Khuzait invincible? Council of the commons

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Really? I was around during that time on the old forums. I don't ever remember seeing a thread about it... yet every week or so, there is a thread "I got ass kicked by Khuzaits, NERF THEM" type comments.

Well I can only personally remember myself having a conversation on the forum about it once with some guys, my impression was atleast that they where mostly disliked but I dont know.

No need to dwell in the past, I think we can all agree that no one faction should be better then every other faction :smile: I would be fine if Khuzait was stronger then the others in the field but I mean they siege and take towns like it's nothing and that's atleast a problem.

EDIT: and Apocal have a very good point, Khuzaits starting point on the map is one of the best and the snowballing issue. Swadia never had any of that.
 
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Everyone hated the fact that Knights was OP in M&B 1, people even hate the Swadian nights in Warband. One single unit shouldn't be totally OP, the game should encourage you to have a mixed army.
I don't know about that, it seems to me most warband players enjoyed using Swadian Knights (or other heavy Cav). Rhodok sharpshooter were really good too. I think one things was that you could use Huscarls effectively too so it didn't feel like "you have to use X troops or you lose". In Bannerlord it feels very nuch like more infantry = more losses, more ranged = less losses + faster fights.

Really? I was around during that time on the old forums. I don't ever remember seeing a thread about it... yet every week or so, there is a thread "I got ass kicked by Khuzaits, NERF THEM" type comments.
Interestingly, I don't know the exact time/version it happened, but in the early versions on OG mount and blade the Khergit HA had good AI (same as 1257 AD mod) and I guess people did complain about it being too OP so they changed it to crappy skirmishing AI they have in current M&B/warband. I think people don't complain about heavy Cav in warband because the AI basically never has that many in a party at once. The worst could be 40 deserters sometimes, but actual lord parties only had a fraction of troops as Cav. If Harlus was running around with 200 swadian knights people would have been crying.
 
Because then I would be calling those campaigns the Turkic invasions of Hungary and everyone would wonder wtf I was talking about. The Golden Horde was never predominately or even substantially made up of literal Mongols. There weren't that many Mongols and they'd flipped quite a few Turkic tribes along the way. And everyone used heterogeneous manpower sources back and specialist siege engineers.
I realize that "Mongol" is an umbrella term, but I am saying that there's a double standard going on in your argument. You yourself identify Persian siege engineers as a distinct entity from "Mongols" when the Mongols fail to besiege Hungary and Poland "because they didn't have their Persian siege engineers", but when the Mongols try and fail for years to besiege Song Chinese fortifications and only finally succeed with the help of Persian siege engineers, you count the conquest of Song China as a Mongol victory without even noting the Persians who made it happen.

Here is a simple, consistent statement I hope we can both agree with. "Mongols can't siege stone fortifications well unless they have help from non-Mongols."
Secondly, I haven't said anything about the Mongols' relative abilities at conducting siege warfare because it is secondary to my position that crossbows (with or without stone fortifications) are not some kind of inherently strong counter to nomadic cavalry. The Hungarians beat them with them; great. Mamlukes beat them without. So did the Muscovite Russians.
For the tenth time: yes, sure, I agree that horse archers can be effective against horse archers, but it has no logical relevance to our argument because it doesn't mean that crossbowmen/heavy cavalry/fortifications aren't a strong tactic against nomadic cavalry as well. What do you even mean by the Muscovites anyway, Kulikovo perhaps? Where the Mongols were said to fight on foot instead of their usual style?
Nobody conquered the whole of China (militarily) in five years.
At the time of the Mongol invasion, the Southern Song were not the "whole of China". They were about 1/4 of modern China's total area, while the Mongol Empire held roughly seven times the amount of territory they did. In addition, the Dali was attacking from the other side. I was only saying "five years" for illustrative purposes, but actually, the Han dynasty did conquer a similar area of China to the Song in nearly 5 years.
Anyway, I'm going to cut to the crux of the argument: As bad as the Song were -- and they were pretty damned bad -- that was never going to be in the cards, short of the Emperor himself flopping over in complete submission. That the Song dynasty took forty-five years to lose in slow motion isn't an indication of how strong crossbows paired with fortifications are against nomadic cavalry. It is a testament to everything the Song had available being ineffective because they shouldn't have lost at all.
I have given 3 examples of people who actually lived in the time saying that crossbows are an especially effective tactic against nomadic cavalry armies, and I have shown the before and after difference for Poland and Hungary applying these tactics, how devastated they were before them and how enormously successful they were after using them. That is a strong argument.

And your entire counterargument is... one failed state getting conquered, and furthermore, you use the entire conquest as an example (where other variables can come into play), rather than giving examples of individual battles (the only place efficiacy of crossbows/fortifications is actually relevant). What sort of testament is that?

Of course the Song should have lost. Their generals were all purposely inexperienced, their soldiers were largely untrained to save cost, their nobility was constantly giving entire provinces and armies to the Mongols without a fight, the state coffers were running dry due to supporting a massively overblown bureaucracy. No matter what battlefield tactics they chose, the Song were going to lose the war overall because they were just plain too incompetent to execute any tactics well.

But despite all this they held out with 8,000 soldiers at the Battle of Xiangyang against a besieging force of 100,000 for 6 years. The Diaoyu Fortress held out for 36 years under repeated attacks. To put this into perspective, when the Song ventured outside their fortresses, they got annihilated, such as the multiple attempted relief forces for the siege of Xiangyang (which they sent piecemeal into a large enemy, like the incompetent idiots the Song leadership were). Why were the Song an easy opponent on the field but not in a fortification? Because the Mongols' traditional horse archer style just wasn't very good at dealing with sieges of stone fortifications.
 
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There is nothing stopping other factions from using horses... ANY party that has horses in it's inventory will move faster mechanically. It even says it in the game.. Every town (even the Battanian cities) have access to horses. People like to complain about the Khuzait... but when Swadia was the power house with it's super OP knights in M&B 1... no one cared... I wonder why?

So your argument is that something can be wrong because there were other wrong things in prior games or versions? I don't think so.

All factions can use horses but there are some dedicated infantry factions (Sturgia, Battania) which should not be disadvantaged. Battania meanwhile is changed by the devs seemingly, I see them with a lot or cavalry and they became almost as annoying as the Khuzaits, not only because of their ugly beards. Making lore infantry factions cavalry heavy is not a good solution for the problems of the cavalry autocalc bonus.

I could accept the cavalry bonus (from which the Khuzaits profit the most) if there were situational disadvantages, for example a 20% autocalc malus for cavalry in wood and hill battles. Or if lord parties could ambush chasing parties under certain conditions. They cannot.

Then there is the Khuzait faction cavalry movement bonus which is nonsense in the game environment, with the very artificial movement-party engagement mechanic. Khuzait parties can catch smaller lord parties and can evade similarly composed lord parties with ease. I'm against such boni/mali which affect game core features. No movement bonus (also not for Battanians), no autocalc cavalry bonus, neither in sieges nor on the field, no autocalc cavalry malus for sieges (as proposed by some).
 
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So your argument is that something can be wrong because there were other wrong things in prior games or versions? I don't think so.

All factions can use horses but there are some dedicated infantry factions (Sturgia, Battania) which should not be disadvantaged. Battania meanwhile is changed by the devs seemingly, I see them with a lot or cavalry and they became almost as annoying as the Khuzaits, not only because of their ugly beards. Making lore infantry factions cavalry heavy is not a good solution for the problems of the cavalry autocalc bonus.

I could accept the cavalry bonus (from which the Khuzaits profit the most) if there were situational disadvantages, for example a 20% autocalc malus for cavalry in wood and hill battles. Or if lord parties could ambush chasing parties under certain conditions. They cannot.

Then there is the Khuzait faction cavalry movement bonus which is nonsense in the game environment, with the very artificial movement-party engagement mechanic. Khuzait parties can catch smaller lord parties and can evade similarly composed lord parties with ease. I'm against such boni/mali which affect game core features. No movement bonus (also not for Battanians), no autocalc cavalry bonus, neither in sieges nor on the field, no autocalc cavalry malus for sieges (as proposed by some).


No, my argument is that crying about movement speed is irrelevant, because all armies have access to horses. There is a tiny speed bonus for Khuzait armies but that doesn't contribute to it snow balling... whoever says that, either doesn't actually play the game, or doesn't know what they are talking about. The Khuzaits are not the only faction that "snow ball". Vlandia, Azerai and the Khuzaits are the 3 strongest factions in game atm... and all 3 snow ball. Why do they snowball? Because the AI declares too many wars, spreads out it's forces too much and loses.

But should they nerf Vlandia, Azerai and Khuzait? No... they just need to improve the AI to act more strategic and not moronic as previously discussed.
 
Then there is the Khuzait faction cavalry movement bonus which is nonsense in the game environment, with the very artificial movement-party engagement mechanic. Khuzait parties can catch smaller lord parties and can evade similarly composed lord parties with ease. I'm against such boni/mali which affect game core features. No movement bonus (also not for Battanians), no autocalc cavalry bonus, neither in sieges nor on the field, no autocalc cavalry malus for sieges (as proposed by some).

The cavalry movespeed bonus is currently many times stronger than the Khuzait's culture bonus. The best you get with the latter is +0.3 on the map. Even the mounted infantry bonus is stronger by default. But the other reason for stuff like the cav bonus is because without it, the autocalc gives far different results from a live battle.

People think that the Khuzait bonus is way bigger than it is. Early on, it was implemented to give +10% on top of your total party speed. That meant taking a speed 6 party to 6.6, obviously a fairly massive increase. But it was re-coded to only give 10% to the Cavalry bonus, which tops out at +3.0 (flat), meaning the best you get is a tenth of that. And "the best" is pretty limited due to the Cavalry bonus being stealth debuffed by party size.

And your entire counterargument is... one failed state getting conquered, and furthermore, you use the entire conquest as an example (where other variables can come into play), rather than giving examples of individual battles (the only place efficiacy of crossbows/fortifications is actually relevant). What sort of testament is that?

My entire counterargument is that most historical people who fought (and defeated) nomadic cavalry didn't rely on crossbows paired with strong fortifications. Those were not an exceptionally strong counter because of operational limitations, not tactical flaws. That's my position.

We have a wealth of history (more than two invasions) to look towards to see that Chinese states, not only the Song, with inferior cavalry forces performed poorly relative to those states that could maintain strong cavalry forces, in the face of serious steppe confederations. Across those periods, crossbows experienced periods of waxing and waning military influence that were typically opposite the state's fortunes with access to nomadic cavalry.

As for why I use whole conquests and campaigns as my examples: because is standard methodology in the field? Because when discussing things broadly, you necessarily take a broad look at things. Especially when it comes to the interplay between weapons and outcomes, looking at events in isolation can produce a distorted understanding because almost every battle, movement or siege is shenanigans on one level or another. So the usual way is to look at trends.

For example of distortion produced by looking to individual actions:
But despite all this they held out with 8,000 soldiers at the Battle of Xiangyang against a besieging force of 100,000 for 6 years.
To put this into perspective, when the Song ventured outside their fortresses, they got annihilated, such as the multiple attempted relief forces for the siege of Xiangyang (which they sent piecemeal into a large enemy, like the incompetent idiots the Song leadership were). Why were the Song an easy opponent on the field but not in a fortification? Because the Mongols' traditional horse archer style just wasn't very good at dealing with sieges of stone fortifications.

This case is exceptional in almost every way. Xiangyang was carefully designed to be unsiegeable by 1268. It had massively thick walls, reinforced with clay and thick shrouds, with enough supplies gathered within to hold out for literal years. It was surrounded by a wide moat (more than 100 meters), ringed by mountainous terrain and secured on one flank by the Han River. We are talking the Dark Souls' Kalameet of fortification here and it came at a massive financial and resource investment.

The garrison inside the city itself was only 8,000 men but the Song repeatedly launched major campaigns to attempt to relieve it. For some reason, when Wikipedia mentions some of the losses incurred, it implies they were separate, disconnected and small scale actions. In reality, they were all part of Fan Wen-hu's summer campaign of 1271; his full force was described as 100,000 men, most of whom were killed in the process. They were not piecemeal attempts at relieving the siege, at least not primarily. The Song were certainly lacking in solid leadership but they weren't actually literally insane enough to believe a few thousand men could hope to break the fort and river investments.

But as for why this is a distortion? Because it wasn't the first time it had happened: Xiangyang also fell to the Mongols in 1236, in a matter of weeks.

That's why you don't look at individual actions when evaluating a claim as broad as yours.

(As an aside, I didn't mention the Persian siege engineers at Xiangyang in 1273 because the investment would have worked without them; the city was written off by 1272, the result of the failure of the summer 1271 relief campaign.)

At the time of the Mongol invasion, the Southern Song were not the "whole of China". They were about 1/4 of modern China's total area, while the Mongol Empire held roughly seven times the amount of territory they did. In addition, the Dali was attacking from the other side. I was only saying "five years" for illustrative purposes, but actually, the Han dynasty did conquer a similar area of China to the Song in nearly 5 years.

Yes, the Southern Song held less. They'd lost much to -- again -- some guys with horses who weren't the Mongols. I don't bring up the total land area because it is mostly irrelevant: income and population aren't equally distributed across land. The Yangtze River region, Lingshan and southeast held over seventy percent of the whole population of China (the geographic area, not only the Southern Song's territory) by 1200. It was an insanely fertile and productive stretch of land by standards of the time, unique anywhere in the world, and worth far more than a simply recounting of its total size would indicate.

Which Han conquest are you referring to?
 
No, my argument is that crying about movement speed is irrelevant, because all armies have access to horses. There is a tiny speed bonus for Khuzait armies but that doesn't contribute to it snow balling... whoever says that, either doesn't actually play the game, or doesn't know what they are talking about. The Khuzaits are not the only faction that "snow ball". Vlandia, Azerai and the Khuzaits are the 3 strongest factions in game atm... and all 3 snow ball. Why do they snowball? Because the AI declares too many wars, spreads out it's forces too much and loses.

But should they nerf Vlandia, Azerai and Khuzait? No... they just need to improve the AI to act more strategic and not moronic as previously discussed.

Vlandia is not that strong anymore in my experience (three last campaigns), it's Battania currently. And yes, if the strategic abilities of the AI, a better way to which I concurred, wasn't implementable (and I doubt it), then Aserai and Khuzait and Battania have to be nerfed. Or an ally system has to be made to bundle weak against strong. In my campaigns the three factions mentioned are usually more than double strength than the rest. Can be random, but it's a bit suspicious.




The cavalry movespeed bonus is currently many times stronger than the Khuzait's culture bonus. The best you get with the latter is +0.3 on the map. Even the mounted infantry bonus is stronger by default. But the other reason for stuff like the cav bonus is because without it, the autocalc gives far different results from a live battle.

People think that the Khuzait bonus is way bigger than it is. Early on, it was implemented to give +10% on top of your total party speed. That meant taking a speed 6 party to 6.6, obviously a fairly massive increase. But it was re-coded to only give 10% to the Cavalry bonus, which tops out at +3.0 (flat), meaning the best you get is a tenth of that. And "the best" is pretty limited due to the Cavalry bonus being stealth debuffed by party size.

...

So, when it is not of any effect, then it could be removed all together? I would also opt for drastically reducing the cavalry bonus movement effect itself. Or make all factions, especially after the first desasters, recruiting similar percentages of cavalry. I often recognize that second wave lord parties of special factions contain more cavalry than others.
 
So, when it is not of any effect, then it could be removed all together? I would also opt for drastically reducing the cavalry bonus movement effect itself.

You can remove it, yes. But decreasing the Cavalry bonus leads to caravans getting absolutely murdered on the world map and the player being much more likely to get caught in the early game as well.
 
I have just tested a new campaign in 1.5.5 removing cavalry bonus in simulated battles and removing the Khuzait cultural bonus. The result is Khuzaits still insanely overperforming, getting Tyal, Uskhala Castle, Syratos Castle, Espinosa Castle, Amprela and Myzea within 200 days.

Seriously, at this point I have the feeling that Khuzaits should have something more related to influence bug or anything else which makes them super strong in every campaign. We should be missing something here and I do not think that cavalry and cultural bonus are the main issues here. I know that 1.5.6 will probably fix a lot of things concerning Khuzaits and I hope the mexxico’s changes will be enough to make Khuzaits less OP because they are currently extremely disgusting.

(Battania is not OP in my current campaign after removing cavalry bonus and cultural bonus to them)
 
The only thing I'd do is give cavalry a slight penalty in sieges, I like the idea of them dominating the open field, but struggling a little in other scenarios. This should only be a slight penalty but it might enough to tweak the balance on a horse heavy army.
 
(Battania is not OP in my current campaign after removing cavalry bonus and cultural bonus to them)

playign in 1.5.4 right now, day 112 and the western empire has lost four castles to the battanians already while the khuzaites only took one castle from the northern empire so far, with no other gains on their end. (only other change in territory i noticed was that the southern empire and aserai traded husn fulq for a southern castle).
 
I have just tested a new campaign in 1.5.5 removing cavalry bonus in simulated battles and removing the Khuzait cultural bonus. The result is Khuzaits still insanely overperforming, getting Tyal, Uskhala Castle, Syratos Castle, Espinosa Castle, Amprela and Myzea within 200 days.

Seriously, at this point I have the feeling that Khuzaits should have something more related to influence bug or anything else which makes them super strong in every campaign.

They fight the weakest faction (NE) for their starting war and build strength from there. Sturgia being a cav-light faction hurts more when they have so many forests that keep their parties from assembling and marching quickly enough to counter sieges. And the Khuzaits rarely go to war with the Aserai.
 
Yes, it should be something related to map position. What usually happens is that Khuzaits declare war on Sturgia, when Sturgia is already at war against Vlandia. In the time that Sturgia makes peace when Vlandia and create an army to deal with Khuzaits, Tyal and Uskhala Castle have been already lost.

I hope I am wrong on this but it will be a miracle if the situation in 1.5.6 gets totally fixed. I can see how the changes will improve snowballing but at the end, Khuzaits will be always dominating. Anyway, as far as Khuzaits won’t be able to get tons of fiefs in the first 200 days and I do not feel myself forced to rush renown and money in order to be able to stop them, I will be happy.
 
Hello,
For my part, I activated the death of the lords. After many battles, the factions calmed down. A dozen lord deaths have reduced the size of the armies and lords without descendants no longer join the armies. I even lost raganvad replaced by his brother Vidar. Be careful not to keep your companions with you in the battles, I lost 2 companions in the battles.

sorry for my English^^
 
You can remove it, yes. But decreasing the Cavalry bonus leads to caravans getting absolutely murdered on the world map and the player being much more likely to get caught in the early game as well.

I see. Then caravans should receive a speed bonus of their own.

When I talked about removing, I had the faction's speed boni in mind. The cavalry bonus is interesting, but strangely implemented. I asked myself since game start how the cavalry bonus and the mounted infantry bonus are related to reality. How does a party of mixed composition move faster if parts of it are on horses? Are the soldiers without horses stored in the saddle bags of the cavalry or mounted infantry? A party should move at the speed of the slowest participant, period. If there is infantry, mounted infantry and cavalry, it should be infantry speed. If there is cavalry and all infantry soldiers are on horses (quite expensive ...), it should be mounted infantry speed. So a pure cavalry party would be rather fast, but would suffer from the disadvantages of having no infantry safety anchor (aka archers reducing the enemy while he is occupied with chasing cavalry around). In this way dedicated infantry factions would not suffer so many disadvantages, too.


Yes, it should be something related to map position. What usually happens is that Khuzaits declare war on Sturgia, when Sturgia is already at war against Vlandia. In the time that Sturgia makes peace when Vlandia and create an army to deal with Khuzaits, Tyal and Uskhala Castle have been already lost.

I hope I am wrong on this but it will be a miracle if the situation in 1.5.6 gets totally fixed. I can see how the changes will improve snowballing but at the end, Khuzaits will be always dominating. Anyway, as far as Khuzaits won’t be able to get tons of fiefs in the first 200 days and I do not feel myself forced to rush renown and money in order to be able to stop them, I will be happy.

I tried to analyze what happens with Khuzait, and I think there is something going on relatively early in the campaign. It has something to do with party speed and party composition and unit performance. The Khuzaits often win the first battles, capture weaker lord parties, evade stronger lord parties and conquer settlements because of stronger armies. Aserai are similar. In the battles I watched NE against Kuzaits, from the casualty rate inflicted mainly not the horse archers performed so well, but heavy lancers, infantry archer marksmen and Darkhan. In average Khuzaits (and Aserai) have better soldiers in their parties in later stages of the campaign and win battles up to 1:2 against empire faction armies. Also I recognized that Battania usually wins against Vlandia in battles momentarily. Sturgia however fared relatively well in my latest campaigns, neither Vlandia nor Khuzait (maybe they did not try) could take settlements from them (Battania did).

In Khuzait armies the amount of cavalry is seemingly about double as high as in empire armies. To this is added the amount of horse archers in Khuzait armies, which is about 20 the times of empire armies. So there is an enormous speed advantage. Yesterday the NE had one army of 400, while there were one 600 and one 900 Khuzait armies on the screen. The 600 Khuzait army overtook the NE army, luckily there were a lot of single NE parties around by chance, so it was 1100 NE against 600 Khuzait at the end. Never had such a situation before. NE won, but with very high casualties, almost the half of the army was gone after the fight (you have to know that I have removed all shields from Khuzait infantry and gave several units worse armor, while empire recruits start with shields and t2 weapons, and I use a mod which makes AI use shields much more and better for protection).

The problem of such analyzing is of course the randomness of campaigns (and mods used). But I usually don't play campaigns very long (usually stop at mercenary state, also because there is no faction I like and want to become vassal of ...), so I start new ones quite often. And it looks quite similar all the times.
 
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Yesterday the NE had one army of 400, while there were one 600 and one 900 Khuzait armies on the screen. The 600 Khuzait army overtook the NE army, luckily there were a lot of single NE parties around by chance, so it was 1100 NE against 600 Khuzait at the end. Never had such a situation before. NE won, but with very high casualties, almost the half of the army was gone after the fight (you have to know that I have removed all shields from Khuzait infantry and gave several units worse armor, while empire recruits start with shields and t2 weapons, and I use a mod which makes AI use shields much more and better for protection).

Unless you fought the battle live, the gear changes don't matter. Autocalc only cares about tier, mounted and hero, with modest allowances for the Tactics skill.

A party should move at the speed of the slowest participant, period.

That means almost every party in the game move at infantry speed except for steppe bandits and the player.
 
Unless you fought the battle live, the gear changes don't matter. Autocalc only cares about tier, mounted and hero, with modest allowances for the Tactics skill.

That means almost every party in the game move at infantry speed except for steppe bandits and the player.

I was in the battle, lost some precious high tier units and was shot down, by horse archers presumably. BTW I cheat and use a mod which allows me to control a soldier of my party after being incapacitated, so I could "enjoy" the whole battle actually.

Would it be that bad if parties of all factions would move at the same speed? The player is helped by several cheats all throughout the game, in this case the Scout traits, but that set aside he/she would suffer from the same restrictions.

If shieldwalls and spears would work a bit more effectively, it would be rather suicidal for the player to fight with cavalry alone. So very fast cavalry only parties would be only for a special task, like hunting fast bandits. I use some mods which hint this way and it is nearly impossible to be effective as cavalry only player party, if there is heavy infantry with spears and shields in the enemy party.
 
AI, in my opinion, should be limited to one defense army for every offensive army assembled. Defensive army on patrol from their frontier, through the interior to other side of frontier with enemy land. Don't know if it solves the problem, but would be a start. The alternative is how it is now: three armies assembled at the start of a war, and they march off to conquer; split up and easy prey to be picked off. If they have a defensive army to run back to, it would make the borderlands see more action, and not just "sieges gone wrong".
 
Would it be that bad if parties of all factions would move at the same speed? The player is helped by several cheats all throughout the game, in this case the Scout traits, but that set aside he/she would suffer from the same restrictions.

It would make it much harder to catch things if you keep infantry in your party. Or much easier, if a player simply doesn't include slower troops in their party -- as the AI won't do, not can't. And the Scout traits work for AI as well.

If shieldwalls and spears would work a bit more effectively, it would be rather suicidal for the player to fight with cavalry alone. So very fast cavalry only parties would be only for a special task, like hunting fast bandits. I use some mods which hint this way and it is nearly impossible to be effective as cavalry only player party, if there is heavy infantry with spears and shields in the enemy party.

It isn't impossible: Split your cav into two or three groups and spread them around the enemy infantry. Keep the group to their front the closest, then charge home with the flanking group. If the infantry manage to turn -- and this is really rare -- charge the first group into their newly exposed backs. Otherwise watch as your flanking cav kill a handful and ride off mostly unscathed.

Alternatively, employ horse archers in enough numbers to reave the spearwall. You don't even need to have them circle, just ride around an exposed flank until the infantry bring their shields around, then ride off and repeat. Occasionally charge with cav to keep them disrupted.

All the map benefits of being pure cavalry (insane map speed bonus means nothing catches you, ever) and you can still casually tear apart an AI lord party.
 
I think there are always methods for the experienced player to deal with the AI. It is just not so easy, you need a lot of micromanagement and it can be risky. Cavalry hitting the shield wall from the front in my game is usually done, the are stuck in front of it and killed with spears sooner or later if the are not killed immediately. The same for riders coming near lonely infantry soldiers with spears, they get unhorsed quite quickly.

Concerning a certain party composition making it easier, why not, if people like it? I don't use horse archers for example, does not fit my background, but that's my problem.

I just still do not get it why that all speaks for very different AI party speed, depending on the cavalry percentage in the party? How can an army with cavalry and infantry move faster than an army with infantry alone? And why should they be allowed to act so unrealistically? Because Warband etc. had it, ok, but that does not make it immersive or necessary for the game.
 
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