\burnt out, in which case... well, you've likely failed before you begin. Requires a persuasion attempt, which you must succeed at or else you go into a battle by yourself trying to protect one weak, unarmored peasant against three or more other fighters. Not fun.
2. Bandit Hideout Quest. I don't know why you don't think you should take this one; it works fine. You have to hit a bandit hideout. If you're planning to hit a bandit hideout anyway, great! It's free bonus respect points and cash for something you were going to do anyway -- it does not appear to raise or lower the difficulty of the bandit hideout in the least. If you aren't set up to raid bandit camps, however, it can cause problems, namely the same one with all bandit camp raids -- it selects the worst possible units to bring. RIP, all my cavalry units who had to fight without their horses.
3. Train Troops. I don't have a problem with this one. Especially in the early going of the game, or right after a major clan\party size upgrade, it's free cannon fodder you can use for a while. You're given 20 days to get 10 scrubs a single upgrade level, which means it's the perfect time to try taking down larger parties of looters. Quite doable, as long as none of them get hurt -- if they do get hurt, dump them out of the party. If you're about to run out of time, dump the remaining untrained troops out of your party and turn in the trained ones. I've gotten a pass with as few as six, and the full reward for just eight. Slightly buggy, however, in that the ten scrub troops you get count against your maximum party limit, which they aren't supposed to, but as long as you keep that in mind it should be fine.
4. Transport Herd. This quest gives you four or five days to travel from point A to point B, trying your best not to sell the herd animal the quest is giving you by accident. Biggest difficulty is being sure that point B is not under siege when you get there. If it is, and you arrive early, you might want to give it a day to see if the siege ends, because if it does you can still turn it in. If you choose not to turn it in, you fail the quest and lose respect, but you get to keep the herd -- an unethical but interesting way to acquire a bunch of horses, for example.
5. Protect the Caravan. Grueling, because there is no option to match pace with the caravan, so you have to follow it manually. Rewarding, however, because if the caravan comes under attack, the attackers usually (a) have good loot, and (b) if they win before you can reach the caravan to rescue it, you might have failed the quest, but they'll now have even more good loot with all (well, most) of the stuff the Caravan was bringing with it. You also get paid with respect points multiple time through the quest, so it'll let you upgrade your relationship with traders significantly (sometimes even if you fail, if you fail late). Just don't get distracted and let the caravan get captured somewhere you can't re-capture it.
6. Extortion By Deserters. Only available early on, possibly before you're ready to handle it -- I think it stops showing if you have more than 20 soldiers in your party. If you want to risk it, however, you'll be joined by a half-dozen militia against a large number of Imperial troops, including several cavalry (I do not know if the number of troops scale, but I've always been outnumbered). At that stage of the game, you often incur heavy losses, but you frequently get things like warhorses as your loot, which you might be having a hard time affording, at that point. When the battle is finished, unlike most quests, you'll have to return to town and talk with the quest giver before it's marked as complete. You'll be given a large (for that point in the game) cash reward, which you'll have the option to turn down half of (implied to get more respect\renown for, but I haven't tested this).
7. Army of Poachers. I don't usually bother with this one; I've taken it twice. The first time, I managed to get the poachers to leave using persuasion skills, but it felt sort of... hollow. The second time, I got into a battle where I was against twice as many men as I had (I was early game; I'm not sure if it scales up with your party), and barely escaped with my life. The reward was a pittance compared to what I put up with, and the loot was barely any better than you find on looters, even though the attackers were clearly better armed than that. Maybe buggy?
8. Company of Trouble. If you're in a town with a Lord (or Lady), you might find one trying to hand off a gang of unruly mercenaries to you. Doesn't look hard -- just keep them in your party until you encounter another Lord, and convince them to take these guys on. It works, as in it isn't buggy (at least in my experience), but unless you're lucky enough to have another lord right in the same town or just outside the village\settlement, they're going to start stealing from you big-time. I only took the quest once, got tired of it (because the only actual lords I could find were too far away), and reloaded an earlier save before I completed the quest, so I don't know if it works. I wouldn't take it, though, even if it does.
9. Return daughter to village chieftan. Reportedly buggy, but the one time I took it I didn't have a problem. Basically, you talk to villagers on foot, get directed to a town, find that down, talk to more villagers on foot, and then follow those villagers on a long, slow, boring walk to talk with the missing daughter in question. Chat with them and make a persuasion attempt. If you succeed, they'll return to the chieftan on their own, you get the reward. If you fail... I think failing the persuasion attempt triggers the bugged part of the quest, but I'm not clear on what the bug is, so... proceed with caution.
Those are the ones I have any memorable experience with (and can remember the name of). Any of the ones I've only done once were done on "Very Easy" difficulty; others were attempted at multiple difficulty settings with varying results (I've never passed Extortion by Deserters on Realistic difficulty, for example, but the game mechanic seems the same).
A word of warning -- sending a companion to do any of these quests CAN work, but may also (rarely) result in said companion being captured and imprisoned\accidentally starting a war\being bugged into "Holding at (insert city name here)" and never returning to the game. It can be worth the risk in some circumstances, but I STRONGLY suggest saving before sending them off on any such quests.
Extortion by Deserters, it seems to put you up against the bandits in that particular area. I haven't had any extreme difficulty with it and it's quick and easy.
Escort Caravan: Not my favorite, but I'll usually take one at the beginning for a nice hefty payout (around 6k) and usually I'll cross a couple of the faction leaders for the main quest.
Return Daughter: This one is easy and it's not a terrible payout (1200 or so?) It's another one I'll only do in the beginning.
Throughout campaign, I like:
Bandit Hideouts: I actually really enjoy these. I didn't at first, but if I have a handful of companions, wife, etc, then my gang is pretty meaty. I give them all nice bows and armor, and upon entering the hideout, set them to a shield formation, select fire-at-will and then charge. If they get spread out, I'll have them form up on me, set a marker for them and then charge again. They won't use their shields unless they run out of arrows or enter melee, or if they don't have a bow, but it works. In the current beta client, it's a fantastic way to raise skill for them and you. Don't forget you can always retreat and come back. If you get defeated, your men will usually drag you out and you just wait and recuperate another day and go back in to finish them off.
save scummed it again, found the king and just bartered him off and cut my losses.
Just a note -- it is Imperial soldiers you're fighting, not bandits. Sometimes they'll have a bandit or a looter mixed in with the party, but (if the quest is operating as intended) you should be prepared to face Imperial soldiers.
If you fail the charm check just shot the guy from your horse and take her back
Deliver the herd is another easy one
unless their rewards where to be multiplied 3-5 times over such as rep, ur going to use 3-10 times as much effort and time on them as other quests and they pose a high failure risk.
I also never ganked a village or a caravan