Somewhere it was asked to "name 10 strategy games..." I'm gonna say ALL OF EM because every game has better units, most just have a opportunity or recourse expense to compensate, for instance You CAN defeat all units with only knights in a AOE type game it's just more expensive and wasteful. Khans guards also have required resources and opportunity over other units but I think we all agree to ignore this for Bannerlord because as a single player game against the AI we have all the opportunity and recourse gathering we need. That said, there are always players who can't manage to pay for their basic 50 man parties too.
The challenge was:
1: 3 tactics/strategy games
2: Published after 2010 (when it became more common for devs to release downloadable balance patches)
3: Unintentionally, (an oversight by the devs, not a deliberate game design decision like hero units for a scenario)
4: Twice as good as every other troop type in the game at EVERYTHING.
Let's say you're talking about AoE2: Definitive Edition, which has had balance patches, so it would qualify for (1) and (2).
Nothing in that game qualifies for (3) and (4), or else people would not still be playing AoE2 multiplayer if there was no tactics and it was just "click to spam knight button faster".
An all-knight army in AoE2 is weak to Pikemen, and Monks, and Camel Riders. As well as many special units.
https://ageofempires.fandom.com/wiki/Knight_(Age_of_Empires_II) I would lose if I tried to use only Knights.
An all-Khan's Guard army in Bannerlord is weak to
nothing. It can defeat
everything with at least a 2:1 win ratio. I would win if I used only KGs.
Fun fact: I recently found out that in Bannerlord Online mod, using Khan's Guard armies only was the meta for every player until the mod devs finally changed the Khan's Guard glaive to a lance. That finally helped balance them out.
Pre nerf:
Post nerf:
Why can't we just do that in Bannerlord?
With 1.9, now, KGs are exceptionally expensive (and in RBM too) due to horse pricing and needing multiple horses on their upgrade path - fians skip all of that - that means you'll economize hundreds of thousands of denars on both wages + upgrades to reach a Fian doomstack, whereas with KG you might not even have enough buck to field them - delaying it and also expanding the amount of grind needed to achieve a very similar level of results.
The first horse comes for free at T2. You only need to buy a warhorse at T3-T4 to turn them into a Torguud.
You will need to buy some horses
anyway for your Fian Champs to have something to ride on. Warmounts cost around 400d more than regular horses. However, you also pick some up for free from battle loot - for example, from 3 battles with low Roguery I managed to get 3 warmounts. You can also get them for free by capturing and converting Torguud prisoners.
As Ananda said, against the AI, we have all the opportunity and resource gathering we need. It is worth buying those extra horses you don't already get for free for the big boost in effectiveness in field battles that KGs have over FCs.
I agree that KGs are broken (they should have weaknesses, and they do not)
Yes!!!!
This leads to a sum of factiors that make lance/spear cav so bad in BL:
- Spear/Lances attack speed
- Spear/Lances length
- Spear/Lances dmg
- Spear/Lances off-set hitbox on horseback
- Push-away effect from cavalry over foot troops (moving them even further out of the attack)
- AI not maneuvering to reposition their stab to land (they only go for straight lines)
Again, fixing it is tricky as long as TW refuses to adjust all factors on a single strike, that because,in example, if they fix speed and later down the line fix the hitbox, spears will automatically become OP on horseback calling for further adjustments that will potentially create new issues and it becomes an endless domino effect.
My personal take on it is that they should fix the hit-boxes first - test, than adjust the AI. After that if it's still too weak or too OP, adjust the easier to modify things until hitting a sweet-spot (like length speed and dmg)
So it's entirely possible that by fixing cavalry issues in general, KG's will automatically become less OP too - which means nerfing them would be nonsensical.
I think you are correct that issues still exist for cavalry, but despite those issues they are mostly quite good now and pretty balanced. Now that they couch more often and their charges do powerful damage, and they don't get reared as much, they still get results even when their stabs miss.
Cavalry can pretty consistently get melee oneshots or twoshots now. And in the scenario where they get buffed to be more accurate, they will get melee oneshots often.
But even then Khan's Guard will still be better than all T6 units because they can still get consistent oneshots too while ALSO being the best horse archer in the game who doesn't have to risk melee combat AND the best infantry troop!!! No amount of changes to melee cavalry will stop Khan's Guard from being overpowered - they are a problem in and of themselves because they have no weaknesses and do well at everything. A good tactics game has units with specialties and weaknesses!
Lastly, the lack of t6 infantry unit's also hurting the game - I already said once and will insist on it: Make the druzhina into foot troops.... Bam, problem solved. - or at bare minimum make AI often use dismount command on them.... (try that for yourself and you'll see that they are already built for infantry roles, it's crazy)
This would be nice. Functioning as dismounted infantry is in line with the way the Scandinavians used cavalry. Would also make the armies more unique. Granted, Sturgia is meant to be more Rus' than Vikings, but there's similarities. I like the idea of Druzhina as a hybrid infantry/cavalry troop who fights much better in melee on foot than any other T6 cavalry unit, differentiating them in that way from cataphracts and knights.
that's my take because incessant nerfing eventually destroys choices. BL already suffers from it regarding economy.
It doesn't have to be that way though?
The faction balance changes were eventually successful - in patch 1.9 no faction snowballs too fast, but there is also a good level of activity in the world.
The nerfs to the old huge bonus cavalry used to get in autocalc were successful.
The caravan balance changes were successful - caravans no longer die so much and they make quite good profits, especially if played right.
The balance changes to melee/blunt damage against armor were successful - looters can no longer easily pelt me to death with stones, ****ty low level units take a lot of hits to kill me or my troops in high quality armor.
The recent balance changes to cavalry were successful too, or at the very least a huge step in the right direction; now a group of 10 Banner Knights can defeat a group of 60 Recruits, where they couldn't even kill 30 before.
As I say higher up in my post, Bannerlord Online has already demonstrated it is very easy to balance the Khan's Guard without "destroying choices". Just give them a less powerful melee weapon, as is appropriate for a horse archer. Then they will not be the best at EVERYTHING.