Joining the dual wield flame war!
Any fool can hold a weapon in his other hand. Several factors are going to screw him over.
1. Most people aren't ambidextrous. They can't just pick up a tool in their other hand and use it as well as their main hand. Pick up a hammer in your off hand and try to strike a nail into a board and this becomes very clear.
2. Many people's main arm is stronger than their alternate, blows with the alternate would be softer, coupled with the above they'd hit lighter and less accurately.
3. Recovering from a blow with anything heavier than a short sword takes time, and essentially makes the second weapon useless, as your momentum has already thrown your body too far to make a reliable second hit.
With practice this can all be overcome. Weight remains something of an issue, but history has demonstrated that it is a learn able skill.
Most the people against dual wielding seem to be afraid that there won't be a skill progression. Horse archery had one, you had to learn how to ride, you had to learn how to shoot, and you had to learn how to ride and shoot. Same principle applies here, You learn how to fight with a single weapon, you learn how to use your other hand, and you learn how to fight with your other hand. As with horse archery, big investment with big payout. Unlike horse archery, leaves you incredibly vulnerable and most likely dismounted in the middle of the field. I don't see how it would be any stronger. Give a decent player a horse, bow, and three large bags of arrows and they can easily win a battle 1 v 70 or more. Dual wielding can't possibly be that game breaking.
A final comment about dual wielding. In battlefield situations was the second weapon not used for throwing more often than not? It would be an interesting addition to the shield slot to allow players to put throwing weapons in it at a fair penalty to accuracy and range until they get the skill high enough. The throwing weapons are also mostly light enough to use at close range effectively. The javelins aren't, but then, neither are regular polearms.
Not particularly for it, I do enjoy having a shield to march on archers with. But I can see it being a valid and viable skill. Soldiers with it would have their place too, stick 'em on a siege tower to slaughter archers soon as it lands or in other similar CQC situations. I'd imagine them to be incredibly difficult to keep around for long though, and to train. No shield, light armor, poor weapon skills for the majority of their development >.>
Regarding fluid movement. It's needed in all situations. Chaining attacks, deflecting and countering, stuff like that is useful everywhere. Just applies more to dual wielding, as it's users MUST rely on a constant flurry of well chained attacks to prevent counter attack and death.
Also, IMO, blocking should always deal a small amount of damage to the blocking unit. Blunt damage, of course, because some force will always be transferred. Based on the weapons weight if it's cutting or piercing. In the case of blunt weapons almost all of the damage should pass the shield. I mean, that's a fifty pound ball of metal that just (essentially) hit your arm (through a fairly thin piece of wood). You're going to feel it. Makes deflecting far more valuable, as heavier weapons would also take longer to recover after being deflected away. That said, if you rely on it too much and screw up deflecting a great sword, you're taking a lot of damage.
Regarding Meevar's post: I like all of what you said =D. To explain my comment about one leader unit per garrison, I agree that limiting it to one per garrison would be fairly restrictive, but too many stacked abilities would become ridiculous. Perhaps one
active officer per garrison? And yeah, also agree that you should be allowed to promote any tier of unit rather than just capped units, for the early game and quick replacements, but their abilities should be much weaker to compensate. To put it mathematically, square the power of the ability for each increase in unit tier.
I wonder though... Should walls have a 'facing' or be considered to be defensible on both sides? What I mean is that should they only really provide a huge defensive bonus against attacks from their front side, allowing players to sneak around and capture them more easily? More simply, should the back side have staircases for access, or be only accessible through a gatehouse with a gate on each side? I feel like the guy building the wall would design it such that if the other guy captured it he doesn't get nearly the defensive bonus the original owner did against a counter attack.
EDIT: Sorry about the rambling nature of my posts. Seems like I only find my way to this forum past two AM and am too tired to censor myself.
Second Edit: Lords who like you should send you messages. Reports and stuff. More frequently. Almost like a delayed form of expanded vision, they see a troop, send you a message about where and when and what it was doing, and you get it some hours or days later based on where you are. It'd help you keep track of things during bigger wars, especially if factions are going to have multiple war parties. Also, the map should start much more sparse of fortifications, and allow them to be built by lords and players over the course of the months. As well, the exact position of some villages and smaller forts should be slightly randomized at the start of the game. Just for a bit of a change of flavor from one game to the next. It would make every game highly unique, with differing travel times and spot locations for the different castles. And, if many castles weren't built at the start of the game, but instead built by lords based on need later on, it would also mean the map is very different on each game. A king might think, I've had three wars with the nation to the east of me in the last four months. I'm going to put a couple castles between us and lords to man them to give us an extra line of defense. Alternately, many groups from different factions use a pass I control. I'll build a gate and wall there so I can charge a toll.
Third Edit: Game needs disarming weapons.
Jitte as an example. More useful in duels than battles, but some factions town guards might also carry them. Possibly man-hunters as well, should they choose to disarm the foe before they bludgeon them unconscious. Some ruffians might also opt to use a
Cestus rather than club or staff. Like brass knuckles today, but way more awesome. Got boxing banned in rome, they did.
Fourth Edit: Can we have large rivers with dams and floodgates in them? Attach them to castles, and give the owner of the castle the option to either block passage upstream by creating a large lake, or opening it and widening the river downstream. It'd be cool to send a river crashing down a dry riverbed on an approaching army and decimate them. Small bridges might become submerged, and the lake created when it's closed could possibly flood villages if it's allowed to grow too large.