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  1. Mote

    SP - General Sturgia worst performing faction, due to having the worst Troop tree, Liege AI, Economy and Geography.

    I've been playing around with Sturgian missile cav and druzhinniks a little bit more and decided to do some number crunching comparing the t4 and t5 of the brigands and the t5 and t6 of the Druzhinniks to see if they are worth upgrading, due to the prerequisite of war-horses and the scarcity of them anywhere near Sturgia, since I didn't feel like taking a trip down to Northern Battania every time I wanted more horses.

    In the case of the hardened brigand, the only difference is t3 vs t4 javelins and a little bit more arm armor. The difference between the javelins is 96 damage vs 101 damage with all the same stats. With javelins especially, 5% damage really doesn't matter. A javelin will 1 shot light infantry and 2 shot heavy infantry regardless due to the speed modifiers.The Horse Raider's horses surprisingly have lower health and armor, but are noticably quicker, since the Hardened Brigand is tied for having the slowest horse in the game whereas the Horse Raider has the second fastest t2 horse in the game aside from Aserai, which has a blazing 66 speed.

    Druzhinniks vs Druzhinnik champions are basically identical units. 6 arm armor and they use swords instead of axes, although both are t4 weapons. When you consider that they are double the upkeep and require a war horse, you gotta ask yourself if that's a worthwhile investment just for some extra stats, which are of questionable value at the moment.

    TL;DR don't bother upgrading Druzhinniks or Brigands to their final tier. It probably isn't worth the war horse and upkeep unless you think stats actually matter and you are drowning in war horses.
  2. Mote

    SP - General Sturgia worst performing faction, due to having the worst Troop tree, Liege AI, Economy and Geography.

    Thanks for adding all my info to the first post @Nero_Roman, was worried it was going to be buried! Just a quick update on my testing, I've been experimenting with Druzhinniks, and they are quite good units even with bugged stats. I've really warmed up to them.

    A couchable lance + a good shield really is a winning combination, a combination that I prefer compared to the 2 handed polearm of the cataphract. Yes, they lose to all other noble heavy cav, but what's I've learned is that they are not an anti-cav unit. They are a hammer-anvil shock cavalry unit. The second hidden benefit of Druzhinniks is that they don't require a war horse until the last tier, and the second to last tier has basically the same gear as the final tier, so you can have an extremely effective Heavy Cavalry core even if you don't have any war horses!

    My recommendation for an army comp would be 50% veterans, 50% shock troops with an optional contingent of Druzhinniks. You form with with a wide, 1 rank deep line of veterans followed immediately by a 1 rank line of shock troops. This will buzz saw through pretty much anything.
  3. Mote

    SP - General Sturgia worst performing faction, due to having the worst Troop tree, Liege AI, Economy and Geography.

    I'm curious - what was the method you used to change the troops that spawn in custom battle? Also is it possible to have a mix of different types of units in each formation (infantry/archers/cav/HA)? I wanted to see how the unit stat fixer mod as well as more realistic mixed unit compositions would affect the outcomes in faction balance. Looked in the custom battle module and the only XMLs I could find to edit were the list of scenes and heroes to choose from lol.

    The custom battle module pulls the characters from the SandboxCore module directly, so the code itself must be querying for specific ids somewhere. To get the custom battle to have the units I wanted, I basically swapped the unit ID of the queried unit in the SandBoxCore XML files with the desired units.For example, since all the spear units default to that factions basic t4 infantry unit, you can just swap the ID of the t4 infantry unit with the id of whatever you want, and then the spear units in custom battle will be replaced with that unit.
  4. Mote

    SP - General Sturgia worst performing faction, due to having the worst Troop tree, Liege AI, Economy and Geography.

    I manually modified the game data files so that custom battles would contain each of the desired units for testing. After these modifications, I started a 250 v 250 battle of Sturgian Units vs each of other factions equivalent units. I then recorded these tests, which are linked below. For your convenience, I have compiled a chart showing whether the Sturgian unit won or lost the battle. I replicated this design across many of the later tier troops and types:

    EmpireAseraiVlandiaBattaniaKhuzait
    T5 RangedLoseLoseLoseLose*Lose
    T5 Missile CavLoseLosen/a(Lose)Lose
    T3 Infantry(Lose)(Lose)Win(Lose)Lose
    T4 InfantryLoseLoseLoseLoseLose
    T5 2H InfantryWin**Lose(Lose)Losen/a
    T6 Heavy CavLoseLoseLosen/an/a
    T5 Infantry (Veterans)TieWinWinWin***(Win)
    T5 Infantry (Shock Troop)WinWinWinWinWin
    • Win = Sturgia Wins
    • Lose = Sturgia Loses
    • () = Close Match (~50 or less remaining)
    • * = Used Battanian Heroes, the t4 noble line. Fians or Fian Champions would be a slaughter
    • ** = Imperial Elite Menavliaton are technically polearm units, so are probably more of an anti-cavalry unit than an anti-infantry one.
    • *** = Used Wildlings instead of Oathsworn since it is a closer analog

    While these results were roughly in line with my expectations and for the most part speak for themselves, there were a couple of unexpected results:

    1. Different units of the same type can have different gear. Each unit has up to 3 different gear sets, and each unit is randomly given one of these sets. There can be quite a variation between these gear sets, for example, Shock Troops have 3 different possible shields and 2 different cape slot items. They can have lamellar plate shoulders or a 2 armor scarf. They can also have the typical round shield, a kite shield, or the ****ty t4 spearman shield. Another interesting example is the Vlandian Sergeant, who can have a mace, a sword or a 2h axe as a backup weapon.
    2. Sturgia has the worst t4 infantry of any faction. The Sturgian Spearmen lost overwhelmingly to every other factions t4 equivalent. It wasn't even close.
    3. Sturgia has the worst ranged unit of any faction*. As long as you count the battanian noble line, which I think is fair. They get crushed by the third tier of the noble Battanian line, and there are two upgrades above that.
    4. Sturgia has the second worst t3 infantry in the game. The only unit that lost to the Sturgian Soldier was the Vlandian Infantry and Vlandian Spearmen. Although, I must say they over performed compared to my expectations. Even their losses were quite close. I think the Sturgian Soldiers "Success" can be attributed to their head armor. They have the best helmet of the entire t3 roster, and when you get in mosh-pit fights, AI often spams overhead attacks aimed at the head, so having good head armor really makes a difference here.
    5. Sturgia has the second worst 2h infantry in the game. Throwing axes help a little bit here, but the ulfhedhar really are bottom of the barrel. 2H units are already a questionable niche, and this is one of the worst units of that niche. If you want a dedicated 2H unit, take the Aserai Mameluke Palace Guards. They are absolute tanks and were carving through Ulfhednar like they were nothing.
    6. Sturgia, predictably, has the worst heavy cavalry noble line. Part of this can be written off to mismatched stats. Another small thing to note, is that they are quite slow for heavy cav.
    7. Veterans are pretty great infantry. Not much to say here, the only unit that could beat them head-to-head was the Imperial Legionaries. Their stats and gear really do speak for themselves.
    8. Shock Troops are actually amazing? This was completely unexpected. On paper, they are inferior to the veterans in every way. Lower armor, lower stats, worse shields and chance of having a ****ty tiny shield. The dark horse here was their secondary weapon: a tier 5 war-razor and some advantageous AI. When the shock troops approach, they approach with their shields in front of them and axe drawn, which keeps them alive from projectiles, but once they get in melee range, they switch to their 2h war-razor. Remember when I said AI spam overheads once they get into a very tight lined battle? Well they start swinging these crazy 2h pole-arms overhead, which will easily 1 shot heavy infantry. They absolutely melt even the heaviest of infantry. The downside of this, of course, being that they swap their weapons when they reach the enemy line. This often means they take a fair number of losses before they get a chance to start carving through enemy infantry.

    Did some practical testing this morning and appended the results to my post.

    Edit: It turns out, Shock Troops beat Imperial Elite Cataphracts in a 1 to 1 ratio. These guys are absolute monsters at not only anti-infantry, but also anti-cavalry. This must be why they have such low stats and armor for their tier. The t5 war-razor really does a ton of heavy lifting.
  5. Mote

    SP - General Sturgia worst performing faction, due to having the worst Troop tree, Liege AI, Economy and Geography.

    Good thread, didn't realize it existed when I posted mine apparently a few hours after yours. Since we've both identified that Sturgia is currently very lackluster, I see no reason why we shouldn't bring attention to eachothers threads, since we take a deep dive into different subjects regarding the same faction.

    Here's my thread: https://forums.taleworlds.com/index...p-tree-liege-ai-economy-and-geography.414479/

    I'll post a link to yours in my opening post, hopefully you'll do the same for me!

    Added!

    Okay. So, I'm not far into my Sturgian playthrough. I made a Sturgian and started building an army entirely out of Sturgian troops.

    Within the first 20 days of the game, Vlandia was already taking territory from Sturgia, and then the Kuzait started doing it too from the other side by day 30.

    My army of Sturgians is incredibly weak. Last time, I did the same thing with Imperials in the early game, and was fine. Even Tier 3-4 Sturgian units seem to get basically slaughtered by any other faction's Tier 1-2 units. When I would get a decisive victory on the battlefield, about half of my army was wounded.

    For what it's worth, had some of every unit type Sturgia offers, except possibly the top tier ones. I don't think I could keep any soldiers alive long enough for them to reach top tier. The largest my own party got was 76 troops. I joined Sturgia and gave them the dragon banner in this playthrough, since I'm trying to focus on Sturgia specifically to get a feel for their strengths and weaknesses.

    I'm not sure that playing with Sturgia and getting involved in their constant wars is really helping me get a feel for their troops, because my guys never get an opportunity to rest. I might start another campaign and hang around Sturgia, but not actually join them. lol.

    Sturgian t3 and t4 units are really just awful. In my test of 250 imperial t4 troops vs 250 sturgian t4 troops, the Sturgian troops got 5 kills,
  6. Mote

    SP - General Sturgia worst performing faction, due to having the worst Troop tree, Liege AI, Economy and Geography.

    I just calculated the armor values for all t3 and t4 spear/shield infantry and they are as follows:

    T3 Spearmen:
    • Empire: 29/32/24/23 - 108 (Total)
    • Khuzait: 28/33/17/18 - 96
    • Battania: 28/23/13/22 - 86
    • Vlandia: 18/15/18/14 - 65
    • Aserai: 21/14/10/16 - 61
    • Sturgia 35/12/2/12 - 61

    T4 Spearmen:
    • Empire: 32/56/45/28 - 161 (Total)
    • Aserai: 28/26/32/10 - 119
    • Battania: 32/44/17/22 - 115
    • Sturgia: 26/26/24/29 - 105
    • Khuzait: 26/22/33/19 - 100
    • Vlandia: (n/a, no spear/shield variant, only Billmen)

    Note Sturgia barely edge up Khuzait here, but their armor is weighted toward their legs, and the Khuzait Spearmen get Javelins in t4, both of which far outweigh any extra leg armor.
  7. Mote

    SP - General Sturgia worst performing faction, due to having the worst Troop tree, Liege AI, Economy and Geography.

    Strugia troop tree is fine, it just seems to have some stats and equipment misplaced, likely unintentional. Things like shock cavalry having high ranged and very low polearm skills or higher tier troops having less armor or even less primary stats then their predecessor.

    Structure of the tree and equipment itself fits lore of the faction very well.

    As for spears, they work if you mix troop types. Grouping spears together with close melee infantry causes later to fill front ranks and spears backranks during fighting thanks to AI trying to get in to optimal distance for it's weapon. Spears will also help to stop cavalry and prevent cavalry from demolishing close melee infantry.



    You are mistaking Strugia for Nords. They are not. They are predecessor to Vaegirs instead. It's clearly mentioned in the lore.

    I'm not familiar with the Mount and Blade lore or their historical analogs as I am a newcomer to the series. All I have to go off of is what's told in game, so take everything that I'm saying into that context. In terms of gameplay and in-game dialog, my impression of Sturgia was one with a strong melee infantry focus. The core of my argument is that for a melee infantry focused faction, Sturgia poor melee infantry overall, with the exception of the Veteran Warrior. I think having a noble line that reflected that focus would be a rather elegant solution, but fixing the currently existing troops would be another completely viable option.

    A separate, but relatively minor complaint is that heavy melee cavalry is already occupied by the Banner Knight and Cataphract, so having a third heavy cav melee noble line that will always be in the shadow of those iconic troops seems like a bit of a wasted opportunity. This is all completely apart from the whole Nordic vs Slavic influence discussion threads, which I am largely out of the loop of. This is purely from a gameplay design perspective.
  8. Mote

    SP - General Sturgia worst performing faction, due to having the worst Troop tree, Liege AI, Economy and Geography.

    I love how OP didn't even mention the Aserai. Most forgettable faction in the game :grin:

    That was deliberate. From what I've seen, the Aserai face many of the same problem that Sturgia faces with it's very spread out and linear geography at the edge of the map. I don't think I've ever seen the Aserai take a single city outside of their strip of land in my 100+ hours of campaign, but honestly I haven't delved into them enough to comment on their units specifically. I do like their dual noble line with a heavily armored two handed axe infantry though, at least in concept.
  9. Mote

    SP - General Sturgia worst performing faction, due to having the worst Troop tree, Liege AI, Economy and Geography.

    I think that if you were take away the Druzhinnik and replace it with something else, it would compromise that original design intention, and in this case shift the faction closer to its Norse Viking counterparts. I see the appeal of that, especially since in the game currently there aren't any melee infantry noble lines, but I think I would prefer the Druzhinnik remain as Sturgian's sole heavy cavalry option, able to compete with the likes of Cataphracts and Vlandian Knights. As for emphasizing Sturgia's strengths, making their infantry mechanically stronger than their piers may do the job.

    I'm not against this in theory, this is where the post was getting into more of my personal opinion for where I'd like to see the faction go. I would be perfectly happy if they simple improved the shock troop unit, fixed the Druzhinnik's stats and made spears more functional. From a gameplay perspective, I just find yet another heavy melee cavalry noble line when we already have the more iconic and performant banner knights + imperial elite cataphracts to be a bit underwhleming. Regardless of whether their stats are fixed, the Druzhinnik will always play second fiddle to these, even if only superficially due to their how intrinstically tied they are to their respective faction's style.

    From the 1.1.0 beta patch notes ''Minor updates to Sturgian troop tree equipment. '' I guess this is not enough to make Sturgia a bit better?...

    I didn't go through every unit, but from the game files I looked at in the beta, the Shock Troop and the Veterans both get cape slot items giving them a noticeable armor buff. +16 to body armor and +4 to arm armor. It's a step in the right direction, but really doesn't address any of the underlying fundamental flaws of the faction I've outlined. All of the stat allocations are unchanged from what I saw.
  10. Mote

    SP - General Sturgia worst performing faction, due to having the worst Troop tree, Liege AI, Economy and Geography.

    Just in general, sturgia also seems to be the faction that both snowballs the least and dies the fastest in pretty much all games. So, even from a macroperspective, it definetly needs some kind of rework. And the suggestions given here are a defenitive improvement and step in the right direction.

    I specifically avoided the geographic/economic shortcomings, since I think that is the most subject to change going forward, but yes that is also true. The reason Sturgia gets steamrolled in campaign isn't because it's units suck, it's because it's geography is highly unfavorable, and all of their cities generally have very poor economies.
  11. Mote

    SP - General Sturgia worst performing faction, due to having the worst Troop tree, Liege AI, Economy and Geography.

    Obligatory background: This is my first Mount and Blade game, and I have got to say, I'm really buying the vision of the game as a whole, warts and all. I'm coming from primarily war strategy games like Total War, so I will be approaching my critique primarily through the lens of unit balance. That being said, let's get into it:

    1. Faction Specialization

    From the perspective of a newcomer, it's clear that every faction has a unique specialization, often expressed through the lore of the game itself. Vlandia with it's banner knights and crossbowmen, the Empire with it's heavily armored legionaries and cataphracts, Battanians with their elite noble archers and falxman, Khuzait and their heavily armored archer cavalry. Each of these has it's own iconic personality and a roster that highlights each of their respective strengths. Now, where does that leave Sturgia?

    From the lore perspective they are a hardy and proud northern people whose iconic shielded infantry were able to best and repel the Empire's legionaries, which would imply a focus on elite melee infantry. This is what drew me to them in the first place, I personally am a sucker for the elite melee infantry archetype. In a game where typically cavalry and missiles tend to be the star players, having an army that puts the focus on the rank and file infantry is somewhat charming. A shield wall that blocks all projectiles, braces against all cavalry charges, and marches ever forward, cutting down any infantry foolhardy enough to stand in their way. This is the vision that the Sturgians seem to be selling and the vision that the Sturgian roster fails to live up to.

    2. A Closer Look at Sturgian Units

    Looking at the Sturgian roster alone, it's pretty diverse. You have all your infantry archetypes, a light missile cav unit, and an archer unit. Let's address the last tier of each of these units in reverse order:

    The Sturgian Veteran Bowsman: Quite possibly the worst t5 basic tree archer in the game. Barbed arrows are the lowest tier arrow for a t5 troop and their leather armor makes them relatively fragile compared to their Empire, Aserai or Khuzait counterparts. Only the Empire Palatine Guard has fewer arrows due to only having one quiver, but makes up for it with incredibly high quality armor and t4 melee weapon. Sturgia being a melee infantry focused faction, I see absolutely no problem with them having the worst archer in the game, but it is worth mentioning here. It also should be said that bows are probably the best ranged weapon in the game, so even the worst bow unit in the game can still fulfill it's role adequately.

    Sturgian Horse Raider: The lone missile cavalry unit on the roster, from a stat/gear perspective, there isn't anything particularly wrong with this unit. Relatively well armored, solid t4 1h sword, the biggest problem with this unit is that it uses throwing weapons. Throwing weapon missile cavalry is just not very good, but just like the archer, it can perform it's role well enough. Once again, not an issue in itself for a melee infantry focused faction.

    Sturgian Ulfhednar: This is the unit where the red flags begin to appear. One of the very few units in the game that is demonstrably worse than the unit preceding it, the Sturgian Berserker. Two handed weapons units are already a very weak archetype in the current metagame. They are fodder in sieges, they get picked apart by missile units, and they die if a looter even looks at them the wrong way. The Sturgian Ulfhednar takes all these weaknesses, and dials them up to 11. When you "upgrade" this unit from the berserker you exchange a set of very decent mail armor for basically no armor at all, you lose 20 two-handed skill, and all you get in return is a bit more athletics and a set of t1 throwing axes. This is a terrible unit in a terrible archetype. I don't know how to fix this unit, but a start would be to fix their 2h skill. If they are set on committing to the unarmored berserker archetype, they need at least 200 athletics, because if I've learned anything from playing this game, it's that armor is king.

    Sturgian Veteran Warrior: The single shining beacon of the entire Sturgian roster that carries the entire faction on it's back. It's a good axe/shield infantry unit with throwing javelins. In the beta 1.1.0, they are tentatively being given a set of brass lamellar where they previously had nothing in the cape slot, which will make them relatively durable, compared to live 1.0.10, where they had relatively low armor. My only complaint is that even this unit, the best Sturgia has to offer, is only about on-par with the Empire's legionary, whereas pretty much every other empire unit is superior to the Sturgian role equivalent.

    Sturgian Shock Troop: The awkward and less popular younger brother of the veteran warrior. It also gains the same shoulder upgrade as the veteran in the beta, but still trades a full tier of stats, significantly worse armor and throwing weapons in exchange for a t5 spear, making it the only max rank spear unit on the basic roster. If all that wasn't enough, it faces the biggest problem of them all: spear units just kind of suck, and issue we will revisit later. For the time being, there is basically no reason to ever take this unit over the veterans.

    Sturgian Spearmen: <rant> I was only going to look at t5 units for this, but the spearmen is just too egregious to ignore. This unit is so bad. It's the precursor to the veteran and the shock troops, but for some unknown reason it trades it's large shield that it has in t3 and t5 for a pathetic tiny cavalry shield that has never blocked a projectile in the history of the world. They also have leather armor, which, for your main frontline t4 infantry, is absolutely pathetic. The t3 soldiers are usually preferable to these disgraces, because as least they have usable shields. Someone ran an 80 v 80 battle of Sturgian Spearmen vs Sturgian Bowmen who were ordered not to fire their bows, and the bowmen won. The t4 Sturgian bowmen is literally a better melee infantry unit than the dedicated sturgian t4 melee infantry unit. </rant>

    Looking at the basic roster overall, we are left with a very solid melee t5 unit... and not a whole lot else. Aside from the Veteran, the best that a base Sturgian unit can hope for is: "Can perform it's role only slightly worse than the alternatives."

    3. Spears Kind of Suck

    The biggest problem with a faction that specialized in melee infantry is the fact that spear units just aren't very good at their job. Some testing has been done, and it turns out that Vladian Voulgier's are more effective anti-cavalry tools than Vladian Pikeman. Apparently Sturgian Berserkers are better anti-cavalry units than Sturgian Spearmen, although they are both generally pretty poor at it. 2H units in general are more effective at taking down cavalry units than spears, at least when it comes to AI. Cavalry in this game are already the answer to pretty much every problem. They mow down ranged units, chase down fleeing units, slam into the flanks of engaged melee infantry, they are the solution to most problems that the game can throw at them. But charging cavalry into a line of braced spearmen should be pretty much suicide, and mechanically, that is just not the case. This makes spear units almost always a worse option over sword and board alternatives, who are much better against infantry.

    4. Noble Lines

    This, in my opinion, is by far the most egregious injustice done against the Sturgian roster. Noble lines should be the hallmark of a faction that embody it's strengths. Think Battanian Fian Champions, Imperial Elite Cataphracts, Vlandian Banner Knights, Khuzait Khan's Guards: each the epitome of their respective factions. The Sturgian Noble line starts as a shielded spear unit with throwing axes, that was shaping up to be an analog to the veteran and then half way through the tree changes it's mind and becomes the Druzhinnik. 220 Bow skill on a unit that doesn't even have a ranged weapon. 60 Polearm skill, when it's primary weapon is a spear. A heavy cavalry unit that is never mentioned or referenced anywhere in the lore or perceived play-style that Sturgia embodies. The saddest part is the Varyag Veterans, the 3rd level of this unit, is actually a better spearmen than the Sturgian Spearmen, due to the better armor and throwing axes, even if it only has 15(!!!) in the throwing skill.

    This entire line needs to be reexamined from the ground up. Sturgia doesn't need a bargain bin cataphract with a broken skill allocation. You know what I'd want to see for the noble line? An upgraded Skolder Veteran Brotva. This is the unique line of troops that the lake-rat Sturgian subfaction has. Spear + Axe + Throwing Javelins with the iconic big shield and a sane stat lineup. Slap the veteran armor on this bad-boy and you have the most the most elite melee infantry unit in the game. A unit worthy of being called a t6 noble unit that embodies Sturgia's strengths rather than this broken and disappointing compromise.

    Edit: Here are the calculated armor values for t3 and t4 spear/shield infantry. The more I dig into the numbers, the more outraged I become...

    T3 Spearmen:
    • Empire: 29/32/24/23 - 108 (Total)
    • Khuzait: 28/33/17/18 - 96
    • Battania: 28/23/13/22 - 86
    • Vlandia: 18/15/18/14 - 65
    • Aserai: 21/14/10/16 - 61
    • Sturgia 35/12/2/12 - 61

    T4 Spearmen:
    • Empire: 32/56/45/28 - 161 (Total)
    • Aserai: 28/26/32/10 - 119
    • Battania: 32/44/17/22 - 115
    • Sturgia: 26/26/24/29 - 105
    • Khuzait: 26/22/33/19 - 100
    • Vlandia: (n/a, no spear/shield variant, only Billmen
    Note Sturgia barely edge out Khuzait here, but their armor is weighted toward their legs, and the Khuzait Spearmen get Javelins in t4, both of which far outweigh any extra leg armor.

    Edit 2: I limited my focus in this post purely to the units and how they are balanced, another user made a good post outlining the economic/AI issues Sturgia faces: https://forums.taleworlds.com/index...p-tree-liege-ai-economy-and-geography.414479/

    Big Edit 3:
    I manually modified the game data files so that custom battles would contain each of the desired units for testing. After these modifications, I started a 250 v 250 battle of Sturgian Units vs each of other factions equivalent units. I then recorded these tests, which are linked below. For your convenience, I have compiled a chart showing whether the Sturgian unit won or lost the battle. I replicated this design across many of the later tier troops and types:

    EmpireAseraiVlandiaBattaniaKhuzait
    T5 RangedLoseLoseLoseLose*Lose
    T5 Missile CavLoseLosen/a(Lose)Lose
    T3 Infantry(Lose)(Lose)Win(Lose)Lose
    T4 InfantryLoseLoseLoseLoseLose
    T5 2H InfantryWin**Lose(Lose)Losen/a
    T6 Heavy CavLoseLoseLosen/an/a
    T5 Infantry (Veterans)TieWinWinWin***(Win)
    T5 Infantry (Shock Troop)WinWinWinWinWin
    • Win = Sturgia Wins
    • Lose = Sturgia Loses
    • () = Close Match (~50 or less remaining)
    • * = Used Battanian Heroes, the t4 noble line. Fians or Fian Champions would be a slaughter
    • ** = Imperial Elite Menavliaton are technically polearm units, so are probably more of an anti-cavalry unit than an anti-infantry one.
    • *** = Used Wildlings instead of Oathsworn since it is a closer analog

    While these results were roughly in line with my expectations and for the most part speak for themselves, there were a couple of unexpected results:

    1. Different units of the same type can have different gear. Each unit has up to 3 different gear sets, and each unit is randomly given one of these sets. There can be quite a variation between these gear sets, for example, Shock Troops have 3 different possible shields and 2 different cape slot items. They can have lamellar plate shoulders or a 2 armor scarf. They can also have the typical round shield, a kite shield, or the ****ty t4 spearman shield. Another interesting example is the Vlandian Sergeant, who can have a mace, a sword or a 2h axe as a backup weapon.
    2. Sturgia has the worst t4 infantry of any faction. The Sturgian Spearmen lost overwhelmingly to every other factions t4 equivalent. It wasn't even close.
    3. Sturgia has the worst ranged unit of any faction*. As long as you count the battanian noble line, which I think is fair. They get crushed by the third tier of the noble Battanian line, and there are two upgrades above that.
    4. Sturgia has the second worst t3 infantry in the game. The only unit that lost to the Sturgian Soldier was the Vlandian Infantry and Vlandian Spearmen. Although, I must say they over performed compared to my expectations. Even their losses were quite close. I think the Sturgian Soldiers "Success" can be attributed to their head armor. They have the best helmet of the entire t3 roster, and when you get in mosh-pit fights, AI often spams overhead attacks aimed at the head, so having good head armor really makes a difference here.
    5. Sturgia has the second worst 2h infantry in the game. Throwing axes help a little bit here, but the ulfhedhar really are bottom of the barrel. 2H units are already a questionable niche, and this is one of the worst units of that niche. If you want a dedicated 2H unit, take the Aserai Mameluke Palace Guards. They are absolute tanks and were carving through Ulfhednar like they were nothing.
    6. Sturgia, predictably, has the worst heavy cavalry noble line. Part of this can be written off to mismatched stats. Another small thing to note, is that they are quite slow for heavy cav.
    7. Veterans are pretty great infantry. Not much to say here, the only unit that could beat them head-to-head was the Imperial Legionaries. Their stats and gear really do speak for themselves.
    8. Shock Troops are actually amazing? This was completely unexpected. On paper, they are inferior to the veterans in every way. Lower armor, lower stats, worse shields and chance of having a ****ty tiny shield. The dark horse here was their secondary weapon: a tier 5 war-razor and some advantageous AI. When the shock troops approach, they approach with their shields in front of them and axe drawn, which keeps them alive from projectiles, but once they get in melee range, they switch to their 2h war-razor. Remember when I said AI spam overheads once they get into a very tight lined battle? Well they start swinging these crazy 2h pole-arms overhead, which will easily 1 shot heavy infantry. They absolutely melt even the heaviest of infantry. The downside of this, of course, being that they swap their weapons when they reach the enemy line. This often means they take a fair number of losses before they get a chance to start carving through enemy infantry.
    Links:

    T5 Ranged:
    T5 Missile Cav:
    T3 Infantry:
    T4 Infantry:
    T5 2H Infantry:
    T6 Noble Cav: https://youtu.be/r1HOV58oRB0
    T5 Infantry (Veterans): https://youtu.be/lTIByzhtbFI
    T5 Infantry (Shock): https://youtu.be/7a3WGDTP9Pg
    Shock Troops vs Imperial Elite Cataphracts: https://youtu.be/LVXL-NccUIk

    It turns out, Shock Troops can beat Imperial Elite Cataphracts in a 1 to 1 ratio.

    These units are absolute monsters, now I know why they have such low armor and stats. The t5 war-razor is just insane. This changes things.
    (But still please fix the Spearmen, Ulfhednar and Druzhinniks, they really are atrocious).
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