You never told your units to attack/charge.... what the hell do you expect. Try that again and tell them to charge 2 secs before the cavalry hits or after the cavalry hits and they are swimming inside you. Square formation sucks. I tried to make it work but it always fails incredibly compared to shield wall. Formations do need to be more dynamic when enemies close in, that's for sure!
I'm surprised this topic is seen as relatively low-priority by the community, infantry vs. infantry encounter are a bloody mess lasting a couple minutes at most and formations are pretty much useless. M&B Bannerlord is a game with HUGE potential both as vanilla and as mod-base, but to me this is a major flaw that i'm hoping can be fixed, and i'm waiting for that before commiting to a campaign..
No doubt. BTW is there somewhere to see how much or caravan(s) is/are making? I found my shops at the "Other" UI panel in Clan. Under the "Party" tab in clan it shows my Companion's party is 75/75 but nothing on how much coin is being generated.
What's the last Roman history you've read? I must admit I have been rather lax and lazy this past year since I've gotten my Masters, but I did read through "Visual Evidence for Roman Infantry Tactics" A week ago. Here, have a full citation:
Taylor, Michael J. “VISUAL EVIDENCE FOR ROMAN INFANTRY TACTICS.” Memoirs of the American Academy in Rome 59/60 (2014): 103–20. www.jstor.org/stable/44981974.
Feel free to read it yourself. I didn't find myself fully convinced to be honest, but it was an interesting read. It's a bit heady though, involving the examination of artistic reliefs, epigraphs, and other such works of art, which is a bit in the weeds if you aren't already sort of well educated on the base subject. It assumes familiarity with textual analysis.
Peple seem to be discussing several different problems simultaneously, which leads to confusion. The issues that lead the the current bad situation with battles are separate:
- All ranged combat is overwhemingly OP. The talk about looter stones, Imperial crossbowmen last week, forest bandits etc. are all symptoms of a much larger problem. I played Warband&mods in the couple of weeks before the release, and the difference is staggering.
- Create a character in Warband with no ranged skills and try to hit something beyond 20m away, let alone land a headshot. Yeah, that's what I thought. In Bannerlord, a character with 0 skill, whether player or companion can pick up a ranged weapon and start chaining headshots like nothing. Starting with near perfect accuracy is OP.
- Warband you needed a heavy skill investement into power throw/draw and horse archery to actually do damage. A novice with a hunter's bow could land headshots on a heavily armored knight and do virtually no damage. Bannerlord, ranged gamage starts massive from the get go, skills only slightly increase it. And also for some bizzare reason, blunt weapons like stones do tonnes of damage to heavy armor.
- Crossbows had a low-ish skill requirement in Warband, but you still needed Strength and reloading was slow. Also, if you wanted horse archery, you were locked out of the most powerfuld bows crossbows. Bannerlord has an early perk that lets you shoot anything from horseback.
- Overall ranged combat needs an major look at. Low skilled bow/thrown weapons need to do far less damage against armored opponents. Low skilled ranged weapons need to be far less accurate
- The second issue is fantasy recruits with swords and shirts. And nothing else. It's odd, it has no historical parallels anywhere. I don't understand why people say "meat on legs", that wasn't a thing either. If a lord went to the trouble of recruiting manpower, they usually expected them to at least not dieinstantly. Shields were one of the most basic ways of protection so there's no reason why most troops shouldn't start with one.
- So yeah, recruits need a more varied weapon selection (far fewer swords, more spears/clubs/axes/throwables) and they absolutely should have some kind of basic shield.
- The third issue is campaign behaviour. There's 2 parts to it:
- First is overzealoous lords who raise and army and promptly rush into battle again with 2/3 of their army being raw recruits. This is clearly unitntended behaviour and needs a fix.
- The second is game mechanics. "Let's make my recruits into trained troops by chasing some bandits" said no lord in history ever. Troops even have names like "Trained Footman". Chasing looters is not training. Aand even for the player, after a while it feels like busywork, keeping you from the "fun" activities. Castles and towns need some kind of "training grounds", where troops could be trained (spending time and money), rather than rely on notables in settlements to roll what you need.
- Another part of the issue is bandit behaviour. The bands <10 men are usually too fast and not worth chasing for most lord armies (or the player for that matter, outside very early game). Bandits needs some kind of consolidatiom mechanic, where if a band hasn't had a successful attack on villagers/caravans in a while, they try to merge with another bandit party in the vicinity, or failing that, go to the hideout and merge there.
- Then there's battle AI issues but these are minor in comparison.
This is oxymoron. A theory ceases to be a theory when it is proven. It is called a theory precisely because it hasn't been proven.
And the self awareness of people in this thread is very comedic.