A simple guide to the different units

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Worbah

Grandmaster Knight
This will be fleshed out at a later date. I'll try to play the units that aren't too well explained yet and return my attention to them.

What units do you need? depends on what you want and what you can already stand up against. I hope this guide helps you.

Vaegirs:

I've mostly used the Guards, but I have some experience of the other units.

I have relatively little experience of Vaegirs, but I've listed the units I know best

Vaegir Peasants: Mostly scythes and light armor. I feel they are more usefull than their Swadian counterparts due to their superior equipment.

Vaegir Footman: Not an incredible improvement, better weapons and in some cases shields, but I trust them as much as a chocolate condom.

Vaegir Veterans: These guys can be usefull. Some are mounted, and they have spears and twohanded axes. Sadly, they still have light armor. Not very durable, and a handfull of archers can chew them up.

Vaegir Infantry: Heavy armor and anti cavalry weapons. Nice, but basically a stepstone on the way to guard-dom

Vaegir Guard: Heavily armored, weapons good against cavalry and low-armor enemies. If you wish an army that consists of a single unit type, VGs are a sure bet. Only unit I haven't fared well against with these is Dark Knight. Last time I tried challenging them I lost TWELVE Guards.

Vaegir Horsemen: Haven't used these much. cutting weapons that turn bandits into something even less pleasant. Vulnerable to ranged attacks, if you can hit them.

Vaegir Knights: Cutting weapons for the most part, and heavy armor. The wet dream of bandit hunters. Beware of Swad Knights, because they mostly have morningstars, lances and other lovely piercing weapons.

Vaegir Skirmishers: Suffer from acute use-deficiency. Atleast when you tell your guys to hold position, these guys go to the front, fling ****, and stop the enemy cavalry with their bodies.

Vaegir Archers: Nice. Basically the same as above, but these actually hit the enemies.

Vaegir Marksmen: Use with Guards, order to hold position on a hill, and you've got a mountain of spiky metal that shoots at the enemy.

Swadians:
I've mostly used ranged and mounted swads, and I've used infantry and Sergeants on only a few occasions.

Swadian Peasants: Knives and such, wear tunics. Useless. Hire militia.

Swadian Militia: Hth weapons and sometimes crossbows. well armored for such a basic unit. Weak against cavalry, but can kill even stronger enemy infantry by swarming it.

Swadian Footman: The average soldier. A bit stronger and more durable than the militia.

Swadian Infantry: Again, a bit better. Good armor, good weapons.

Swadian Sergeant: Saved the ass of one of my characters on a few occasions. Very heavily armed and armored.

Swadian Man At Arms: Atleast in 0.623 these died A LOT. I think that the AI change got them to stop running to the middle of a enemy group, where they got ground into a fine powder. twohanded swords make these good against bandits and other such leatherfetish units. Some have picks that make them decent against Vaeg Guards and such. In theory. In practice they greet MAAs not with open arms but Bardiches and Battleforks.

Swadian Knights: The galloping wall of piercing damage. I once observed a battle between my Swad Knights and Vaeg Knights without interfering. 1 unconsious Swadian and 20 dead Vaegirs. Enough said?

Swadian Crossbowmen: We all love these, don't we? Effective both in HTH and ranged. Voulges, Daggers, best lightarmors, and ofcourse crossbows. Get these to hold positon on a hill if facing infantry or in a river if harassed by cavalry. When you see the Swadian deserters, remember that they are second last tier units.

Swadian Sharpshooters: The finest ranged unit in the game as far as I know. Some have swapped their crossbows to regular ones, but I am not complaining. Shielded well armored cavalry are the scourge of these.

Hostiles:
Haven't played them, but I've killed them by thousands.

Mountain Bandits: Broadswords, maces nomad/hide armors, and shields. The difference with other bandits is that they seem to have javelins and such. Because of their shields they can be a pain to archers. In my opinion these are the hardest bandit type.

Forest Bandits: These merry men have got leather jerkins and vests. They have got an affection for archery, and they can turn you into a needle cushion when you are on a low level.

Steppe Bandits: Almost completely mounted with spears and bows. Practice on these before going against Black Khergits.

River Pirates: Hand axes, stones, and felt caps. Easiest enemies in the game. Just don't confuse them with Sea Raiders.

Sea Raiders: Some of them are heavily armored, some aren't. You'll learn to love both types. One of the few enemies to utilise throwing axes. On lower levels, RUN!

Dark Knights: These guys turn enemies into minced meat quicker than you can say: What happened? Same advice as above.

Dark Hunters: Fast attack units with heavy weapons that soften you up before the Knights close in. Ranged weapons are good against these, but you'll have to be prepared for a little HTH.

Black Khergits: If unmounted, they can be a real annoyance. Mounted archers with heavy armor. They have good loot, I found a spiked helm, reinforced lamellar cuirass and watered steel nomad saber from a small group of them.

Misc:
Rare and mostly not worth it

Manhunters and those that they become: useless at the moment. Seriously.

Sword sisters: If you have a group of 20 refugees/peasantwomen, 2-4 of them will survive to become Sword Sisters. I hear that in the new version they have horses. They are good, but too hard to get, mainly because the earlier tiers have dresses for armor.

Townsmen: Basically the same as Swad Peasants

Watchmen: Good early on in the game.

Caravan Guards: Mounted units. guite good ones at that. Better than Veterans in my opinion.

Mercenaries: stronger versions of the Caravan Guards.

Hired Blades: oddly some of them have lost their mounts. Great nevertheless. In 0.623 they were a bit like Swad Knights. Haven't used them in this version that often.

Caravan Master: good onehand skill, mounted, leather jackets. decent if you can get your hands on them early on. Noblemen are the same as far as I know.

If I forgot something or you don't agree with me, do inform me.
 
i find that my caravan masters kill alot more than my swadian knights..and i love rescuing bandits.. they turn into brigands and then rogues.. an army of rogues is the pwnt..
 
I'm using mostly Sword Sisters (presently 50+ of them), as I can tell them from the enemy (white horses - they've been mounted in .632). They come with sabres and shield or two handed swords and heavy armour. When dehorsed some will pull out crossbows...

They key to keeping them alive is to place them behind other units (knights and such) in the units list until they level right up. After you have a good number of them, you can dump the protective troops and let the fully developed ones protect the newer ones. They upgrade from both peasantwomen and refugees (through follower women, hunter women and fighter women). Dark raiders and the raider quests are good places to find more...

Warden - what do rogues have for armour and weapons, I gave up on bandits a while back before they got that far...
 
Ok. I'll put up some of the trees here in a second.

Interestingly, Dark Knights are:

Level: 33
Str: 11, Agi: 15, Int: 12, Cha: 15.
Health: 68

Skills:
Power throw 1
Power draw 1
Shield 3
Athletics 1
Riding 6

Ironflesh 4
Weapon master 1
Trainer 1
Tatics 3
Pathfinding 1
Inventory 4
Wound T 1
Surgery 2
Prisioner M 3
Leadership 2
Trade 2

1H: 161
2H: 169
Polearms: 169
Archery: 171
Crossbow: 182
Throwing: 172

So get them when you have the chance! :smile:
 
Dark Knights: These guys turn enemies into minced meat quicker than you can say: What happened?

Definitely avoid at lower levels.

These guys have good tactics. As a party, they try to break up your party into smaller, more managable groups, separated from each other. As individuals, they're good at coming at you from different angles. If you're an archer, they'll try to stay on your right (the side you can't shoot from).

In combat, get to an open area early, and hit "1" to tell your guys to hold that position. Your guys will still get drawn away, but not as much as through a charge command. I've had harrowing-but-fun battles equipped with a bow, two quivers and a two-handed sword, mounted on a charger with heavy armor.

If you're still in map mode, avoiding them is a good idea unless you have the advantage. If you can get them involved in a fight with another party instead of you, that'd be advantagous.
 
Swadian Tree:

Havn't listed the equipment details, but these are the Swadian stats.

Swadian Peasant:

Level: 4
Str: 7, Agi: 7, Int: 5, Cha: 5.
Health: 52

Skills:
Riding 1

Inventory 2
Prisioner M 1
Leadership 1
Trade 2

1H: 62
2H: 65
Polearms: 70
Archery: 70
Crossbow: 68
Throwing: 61

Equipment:

Upgrades To: Swadian Militia

Swadian Militia:

Level: 9
Str: 7, Agi: 12, Int: 4, Cha: 6.
Health: 52

Skills:
Power throw 1
Shield 1
Riding 1

Trainer 1
Pathfinding 1
Inventory 2
Prisioner M 2
Leadership 1
Trade 2

1H: 86
2H: 89
Polearms: 91
Archery: 89
Crossbow: 90
Throwing: 83

Equipment:

Upgrades To: Swadian Footman, Swadian Skirmisher

Swadian Footman:

Level: 14
Str: 10, Agi: 8, Int: 7, Cha: 9.
Health: 58

Skills:
Riding 4

Ironflesh 1
Trainer 1
Spotting 1
Inventory 2
Wound T 1
First Aid 1
Prisioner M 2
Leadership 1
Trade 3

1H: 92
2H: 87
Polearms: 96
Archery: 96
Crossbow: 92
Throwing: 88

Equipment:

Upgrades To: Swadian Man At Arms, Swadian Infantry

Swadian Skirmisher:

Level: 14
Str: 9, Agi: 7, Int: 11, Cha: 7.
Health: 60

Skills:
Power throw 1
Riding 3

Ironflesh 2
Horse Archery 1
Tracking 1
Tatics 1
Inventory 3
Prisioner M 1
Leadership 2
Trade 2

1H: 95
2H: 88
Polearms: 81
Archery: 82
Crossbow: 90
Throwing: 83

Equipment:

Upgrades To: Swadian Crossbowman

Swadian Man At Arms:

Level: 20
Str: 13, Agi: 9, Int: 10, Cha: 8.
Health: 67

Skills:
Power draw 1
Shield 1
Riding 5

Ironflesh 3
Trainer 2
Tracking 1
Inventory 2
Wound T 2
Prisioner M 3
Leadership 1
Trade 2

1H: 101
2H: 106
Polearms: 100
Archery: 112
Crossbow: 119
Throwing: 112

Equipment:

Upgrades To: Swadian Knight

Swadian Infantry

Level: 20
Str: 8, Agi: 9, Int: 9, Cha: 14.
Health: 59

Skills:
Powerstrike 1
Riding 4

Weapon Master 1
Ironflesh 2
Trainer 1
Spotting 1
Inventory 3
First Aid 1
Prisioner M 2
Leadership 3
Trade 4

1H: 116
2H: 116
Polearms: 100
Archery: 15
Crossbow: 108
Throwing: 108

Equipment:

Upgrades To: Swadian Sergeant

Swadian Crossbowman:

Level: 14
Str: 10, Agi: 9, Int: 7, Cha: 8.
Health: 58

Skills:
Power draw 1
Riding 3

Ironflesh 1
Tatics 2
Pathfinding 1
Inventory 2
Wound T 1
Surgery 2
Prisioner M 1
Leadership 1
Trade 2

1H: 116
2H: 101
Polearms: 114
Archery: 114
Crossbow: 109
Throwing: 102

Equipment:

Upgrades To: Swadian Sharpshooter

Swadian Sharpshooter:

Level: 24
Str: 20, Agi: 8, Int: 7, Cha: 9.
Health: 71

Skills:
Power throw 2
Power draw 4
Shield 2
Riding 1

Ironflesh 2
Tracking 1
Spotting 2
Inventory 5
Wound T 1
Surgery 2
Prisioner M 1
Leadership 2
Trade 2

1H: 131
2H: 148
Polearms: 135
Archery: 151
Crossbow: 149
Throwing: 131

Equipment:

Upgrades To: Nothing

Swadian Knight:

Level: 25
Str: 9, Agi: 9, Int: 14, Cha: 13.
Health: 68

Skills:
Power throw 1
Power draw 2
Shield 3
Athletics 2
Riding 6

Ironflesh 3
Tatics 1
Spotting 1
Inventory 2
Wound T 1
Prisioner M 2
Leadership 1
Trade 3

1H: 151
2H: 142
Polearms: 131
Archery: 140
Crossbow: 131
Throwing: 143

Equipment:

Upgrades To: Nothing

Swadian Sergeant

yet to add..
 
You train them out of either refugees or peasant women. I'd say they're crap, though; They only ride coursers so they can't even charge through a crowd of peasants. They knock one or two of them over, sure, but then their horse immediately rears and they get gangbanged.
 
Great! Thanks, Worbah! This looks to also include the 'upgrade path', what I was looking already.

And now back to the war to kick some bandit a**!
 
Do you think it's worth it for a leader-type to side with the Swadians instead of the Vaegir just for the knights? I want mounted troops, not infantry, so I can move faster.

-Simetrical
 
Simetrical said:
Do you think it's worth it for a leader-type to side with the Swadians instead of the Vaegir just for the knights? I want mounted troops, not infantry, so I can move faster.

-Simetrical
Hey Simetrical!

You don't have to take sides though, just build up your own army and you'll have knights in no time. :smile:
 
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