ClickForFreeBeer
Recruit
Nope, most main faction archers in Bannerlord have two quivers (although Palatine guard lost them for a bit). I'd even recommend a smaller quiver of good-quality arrows to really drive the point home (so like 20-25 arrows). Enough for a well-timed ambush, not enough to exert supremacy over other archers, without picking up and shooting them back (but even doing that exposes them and reduces fire rate).ow would you limit ammo more than one quiver? That's how many most archers have.
Agree, primarily they do bugger all to shields atm and they often try and throw when they should prepare for melee instead.And this should certainly be fixed. Especially the pila not being thrown!!
Celt isn't really an ethnicity, and fighting style is pretty dependent on time period, the particular tribe fighting and who they were fighting. Sure they used a lot of javelins but a lot of those were during a time period when they were more popular anyway, that's like saying the Vlandians should have javelins because they're based on a Germanic people and Germanic peoples typically threw spears. Battanians feel a lot more like Insular celts than their continental cousins, and mostly anachronistic Picts at that (they're even named as such in the game files). Falxes are also Dacian, not Celtic, although the two groups intermingled quite a bit apparently. Tbh I dislike the falx for aesthetic/immersion reasons but admit it is does sort of make sense with battanian reputation for two-handed swords and living next to heavily-armoured pseudo-Romans for longer than insular celts did.And that's the thing, Bannerlord cultures are pastiches of an entire ethnicity's fighting styles and cultural traits all mushed into one.
If you were to mix all Celtic fighting styles into one, you would find a lot more javelins than bows, and a lot more infantry than cavalry. So by removing the melee cav and adding a second shock infantry, you represent all the different aspects of the Celts in their troop tree.
* Elite archers represent the South Welsh and Dal Raita, known for their bows. Being uncommon elite troops represents that most other Celts as a whole did not use bows often or at all, especially compared to all other cultures Bannerlord represents.
* Pikemen represent the North Welsh, known for their use of pike tactics before most of the rest of Britain.
* Javelin cavalry represent the Ancient Gaul cavalry, and the Irish and Scottish light hobelars.
* Shield infantry represent a method of fighting common enough for the Irish, Picts/Scots, Welsh and Gauls.
* The first shock infantry, Falxmen, represent the Ancient Celts.
* The second shock infantry, Gallowglasses, represent the Irish and Scots.
The other cultures - at least the western ones - all seem a lot more congruent with a particular people (e.g. Franks, Rus, Byzantine Romans).
Also I don't see how an Elite troop with a bow represents that they didn't use bows much. The same is not true for Cataphracts, Banner Knights, Khan's Guard, Faris and Druzhina. All of those are troops those cultures are quite heavily associated with AND mostly represent some form of elite warrior caste. The equivalent in the Fianna or Teulu would likely be spear, shield and sword, not bowmen. Really they could of picked anything of your list for the elite caste just as easily as the bowman. I feel like they wanted to give them really strong archers because of the stories of the longbow's effectiveness during the Anglo-Norman invasions of Wales, and whelp they needed an elite unit anyways.
I mean that's for the wolfskins, but the Fianna influence for the Fians seems to be in name only and there's equivalents in Britain (Teulu) that fit the similar criteria as the Fianna. Yeah, but that gives off the impression of Scottish when mixed with the Picts, given the Irish origins of the Scots haha.The Fians (Fianna) are a very strong Irish reference. The devblogs outright say the Irish are part of the source material
Yes, but all but one of those examples are because one is a noble troop. The sturgian shield lines are quite often moaned as one pathway being useless to upgrade to, depending on which they've nerfed or buffed recentely (like the heavy axeman having axes now rather than javelins). Even then, they're both meant to have different roles beyond their shields as one's a skirmisher and the other a spearman just they're both meant to be able to fight in the frontline too. It's more like the relationship between the Oathsworn and the wildling (and remember when the Wildling had a spear and the oathsworn had javelins? Zero reason to choose the one which didn't perform as well).Having two lines of the same type is not redundant, but the best way to show a faction specialises in a certain type of warfare, because with two lines it means they end up with a lot more of that type of troop in their armies than other factions.
Look at Vlandia's two melee cavalry lines, Khuzaits' two ranged cavalry lines, and Sturgia's two shield infantry lines. All of these give the factions their strong identities, if Khuzaits only had one horse archer line and had infantry or something instead, they wouldn't feel like Khuzaits at all.
You can differentiate the Gallowglass and the Veteran Falxman by having the Falxman be lighter armoured, faster, with their much longer rhomphaia, carrying a backup shield and javelins, while the Gallowglass is much heavier armoured, slower, has a shorter but faster axe and uses throwing axes.
But if you still think that having two lines of the same troop type is redundant, then let me point out that's what having two lines of archers would be for Battania, too.
Having noble versions of a troop type bolsters that strong suit without making one redundant, provided elite troop availability is kept at a suitably low level, because the rarer base recruit is better in the role. Not all the cultures do this but it makes more sense than the fians when they do because they're cavalry, and they still have other cav to fill the role (although bucellari only have a sword for melee). I've tried shielded, lightly-armoured bowmen with Fians and in the words of Todd Howard "It just works". They don't have nearly the resilience or power of the fian, but allows the ranks to be padded without murdering everything in 300m.
As I said, I'm not against the 2 different shock troops but you'd have to be careful that they have different uses to avoid being redundant. I like the javelin and shield combo idea, and was going to use it for the fian infantry I was playing around with. I'd suggest maybe just remove the throwing axes from the gallowglass (to avoid basically being a sturgian axeman) and have them focus purely on melee (which their high armour would allow). Their placement in the troop tree would make more sense this way too. I'm against the rhompalia unless swinging polearms are fixed though. When I get time however, I'm definitely going to try implementing this and see how it plays.
I actually started a thread suggesting the animation should be changed to give them a better chance to hit and differentiate polearm from 2H a bit more in use than "slightly long and slower".And long polearm users need better AI.
Yeah, it's fairly fixed in the lore already and I imagine the meta players who roll around with armies of Fians would complain... reminds me of Age of Empires 2 lol. That's what mods are for I s'poseAll of this sounds like a good alternative solution, but I don't think Taleworlds would ditch Fians outright now that they're probably the best known troop in the game.
Pahaha just realised you're the same guy as on my Magic Shield threadI agree it is boring that you just sit Fians on a hill to win, which is why we should all campaign for arrow damage against armour to be fixed to something more sensible, e.g. 7-8 arrows to kill rather than 4-5 arrows to kill.