sher
Baron
2. Combat, loot and money systems. (Version 3.9.1.)
Key features which are too important not to know about.
Key features which are too important not to know about.
2.1. Combat system.
So, despite of many strategic, tactic and RPG elements, Mount&Blade is action game and about real time combat simulation. Its combat mechanics is arcade and simple at first glance but it's not entirely so. Yes, you have only 4 strikes and several kinds of missile weapons but there are dozens of melee and missile weapons with their own geometry, all 4 strikes have different timings and animations, 3 different types of damage, strike speed factor, strike sequences, shields and many other factors. Despite of its "simplicity", in difficult situations combat can be very intense, sophisticated and demanding. But this guide is not about these things so it will not be too long.
What's the most important parameter of weapon in warrior's hand? Damage, reach, maybe speed? What number should be considered above others? Well, there is no such number, because the most important parameter of combat system "warrior+weapon" is the ability to land a hit and it cannot be displayed as number.
For missile weapons all is simple: the higher the accuracy - the better. Accuracy depends on weapon pro and accuracy of weapon itself. The higher weapon pro and the lesser reload time - the higher rate of fire and damage output. The only thing to be considered with missile weapons are thresholds in weapon proficiency - with pro < ~150 for bow and something greater for crossbow it's very difficult to land a hit where you want it so it will be random fire and you'll have to train pro on crowds or in very close range and be patient. Bows for troops which will be used in numbers to shoot in volleys of arrows can be less accurate if they'll receive bonus damage instead - they'll hit something anyway.
For melee weapons it's more difficult to determine the ability to land a hit. The most important parameter is reach.
2.1.1. Weapon reach.
Weapon reach cannot be affected in any way - it is what it is. Player can adapt it to use in different situations effectively for his character but AI controlled combatants have no such abilities. In general, the higher the reach - the better, except for very close combat where long weapons will hit friendly troops or other obstacles and their length will become disadvantage. In very close combat short and very short weapons will have advantage but they will greatly reduce the ability to land a hit in many other situations. AI is very bad in using short weapons - it has problems with closing enough to land a hit and very often just swings too early. Especially grim very short weapons are for mounted troops - they'll waste so much time and will open themselves for counterattack. They are OK with bashing heads when mass of cavalry tramples some infantry which will be constantly pushed from all sides and will not be able to combat properly but they will miss often on speed and in horse-to-horse combat.
So there are 3 groups of melee weapons:
1. Short weapons. Reach < 85 (Morningstar and Winged Mace have reach 85, for example).
2. Normal weapons. 85 <= Reach <= 110. (D'Shar Saber and Empire Broadsword have reach 110).
3. Long weapons. Reach > 110. (D'Shar Heavy Saber and Runed Bastard Sword have reach 125).
Also if weapon can perform thrust strike then it will slightly increase effective reach during this strike since warrior will use full length of his arms.
In general, short weapons may be good for assault infantry during siege battles to crush defenders, normal weapons are OK but nothing special and long weapons are good for mounted troops, for anti-cavalry purposes and for swarming as more combatants will be able to hit one unlucky target.
2.1.2. Weapon speed.
There is speed of strike animations which is determined by weapon Speed parameter and weapon "reload" time - the measurement of pause between strikes in sequence. The latter speed depends on warrior weapon pro => elite troops can attack very fast with same weapon. So the faster the weapon - the better, but importance of this parameter greatly depends on warrior's pro: some Fierdsvain Berserkers can swing with slow cheap axes like there's no tomorrow (and this is true for those lightly armored gentlemen). Agility also affects weapon speed by it doesn't matter since attributes are for skills and all other factors are just a bonus, not a priority.
But speed alone will not provide ability to hit because the attack can be cancelled if attacker will receive damage during initial animation phase before he'll be able to land a hit. That is the reason while you cannot duel some troops early in the game - they'll just chop you to pieces and you'll not be able to counterattack at all with improper equipment and low weapon pros. Of course these days of humiliation in duels will be in the past when you'll get decent weapons and improve your weapon pros but it will be in the past for your player character in duels only and not for your troops at all.
It will always be a factor because this is war - not duel and several combatants can provide more attacks than even ultra-elite like noldor. Local overwhelming numbers can beat quality and it's player's responsibility to prevent such local extremums on enemy's side and to create them for his own troops. It's indirect damage and defense bonuses from player's character actions if he's not lying somewhere with throwing spear in his head smelling daisies and horse dung because he was too excited to increase his personal kill count.
In general, tight enemy formations are bad almost always and your own right firing line or bulk of infantry are good. These formations will not appear or disappear because of AI - it's your task and often it is difference between victories, even crushing sometimes, and defeats. You're better to know how to "change events".
2.1.3. Weapon damage.
The least important and most obvious parameter but few things can be said about it.
Damage is affected by speed of weapon striking part and fast horses will add to this bonus. It's not represented by any number in the game but it is the factor in estimation of mounted troops usefulness.
At lower level or in tournaments when player will fight with poor equipment camera movement can be used to add to speed bonus. If you'll follow your strike with camera it will be harder but it is not easy to perform in some cases so it's fair in my opinion.
Speed bonus can be negative, it can be used to receive less damage - just move away when opponent strikes you or your shield. In the moment of your strike you can move toward your opponent to receive damage bonus.
For strong troops with good weapons in terms of speed and geometry damage becomes the most important parameter since more than anything else it will affect the probability to kill target instead of just dealing damage. For strong troops it can lead to domination since most of hits will be lethal and any resistance will be overpowered very quickly saving allies from retaliation.
2.1.4. Shields.
Shields are very important in this mod and especially to commander type character. Many troops have throwing weapons, high Power Throw skill and Trowing pro. Throwing weapons are inaccurate but very damaging and due to numbers of troops who will throw them at you... well, you'll need some protection. You'll not be able to hide behind your soldiers if you want to be effective commander so you have the speed of your horse and if you're not mounted you only have your shield(s).
Important thing to know about shields - they provide passive protection. You don't have to block with your shield for it to shield you - you're simply changing its position to protect your front instead of its position when you're not blocking actively. That's why it's good to have two shields - to cover your back.
The back shield will absorb damage from strikes but not all of it - absorbed value depends on shield's resistance and heavy strikes can break through. Shield in the left hand it seems absorbs full damage even when you're not blocking actively.
The next important thing to know - shield skill is very useful. And not because it will make shields to last longer (which is good thing of course) but because it will improve shield cover and recovery speed. If your shield cover is low then you can be attacked below shield, for example. If your shield recovery speed is low then your block can be bypassed by fast sequence of strikes like volleys of arrows or throwing weapons. This skill also affects shield on your back. Character in block with two good shields and decent shield skill can be effectively damaged only from his side directions and with strike to his back heavy enough to bypass back shield resistance. It's a very solid defense that can be used to "change events" in very brutal manner.
With two shields it is better to leave bulk of enemy's shooters on the left side while riding => they will shoot the most protected part of player's character so circle counterclockwise not clockwise most of the time to reduce the probability of hits. The same when on foot - right to left swing will bring your shield in front of you to shield you passively so it's slower but more defensible strike. Blocking melee attack with shield will shock attacker for a short moment and slow his attack speed - you'll get much larger window for counterattack or some other action.
It's better to always block with your shield actively if you are not readying your strike, just in case of missile out of nowhere.
2.1.5. Horse speed and Riding skill.
The more speed horse have the better chances to evade missiles and the greater speed bonus to damage. You should always be on the move to reduce the possibility of being hit with missiles and throwing weapons. If you're moving with good speed not toward shooter he cannot hit you at all because he will aim at your last position or his wrong estimation of your new position (the higher your speed the more likely he'll be wrong about it), but when numerous shooters will try to shoot you down there will be good chance that you are not aware of all of them and some will have suitable positions and for them your speed will not be so great to miss you or your horse, and throwing weapons are inaccurate so they can hit your new position missing last one. High speed is a very good defense actually and should be your main defense but even with fastest horse on full speed you're not safe if you're not in control of battlefield.
Riding skill will increase speed of your horse and its maneuverability which is important too to avoid danger. Also speed of horse affects charge damage - premium horse under good rider can knock out many troops by itself and is another weapon that can be used even when you're actively blocking. Powerful weapon.
2.1.6. Armor.
Armor can reduce received damage if you're taking damage. Armor cannot save you against clear hits because elite troops have high Power Strike (or other Power skills) and good damaging weapons, but against accidental hits expensive armor can provide decent defense and give you more time to act even after several mistakes. But you cannot rely on armor alone as defense - it's not working this way.
The most important armor part for mounted character is his feet since footmen without long weapons will have problems to reach torso or head and will hit rider's feet. Head is least important part of armor since head shots or strikes are very damaging and are to be avoided - a couple of extra points of head armor will not save you and will have greater impact on other part of your body. Torso part armor is universally good and feet part armor is almost meaningless for foot soldiers since no one targets feet on purpose ant it's quite hard to hit even then.
The weight is not important when you're mounted but greatly reduces your performance on foot hence wearing very heavy armor for several extra points of armor is a risk.
2.1.7. Encumbrance and Athletics skill.
All equipment has weight that encumbers you making slower on foot. It will not slow your attack animations (nothing affects them, except Agility maybe) it will slow your movement speed while Athletics skill increases it. It doesn't sound very impressive but actually it's a key factor in unmounted combat. With high enough movement speed and weapon with good range player can slay opponents almost without resistance because he'll be able to evade striking parts of opponents weapons then quickly close in attacking range of his weapon while swinging - it will result in landing a hit while his opponent still in last phase of missed strike and cannot defend himself at all. Character with good 2H sword, low encumbrance and high Athletics skill would be almost invincible on battlefield due to combat mechanics if not for missile and throwing weapons that can kill you even if you are that fast. So it's not an option in this mod to be such juggernaut of destruction - there are limitations. But you still be able to outrun encumbered troops with lower Athletics to prevent swarming if you were dehorsed and to fight much better overall.
2.1.8. Damage types.
Blunt damage is most damaging against armor, knocks target out instead of killing (prisoners), has a good chance to knock opponent down for a time that will allow to hit him again without resistance.
Piercing damage is slightly weaker against armor than blunt, and cutting damage is weak against armor. But troops with high Power Strike can cut through armor even with cutting damage just fine and there are many weapons with high enough cutting damage so you cannot just get very expensive armor and feel safe even against cutting weapons.
2.1.9. Luring.
Enemies are in love with player's character and want him badly. They want him to be killed. That gives player great power - he can manipulate his admirers. They like to run after player, turn their backs to firing line or advancing troops and other insane things. They like to do this in large groups when they sense the proximity of their idol because the power of love is too great. Unfortunately, admirers may have bows, crossbows and throwing stuff to express their feelings hence luring should be used with great care and knowledge how to survive the affair.
2.1.10. "Dueling".
It's just when someone knows that he's in combat with you. He'll be watching your attempts to hit him to parry, block or evade them. Or he'll be shooting you. Or trampling you with his horse. Or chopping your head off with halberd. Duels are to be avoided because they either damage/end you or slow you in comparison with surprise kills. If opponent is too far or has more close hostile combatants he'll lose interest in you in time - very good thing. But sometimes duels cannot be avoided. There are some tricks to know.
All your available strikes are different. They have different animations, they aim for different parts of opponent, they can be performed in different sequences to alter minimum pauses between them etc.
During strikes camera movement not only moves camera view but also rotates body - you can use this to aim strikes vertically, to land hits earlier and with greater speed with long and slow weapons as striking part will be affected by additional body rotation.
Overhead swing is fast strike and can easily hit head to deal extra damage but if your opponent has shield it will provide passive defense so this strike should be aimed more on the opponent's weapon side not to meet his shield or strike will bounce off with no result. Left to right swing is also fast and can be performed faster after overhead swing than right to left swing. Right to left swing is slow but this can be used to do harder strikes because you'll have more time to aid your strike with camera movement to add to speed bonus, to aim it for the head etc. Besides if you have shield such strike will bring it in front of you for additional protection while you will performing or readying it so it's not bad, just has to be used right.
Thrust is good due to extended reach and possible movement speed bonus.
AI controlled combatant will wait for changes in your behavior to perform his attack. Some safe change is quick pause in movement - it will cause him to perform attack that you can easily predict that will give good opportunity to attack him right after this predicted attack that will result in landing hit on him in very safe manner. If you will not use some change then you'll not be able to predict his attack and there will be good chance that he'll catch you unprepared because they are not slow or you'll lose time and will be swarmed if there are other enemies nearby.
Mounted opponent on stuck horse is easy target because he cannot move freely so do not kill horse or you'll lose your advantage.
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So, as quick summary:
In this mod you will die very fast if you will not concentrate on avoiding hits in the first place, avoiding clear hits if you know that you'll receive damage. If you're doing this then your armor will help you to last longer, to survive battle rounds and affect events on battlefield. Shields will give you additional abilities because they can block damage entirely. Player character has some unique abilities besides commanding options which can be used to greatly improve performance of his troops if he's using them properly.
2.2. Loot system.
Well, there will be no detailed description with exact numbers - just practical facts. Best loot you'll get if you have higher Looting party skill and number of your troops is somewhat lower than number of enemies but not too much. You will not get better loot if you'll defeat large army with just few troops - you'll even get better loot with larger party. Companions take more loot than regular soldiers so it's fine to defeat small warbands only with your companions - you'll get best loot possible, will be very fast on strategic map and get more EXP for yourself and your heroes. With high Looting and right number of soldiers you'll have chance to loot even modified items - you'll be able to take several expensive items and leave cheap garbage away from your inventory to minimize inventory micromanagement.
Strictly speaking best loot you'll get without companions and their increased shares but in practice it almost never makes a difference. Reason is that gold itself means nothing until you transform it into something useful like equipment, troops, improvements and these resources are limited. Companions development on the other hand is always with you affecting your party strength and abilities. There are only several rare items worthy of fastest acquiring through looting - Doom Maces (best blunt weapons for companions), Noldor Spirit Horses (best horses for companions) and Noldor Composite Bows (best bows for companions). All other equipment can be reliably bought/replaced by similar items. You can't just order your companions to not participate in battles, you cannot leave them in garrison - you have to dismiss them or to send them on a mission and both options will result in long absence and halt in companions development. There are only 2 cases somewhat worthy of such loss - intense noldor farming and hunting Seer patrols for Doom Maces.
In fighting with noldor patrols you have to use a lot of troops and companions XP gains are relatively small since they cannot defeat many noldors so if you're planning to hunt noldors with your strongest troops for maximum spoils it may be wise to send all your fighter companions to gather support and have increased chances to get rare or expensive items but don't expect miracles - it's only a CHANCE to get something valuable reducing overall number of shares you personally have to give away but rare item should be generated in the first place to even give you this chance. Mostly it will result in more expensive loot and faster equipping of all companions with best horses and bows which can be simply bought in noldor shops in time and looted usually - not very impressive but you will not lose TOO much in companions development if you're really ready for intense noldor farming (peace time, strong CKO knights, Looting 10+4). Doomguides patrols will give you less Doom Maces if you have a lot of companions so if you in real need then you may hunt patrols during absence of most companions during/after noldor hunts - number of patrols is very limited to get rid of companions specifically for this case since you can send all companions on missions in an instant but they will not return all at once despite game reports and estimations, in fact they'll be returning one by one over a long time. Overall it's kinda awkward and there are too many requirements to make this work fine while in late game you'll have many desired items simply through buying them occasionally and usual looting. There's no need in better chance for a better item to improve development of companions for a price of pause in development itself and companions are fine with "just" Heavy Winged Maces, Noldor Goldleaf Horses and Darkwood Bows.
So, as summary - lootwise you should have smaller party of quality troops even if they are expensive, just don't overdo it for large armies.
2.3. Money system.
Merchants have limited amount of gold and inventory space. Early in game it's unimportant but when real fighting will begin this will limit you greatly. You will not be able to sell your loot, it will stuck in your limited inventory and slowly drive you mad and frustrated. There are some procedures to minimize these problems.
Food and goods merchant inventory has lower replenish time than other inventories so it's always better to sell your loot there first of all - make it your habit. You can buy expensive weapons and armor in towns of your future kingdom - there will be intense fighting in these parts when enemies will try to crush new king and his kingdom so you'll not lose your money - you'll barter all back later, just do not sell loot in these inventories with increased gold when you have others with replenishing gold. Sell cheap loot in shops with default gold - otherwise you'll have no space in merchant inventory with "invested" gold very fast and will not be able to sell all you need to. You can't miss an opportunity to buy Doom Mace or Noldor Spirit Horse in some random town but you can easily wait for some cool lordly armor you need only for cosplay reasons to appear in shops of your future towns to be able to get your money back later and have no limitations by merchants default gold.
Later when you'll command large army you will be constantly buying a lot of food to keep morale up - a lot of your inventory space will be occupied by it. It is better to buy food in villages since they keep your gold and they have ONLY your gold. But villages have their own inventories and they are widespread so you can use them to sell your cheap loot right away after the fight to get food and some money back (you will not lose money, like in towns) - it will increase your map speed due to lower weight of party inventory and keep you men well fed and happy. And it will reduce the need for free space in town shops.
When you know how and where to spend your money you actually do not spend them but "deposit" to return them later.
You get money mostly by selling loot and prisoners. You will do it a lot and it's very repetitive so it is better to organize your inventory right to minimize clicking and scrolling. Place your rarely used equipment like books for permanent skill boost and additional horses (3 horses in inventory give max speed party bonus) at the end of your inventory, your frequently used equipment (backup lance, weapon, horse) in first slots of inventory, food will follow them since you'll have to monitor its quality and quantity, loot will occupy the middle. Do not take cheap loot to minimize clicks and scrolls if you're not in the very beginning and need every dime. Do not invest in Inventory management and Trade skills for your main character since even with default values there will be problems in selling all and will be no problems in leaving merchants with gold and/or unused inventory space. I can live just fine with only dozen slots for loot without losing money or time for micromanagement.
If you own walled settlements and due to intense fighting in this area you have abnormal amount of loot do not sell most expensive items in shops but store them in castle chests to sell later when you will not risk to get all merchants gold while leaving them with unused inventory space. Sell only relatively cheap items at such times.
These simple precautions will save you a LOT of time and nerves.
So, despite of many strategic, tactic and RPG elements, Mount&Blade is action game and about real time combat simulation. Its combat mechanics is arcade and simple at first glance but it's not entirely so. Yes, you have only 4 strikes and several kinds of missile weapons but there are dozens of melee and missile weapons with their own geometry, all 4 strikes have different timings and animations, 3 different types of damage, strike speed factor, strike sequences, shields and many other factors. Despite of its "simplicity", in difficult situations combat can be very intense, sophisticated and demanding. But this guide is not about these things so it will not be too long.
What's the most important parameter of weapon in warrior's hand? Damage, reach, maybe speed? What number should be considered above others? Well, there is no such number, because the most important parameter of combat system "warrior+weapon" is the ability to land a hit and it cannot be displayed as number.
For missile weapons all is simple: the higher the accuracy - the better. Accuracy depends on weapon pro and accuracy of weapon itself. The higher weapon pro and the lesser reload time - the higher rate of fire and damage output. The only thing to be considered with missile weapons are thresholds in weapon proficiency - with pro < ~150 for bow and something greater for crossbow it's very difficult to land a hit where you want it so it will be random fire and you'll have to train pro on crowds or in very close range and be patient. Bows for troops which will be used in numbers to shoot in volleys of arrows can be less accurate if they'll receive bonus damage instead - they'll hit something anyway.
For melee weapons it's more difficult to determine the ability to land a hit. The most important parameter is reach.
2.1.1. Weapon reach.
Weapon reach cannot be affected in any way - it is what it is. Player can adapt it to use in different situations effectively for his character but AI controlled combatants have no such abilities. In general, the higher the reach - the better, except for very close combat where long weapons will hit friendly troops or other obstacles and their length will become disadvantage. In very close combat short and very short weapons will have advantage but they will greatly reduce the ability to land a hit in many other situations. AI is very bad in using short weapons - it has problems with closing enough to land a hit and very often just swings too early. Especially grim very short weapons are for mounted troops - they'll waste so much time and will open themselves for counterattack. They are OK with bashing heads when mass of cavalry tramples some infantry which will be constantly pushed from all sides and will not be able to combat properly but they will miss often on speed and in horse-to-horse combat.
So there are 3 groups of melee weapons:
1. Short weapons. Reach < 85 (Morningstar and Winged Mace have reach 85, for example).
2. Normal weapons. 85 <= Reach <= 110. (D'Shar Saber and Empire Broadsword have reach 110).
3. Long weapons. Reach > 110. (D'Shar Heavy Saber and Runed Bastard Sword have reach 125).
Also if weapon can perform thrust strike then it will slightly increase effective reach during this strike since warrior will use full length of his arms.
In general, short weapons may be good for assault infantry during siege battles to crush defenders, normal weapons are OK but nothing special and long weapons are good for mounted troops, for anti-cavalry purposes and for swarming as more combatants will be able to hit one unlucky target.
2.1.2. Weapon speed.
There is speed of strike animations which is determined by weapon Speed parameter and weapon "reload" time - the measurement of pause between strikes in sequence. The latter speed depends on warrior weapon pro => elite troops can attack very fast with same weapon. So the faster the weapon - the better, but importance of this parameter greatly depends on warrior's pro: some Fierdsvain Berserkers can swing with slow cheap axes like there's no tomorrow (and this is true for those lightly armored gentlemen). Agility also affects weapon speed by it doesn't matter since attributes are for skills and all other factors are just a bonus, not a priority.
But speed alone will not provide ability to hit because the attack can be cancelled if attacker will receive damage during initial animation phase before he'll be able to land a hit. That is the reason while you cannot duel some troops early in the game - they'll just chop you to pieces and you'll not be able to counterattack at all with improper equipment and low weapon pros. Of course these days of humiliation in duels will be in the past when you'll get decent weapons and improve your weapon pros but it will be in the past for your player character in duels only and not for your troops at all.
It will always be a factor because this is war - not duel and several combatants can provide more attacks than even ultra-elite like noldor. Local overwhelming numbers can beat quality and it's player's responsibility to prevent such local extremums on enemy's side and to create them for his own troops. It's indirect damage and defense bonuses from player's character actions if he's not lying somewhere with throwing spear in his head smelling daisies and horse dung because he was too excited to increase his personal kill count.
In general, tight enemy formations are bad almost always and your own right firing line or bulk of infantry are good. These formations will not appear or disappear because of AI - it's your task and often it is difference between victories, even crushing sometimes, and defeats. You're better to know how to "change events".
2.1.3. Weapon damage.
The least important and most obvious parameter but few things can be said about it.
Damage is affected by speed of weapon striking part and fast horses will add to this bonus. It's not represented by any number in the game but it is the factor in estimation of mounted troops usefulness.
At lower level or in tournaments when player will fight with poor equipment camera movement can be used to add to speed bonus. If you'll follow your strike with camera it will be harder but it is not easy to perform in some cases so it's fair in my opinion.
Speed bonus can be negative, it can be used to receive less damage - just move away when opponent strikes you or your shield. In the moment of your strike you can move toward your opponent to receive damage bonus.
For strong troops with good weapons in terms of speed and geometry damage becomes the most important parameter since more than anything else it will affect the probability to kill target instead of just dealing damage. For strong troops it can lead to domination since most of hits will be lethal and any resistance will be overpowered very quickly saving allies from retaliation.
2.1.4. Shields.
Shields are very important in this mod and especially to commander type character. Many troops have throwing weapons, high Power Throw skill and Trowing pro. Throwing weapons are inaccurate but very damaging and due to numbers of troops who will throw them at you... well, you'll need some protection. You'll not be able to hide behind your soldiers if you want to be effective commander so you have the speed of your horse and if you're not mounted you only have your shield(s).
Important thing to know about shields - they provide passive protection. You don't have to block with your shield for it to shield you - you're simply changing its position to protect your front instead of its position when you're not blocking actively. That's why it's good to have two shields - to cover your back.
The back shield will absorb damage from strikes but not all of it - absorbed value depends on shield's resistance and heavy strikes can break through. Shield in the left hand it seems absorbs full damage even when you're not blocking actively.
The next important thing to know - shield skill is very useful. And not because it will make shields to last longer (which is good thing of course) but because it will improve shield cover and recovery speed. If your shield cover is low then you can be attacked below shield, for example. If your shield recovery speed is low then your block can be bypassed by fast sequence of strikes like volleys of arrows or throwing weapons. This skill also affects shield on your back. Character in block with two good shields and decent shield skill can be effectively damaged only from his side directions and with strike to his back heavy enough to bypass back shield resistance. It's a very solid defense that can be used to "change events" in very brutal manner.
With two shields it is better to leave bulk of enemy's shooters on the left side while riding => they will shoot the most protected part of player's character so circle counterclockwise not clockwise most of the time to reduce the probability of hits. The same when on foot - right to left swing will bring your shield in front of you to shield you passively so it's slower but more defensible strike. Blocking melee attack with shield will shock attacker for a short moment and slow his attack speed - you'll get much larger window for counterattack or some other action.
It's better to always block with your shield actively if you are not readying your strike, just in case of missile out of nowhere.
2.1.5. Horse speed and Riding skill.
The more speed horse have the better chances to evade missiles and the greater speed bonus to damage. You should always be on the move to reduce the possibility of being hit with missiles and throwing weapons. If you're moving with good speed not toward shooter he cannot hit you at all because he will aim at your last position or his wrong estimation of your new position (the higher your speed the more likely he'll be wrong about it), but when numerous shooters will try to shoot you down there will be good chance that you are not aware of all of them and some will have suitable positions and for them your speed will not be so great to miss you or your horse, and throwing weapons are inaccurate so they can hit your new position missing last one. High speed is a very good defense actually and should be your main defense but even with fastest horse on full speed you're not safe if you're not in control of battlefield.
Riding skill will increase speed of your horse and its maneuverability which is important too to avoid danger. Also speed of horse affects charge damage - premium horse under good rider can knock out many troops by itself and is another weapon that can be used even when you're actively blocking. Powerful weapon.
2.1.6. Armor.
Armor can reduce received damage if you're taking damage. Armor cannot save you against clear hits because elite troops have high Power Strike (or other Power skills) and good damaging weapons, but against accidental hits expensive armor can provide decent defense and give you more time to act even after several mistakes. But you cannot rely on armor alone as defense - it's not working this way.
The most important armor part for mounted character is his feet since footmen without long weapons will have problems to reach torso or head and will hit rider's feet. Head is least important part of armor since head shots or strikes are very damaging and are to be avoided - a couple of extra points of head armor will not save you and will have greater impact on other part of your body. Torso part armor is universally good and feet part armor is almost meaningless for foot soldiers since no one targets feet on purpose ant it's quite hard to hit even then.
The weight is not important when you're mounted but greatly reduces your performance on foot hence wearing very heavy armor for several extra points of armor is a risk.
2.1.7. Encumbrance and Athletics skill.
All equipment has weight that encumbers you making slower on foot. It will not slow your attack animations (nothing affects them, except Agility maybe) it will slow your movement speed while Athletics skill increases it. It doesn't sound very impressive but actually it's a key factor in unmounted combat. With high enough movement speed and weapon with good range player can slay opponents almost without resistance because he'll be able to evade striking parts of opponents weapons then quickly close in attacking range of his weapon while swinging - it will result in landing a hit while his opponent still in last phase of missed strike and cannot defend himself at all. Character with good 2H sword, low encumbrance and high Athletics skill would be almost invincible on battlefield due to combat mechanics if not for missile and throwing weapons that can kill you even if you are that fast. So it's not an option in this mod to be such juggernaut of destruction - there are limitations. But you still be able to outrun encumbered troops with lower Athletics to prevent swarming if you were dehorsed and to fight much better overall.
2.1.8. Damage types.
Blunt damage is most damaging against armor, knocks target out instead of killing (prisoners), has a good chance to knock opponent down for a time that will allow to hit him again without resistance.
Piercing damage is slightly weaker against armor than blunt, and cutting damage is weak against armor. But troops with high Power Strike can cut through armor even with cutting damage just fine and there are many weapons with high enough cutting damage so you cannot just get very expensive armor and feel safe even against cutting weapons.
2.1.9. Luring.
Enemies are in love with player's character and want him badly. They want him to be killed. That gives player great power - he can manipulate his admirers. They like to run after player, turn their backs to firing line or advancing troops and other insane things. They like to do this in large groups when they sense the proximity of their idol because the power of love is too great. Unfortunately, admirers may have bows, crossbows and throwing stuff to express their feelings hence luring should be used with great care and knowledge how to survive the affair.
2.1.10. "Dueling".
It's just when someone knows that he's in combat with you. He'll be watching your attempts to hit him to parry, block or evade them. Or he'll be shooting you. Or trampling you with his horse. Or chopping your head off with halberd. Duels are to be avoided because they either damage/end you or slow you in comparison with surprise kills. If opponent is too far or has more close hostile combatants he'll lose interest in you in time - very good thing. But sometimes duels cannot be avoided. There are some tricks to know.
All your available strikes are different. They have different animations, they aim for different parts of opponent, they can be performed in different sequences to alter minimum pauses between them etc.
During strikes camera movement not only moves camera view but also rotates body - you can use this to aim strikes vertically, to land hits earlier and with greater speed with long and slow weapons as striking part will be affected by additional body rotation.
Overhead swing is fast strike and can easily hit head to deal extra damage but if your opponent has shield it will provide passive defense so this strike should be aimed more on the opponent's weapon side not to meet his shield or strike will bounce off with no result. Left to right swing is also fast and can be performed faster after overhead swing than right to left swing. Right to left swing is slow but this can be used to do harder strikes because you'll have more time to aid your strike with camera movement to add to speed bonus, to aim it for the head etc. Besides if you have shield such strike will bring it in front of you for additional protection while you will performing or readying it so it's not bad, just has to be used right.
Thrust is good due to extended reach and possible movement speed bonus.
AI controlled combatant will wait for changes in your behavior to perform his attack. Some safe change is quick pause in movement - it will cause him to perform attack that you can easily predict that will give good opportunity to attack him right after this predicted attack that will result in landing hit on him in very safe manner. If you will not use some change then you'll not be able to predict his attack and there will be good chance that he'll catch you unprepared because they are not slow or you'll lose time and will be swarmed if there are other enemies nearby.
Mounted opponent on stuck horse is easy target because he cannot move freely so do not kill horse or you'll lose your advantage.
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So, as quick summary:
In this mod you will die very fast if you will not concentrate on avoiding hits in the first place, avoiding clear hits if you know that you'll receive damage. If you're doing this then your armor will help you to last longer, to survive battle rounds and affect events on battlefield. Shields will give you additional abilities because they can block damage entirely. Player character has some unique abilities besides commanding options which can be used to greatly improve performance of his troops if he's using them properly.
2.2. Loot system.
Well, there will be no detailed description with exact numbers - just practical facts. Best loot you'll get if you have higher Looting party skill and number of your troops is somewhat lower than number of enemies but not too much. You will not get better loot if you'll defeat large army with just few troops - you'll even get better loot with larger party. Companions take more loot than regular soldiers so it's fine to defeat small warbands only with your companions - you'll get best loot possible, will be very fast on strategic map and get more EXP for yourself and your heroes. With high Looting and right number of soldiers you'll have chance to loot even modified items - you'll be able to take several expensive items and leave cheap garbage away from your inventory to minimize inventory micromanagement.
Strictly speaking best loot you'll get without companions and their increased shares but in practice it almost never makes a difference. Reason is that gold itself means nothing until you transform it into something useful like equipment, troops, improvements and these resources are limited. Companions development on the other hand is always with you affecting your party strength and abilities. There are only several rare items worthy of fastest acquiring through looting - Doom Maces (best blunt weapons for companions), Noldor Spirit Horses (best horses for companions) and Noldor Composite Bows (best bows for companions). All other equipment can be reliably bought/replaced by similar items. You can't just order your companions to not participate in battles, you cannot leave them in garrison - you have to dismiss them or to send them on a mission and both options will result in long absence and halt in companions development. There are only 2 cases somewhat worthy of such loss - intense noldor farming and hunting Seer patrols for Doom Maces.
In fighting with noldor patrols you have to use a lot of troops and companions XP gains are relatively small since they cannot defeat many noldors so if you're planning to hunt noldors with your strongest troops for maximum spoils it may be wise to send all your fighter companions to gather support and have increased chances to get rare or expensive items but don't expect miracles - it's only a CHANCE to get something valuable reducing overall number of shares you personally have to give away but rare item should be generated in the first place to even give you this chance. Mostly it will result in more expensive loot and faster equipping of all companions with best horses and bows which can be simply bought in noldor shops in time and looted usually - not very impressive but you will not lose TOO much in companions development if you're really ready for intense noldor farming (peace time, strong CKO knights, Looting 10+4). Doomguides patrols will give you less Doom Maces if you have a lot of companions so if you in real need then you may hunt patrols during absence of most companions during/after noldor hunts - number of patrols is very limited to get rid of companions specifically for this case since you can send all companions on missions in an instant but they will not return all at once despite game reports and estimations, in fact they'll be returning one by one over a long time. Overall it's kinda awkward and there are too many requirements to make this work fine while in late game you'll have many desired items simply through buying them occasionally and usual looting. There's no need in better chance for a better item to improve development of companions for a price of pause in development itself and companions are fine with "just" Heavy Winged Maces, Noldor Goldleaf Horses and Darkwood Bows.
So, as summary - lootwise you should have smaller party of quality troops even if they are expensive, just don't overdo it for large armies.
2.3. Money system.
Merchants have limited amount of gold and inventory space. Early in game it's unimportant but when real fighting will begin this will limit you greatly. You will not be able to sell your loot, it will stuck in your limited inventory and slowly drive you mad and frustrated. There are some procedures to minimize these problems.
Food and goods merchant inventory has lower replenish time than other inventories so it's always better to sell your loot there first of all - make it your habit. You can buy expensive weapons and armor in towns of your future kingdom - there will be intense fighting in these parts when enemies will try to crush new king and his kingdom so you'll not lose your money - you'll barter all back later, just do not sell loot in these inventories with increased gold when you have others with replenishing gold. Sell cheap loot in shops with default gold - otherwise you'll have no space in merchant inventory with "invested" gold very fast and will not be able to sell all you need to. You can't miss an opportunity to buy Doom Mace or Noldor Spirit Horse in some random town but you can easily wait for some cool lordly armor you need only for cosplay reasons to appear in shops of your future towns to be able to get your money back later and have no limitations by merchants default gold.
Later when you'll command large army you will be constantly buying a lot of food to keep morale up - a lot of your inventory space will be occupied by it. It is better to buy food in villages since they keep your gold and they have ONLY your gold. But villages have their own inventories and they are widespread so you can use them to sell your cheap loot right away after the fight to get food and some money back (you will not lose money, like in towns) - it will increase your map speed due to lower weight of party inventory and keep you men well fed and happy. And it will reduce the need for free space in town shops.
When you know how and where to spend your money you actually do not spend them but "deposit" to return them later.
You get money mostly by selling loot and prisoners. You will do it a lot and it's very repetitive so it is better to organize your inventory right to minimize clicking and scrolling. Place your rarely used equipment like books for permanent skill boost and additional horses (3 horses in inventory give max speed party bonus) at the end of your inventory, your frequently used equipment (backup lance, weapon, horse) in first slots of inventory, food will follow them since you'll have to monitor its quality and quantity, loot will occupy the middle. Do not take cheap loot to minimize clicks and scrolls if you're not in the very beginning and need every dime. Do not invest in Inventory management and Trade skills for your main character since even with default values there will be problems in selling all and will be no problems in leaving merchants with gold and/or unused inventory space. I can live just fine with only dozen slots for loot without losing money or time for micromanagement.
If you own walled settlements and due to intense fighting in this area you have abnormal amount of loot do not sell most expensive items in shops but store them in castle chests to sell later when you will not risk to get all merchants gold while leaving them with unused inventory space. Sell only relatively cheap items at such times.
These simple precautions will save you a LOT of time and nerves.