My Personal Ranking of the Factions in Single Player

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Here are my rankings.  Feel free to critique mine or list your own.  This is mainly for new players (if there are any more).  I'll start by saying two things.  One, that the factions are actually fairly well balanced, with the exception of the Khergits.  And two, that your choice of faction is mainly a matter of preference and play style.

1. Swadians.  Swadian Knights are the best unit in the game.  They have the slight edge over Mamlukes because the latter sometimes spawn with unarmored horses.  The faction is also very well-rounded, having no area in which they are really weak.  Their infantry is quite good and their crossbowmen are adequate.  Main disadvantage to playing Swadia is their location on the map.

2. Sarranids.  Mamlukes are about as good as Swadian Knights, and their ranged unit is better than its Swadian counterpart.  However, unlike the Swadians, they do have an obvious weakness, which is their infantry.  But since infantry is the least important unit type, they are still number 2 in my book on the strength of their cavalry and archers.

3. Vaegirs.  This was really close between Vaegirs and Rhodoks.  I personally am a Rhodok player, but I have to give the slightest edge to Vaegirs simply for the fact that they have cavalry.  Let's face it, cavalry is king in M&B.  Their Knights are pretty effective.  A notch below Swadian or Sarranid cavalry to be sure, but still a force to be reckoned with on the battlefield.  The real reason to play Vaegirs, though, is the Vaegir Marksman, the premiere ranged unit in the game.  Their infantry are generally regarded as the worst of all factions, mostly because of light armor and a lack of shields.  They are very good in melee though with their bardiches.  Just use your Knights to pounce on the enemy archers and you will have success with your Guards.

4. Rhodoks.  If you want to play a no-cavalry faction, this is the choice.  If played using a few simple tactics, they can be the best faction in the game.  They excel in the siege phase, which is usually the most challenging.  Their best troops are their Sharpshooters, which rival the Vaegir Marksmen for best ranged unit.  They are better overall troops than Marksmen because they are competent in melee and wear better armor.  The Rhodok Sergeant is possibly the best infantry in the game.  Many people will think I'm crazy for saying that, but they have better shields and armor than Huscarls, who seem to die a lot more; at least that's been my experience.  They will murder cavalry with their glaives, making them extremely effective against the biggest threat to your army.  And as a little added bonus, they use blunt weapons.  They also cost significantly less than Huscarls and train up a lot faster.

5. Nords.  For me, this is the faction I desperately want to love, but it falls short.  The archer is okay, but nevertheless he's the worst foot archer of any faction.  The big draw of this faction is its infantry.  There are two problems with that.  One, infantry is the least effective unit type in the game.  They have significantly less mobility than cavalry and virtually no range compared to archers/crossbowmen.  Huscarls are very strong; however, they are not as dominant as they could be.  They tend to die a lot due to using 2h weapons and slightly lighter armor than some other top notch infantry.  They also cost a lot and take forever to train.  The faction is so imbalanced between their infantry and archers, that it almost seems most efficient to build nothing but infantry.  This is very problematic because of the power of ranged units on the field but especially in sieges using the standard cheese.

6. Khergits.  I'm sure there are Khergit lovers that are going to get mad at me for this, but this faction is just bad.  It's a shame, because lovers of history know that this faction should be greatly feared.  There are many problems with the Khergits.  For one, horse archery is just terrible.  The AI doesn't know how to be a horse archer.  Secondly--and this is also related to the dumb AI to an extent--armor is king.  Mobility cannot defeat armor because the AI is not competent in using its mobility.  A faction of nothing but light armored troops on light armored cavalry is just.... bad.
 
Many people will think I'm crazy for saying that, but they have better shields and armor than Huscarls

Shield, easily as pavises are the best shields one can get for a ground troop, despite the weight.  They don't, however, have better armor.  Head armor I'm not sure on who has the advantage in that as I don't know how the spawn rates for helms work (Rhodoks come with three different head armors vs Nord's two), but Huscarls beat them out in body armor generally speaking.  Rhodoks have a chance to spawn in with either the Heraldic Mail with Surcoat (49 B, 17 L) or Surcoat Over Mail (43 B, 13 L).  Huscarls ALWAYS comes in with Banded Armor (49B, 14L).  This is, however, slightly mitigated by the fact that Rhodoks always comes in with some kind of hand armor (either the Mail Mittens or Leather Gloves, which gives 4 and 2 Body Armor respectively) while Nords have a chance to come in with or without Mail Mittens.

Just my two cents on that.
 
Good catch.  For some reason I had it in my head that they used Heraldic Mail with Tabard, which is quite possibly the best infantry armor in the game.  (The real best is plate because the tiny movement difference doesn't come close to overcoming the protection difference.)

So the armor is very similar and the shields are very similar as well.  That means the increased death rate of Huscarls is owing entirely to the fact that they have 2h weapons.  As I stated in my companion thread, infantry with 2h weapons will die to archers very often, even though they will also do a lot more damage.

I know it's highly debatable.  But for me, I'll take the guys that are cheaper, train a lot faster, live longer, and specialize in killing the biggest threat to my army as an all infantry faction.
 
Here's a little taste of how bad the Khergits are.  Here is the equipment for the Veteran Horse Archer (keep in mind this is their top tier troop): Tribal Warrior Outfit, Flanged Mace, Spear (regular Spear, no lance possible).  This is their top tier troop, using equipment you might have thrown on a companion at level 2 but quickly upgraded just from Sea Raiders.
 
Actually, Rhodoks beat Huscarls out on the shield department, IMO.  Pavise Shields (guess I should call them Board Shields :/) have far more protective capabilities (200x86 coverage) over the Huscarl Round Shields (100 diameter) due to the overall larger surface area they cover.

Also, Veteran Horse Archers have more than that.  That's just one of the ones that can possibly spawn with that equipment (I'm not going to put down the entire list of what they have unless you want me to :/).  The strongest armor they get is actually Khergit Lamellar Vest, which is 40 B and 8 L.
 
Ghost of Razgriz said:
Actually, Rhodoks beat Huscarls out on the shield department, IMO.  Pavise Shields (guess I should call them Board Shields :/) have far more protective capabilities (200x86 coverage) over the Huscarl Round Shields (100 diameter) due to the overall larger surface area they cover.

Yeah, I'd agree that board shields are slightly better.  It's pretty close though.

Also, Veteran Horse Archers have more than that.  That's just one of the ones that can possibly spawn with that equipment (I'm not going to put down the entire list of what they have unless you want me to :/).  The strongest armor they get is actually Khergit Lamellar Vest, which is 40 B and 8 L.

Exactly.  So the best case scenario is armor roughly equivalent to what you'll find on Sea Raiders, and the worst case scenario is junk that you may be forced to use in the first 20 minutes of the game.  And that's their top tier troop!  Now to be fair, their top tier troop isn't actually their best troop.  But Lancers aren't exactly well equipped either.
 
Here is how I would play each faction in certain matchups, which may shed a little more light on my rankings.

1. Swadia. 

Against Rhodoks.  This is potentially your toughest battle.  The Rhodok AI (at least with Diplomacy installed) will usually refuse to charge, unlike other factions.  The cheese to use here is to keep your troops back and repeatedly circle their formation by yourself, picking off troops at the edges.  Works with a polearm.  Probably works a lot better with a bow, but I don't do horse archery personally.  You just keep doing this until they finally charge.  Then you grab your cavalry and circle around them so that they spread out.  Clumped Rhodok Sergeants equals death, even to Swadian Knights.  Spread them out, position cavalry near Sharpshooters, never Sergeants, and charge.  If you choose to not use cheese to make them charge, you will suffer casualties.  However, as long as you have enough "I win" units called Swadian Knights, you should still be able to beat Rhodok armies that outnumber your own.

Against Sarranids.  As I said in the rankings, these guys are about your equals.  You'll win because you're human controlled and you likely built more heavy cavalry than they did.  It's really that simple.

Against Vaegirs and Khergits.  These two literally have nothing on you.  Their cavalry is worse and their armor is light.  Just charge and win.

Against Nords.  Just be smart and circle to spread.  They might stay in formation like the Rhodoks.  Just use the same tactics.  If the army outnumbers yours and they have enough Huscarls, you will take casualties.

2. Sarranids.

These guys are so similar to Swadia in how they play that the matchups are pretty much all the same.

3. Vaegirs.

These guys are a little more interesting to play than the Swadians or Sarranids because their cavalry isn't as good but they have great archers.  This calls for more of a combined arms strategy.  You want to give your archers the chance to inflict casualties before the melee rather than getting to a cavalry charge as quickly as possible as with the other two.  If the enemy wants to approach you slowly, then that is great.  Just rain arrows the whole time they approach.  When they finally charge, crash into their flank with your cavalry.  How you play this faction depends a lot on what units you decide to build, though.  If you go the expensive route and just build knights, you will pretty much play like Swadia or Sarranid.  But then that would beg the question why did you pick Vaegir.

Against Nords.  These are your biggest enemies in terms of map position and AI tendency, and they are a pretty difficult matchup for you.  They have huge shields to negate your archers and their heavy weaponry is a serious threat to your lighter cavalry.  You have to get them in open terrain and spread them out.  You need a cavalry heavy army for this matchup.  Your archers won't be worth much.  If all knights is too expensive, guards can do okay.  Just make sure you focus on suppressing their archers with your cavalry.

4. Rhodoks. 

Make your army about 1/3 Sergeants and 2/3 Sharpshooters.  Make even your companions foot soldiers.  There's not much use in having 8 isolated horsemen that don't fit into the tactical concept.  You can make super archers with bow, arrow, arrow, great long bardiche.  Better ranged units than Sharpshooters and better cav killers than Sergeants.  Anyway, set your Sergeants up as a screen in front of your Sharpshooters, preferably on a hill and let any enemy come to you.  Have Sergeants clump together if the enemy is cav heavy.  Use above mentioned cheese to make them come to you if necessary.  You will win every battle with minimal casualties doing this.  The Sharpshooters will just annihilate anything but Nords before they even reach the line.  Clumped Sergeants on a hill will own Swadian Knights.  That's why I say with some basic tactics they can be the best faction in the game.  The only downside is it takes some patience.  You can't just auto-charge battles.  You can be the one guy on horseback to circle and distract.  That definitely helps.  However, I like to be on foot myself because when the cavalry gets stopped against my wall of Sergeants, I like to be there with a huge weapon like the Great Long Axe to butcher the enemy heavy cavalry.  I can sometimes butcher a huge number of them.  That helps the cause even more than being on horseback.

Against Nords. Even though Nords aren't that great overall, they are the toughest matchup for Rhodoks.  Their shields will allow them to get to your line relatively intact, and once they do you'll regret having a 2/3 ranged army.  This is the one faction that requires you to adjust your ratio to more like 50/50.  It's tough, but you will win anyway because you're the player. 
 
NeverUseCavalry said:
Here are my rankings.  Feel free to critique mine or list your own.  This is mainly for new players (if there are any more).  I'll start by saying two things.  One, that the factions are actually fairly well balanced, with the exception of the Khergits.  And two, that your choice of faction is mainly a matter of preference and play style.

1. Swadians.  Swadian Knights are the best unit in the game.  They have the slight edge over Mamlukes because the latter sometimes spawn with unarmored horses.  The faction is also very well-rounded, having no area in which they are really weak.  Their infantry is quite good and their crossbowmen are adequate.  Main disadvantage to playing Swadia is their location on the map.

2. Sarranids.  Mamlukes are about as good as Swadian Knights, and their ranged unit is better than its Swadian counterpart.  However, unlike the Swadians, they do have an obvious weakness, which is their infantry.  But since infantry is the least important unit type, they are still number 2 in my book on the strength of their cavalry and archers.

3. Vaegirs.  This was really close between Vaegirs and Rhodoks.  I personally am a Rhodok player, but I have to give the slightest edge to Vaegirs simply for the fact that they have cavalry.  Let's face it, cavalry is king in M&B.  Their Knights are pretty effective.  A notch below Swadian or Sarranid cavalry to be sure, but still a force to be reckoned with on the battlefield.  The real reason to play Vaegirs, though, is the Vaegir Marksman, the premiere ranged unit in the game.  Their infantry are generally regarded as the worst of all factions, mostly because of light armor and a lack of shields.  They are very good in melee though with their bardiches.  Just use your Knights to pounce on the enemy archers and you will have success with your Guards.

4. Rhodoks.  If you want to play a no-cavalry faction, this is the choice.  If played using a few simple tactics, they can be the best faction in the game.  They excel in the siege phase, which is usually the most challenging.  Their best troops are their Sharpshooters, which rival the Vaegir Marksmen for best ranged unit.  They are better overall troops than Marksmen because they are competent in melee and wear better armor.  The Rhodok Sergeant is possibly the best infantry in the game.  Many people will think I'm crazy for saying that, but they have better shields and armor than Huscarls, who seem to die a lot more; at least that's been my experience.  They will murder cavalry with their glaives, making them extremely effective against the biggest threat to your army.  And as a little added bonus, they use blunt weapons.  They also cost significantly less than Huscarls and train up a lot faster.

5. Nords.  For me, this is the faction I desperately want to love, but it falls short.  The archer is okay, but nevertheless he's the worst foot archer of any faction.  The big draw of this faction is its infantry.  There are two problems with that.  One, infantry is the least effective unit type in the game.  They have significantly less mobility than cavalry and virtually no range compared to archers/crossbowmen.  Huscarls are very strong; however, they are not as dominant as they could be.  They tend to die a lot due to using 2h weapons and slightly lighter armor than some other top notch infantry.  They also cost a lot and take forever to train.  The faction is so imbalanced between their infantry and archers, that it almost seems most efficient to build nothing but infantry.  This is very problematic because of the power of ranged units on the field but especially in sieges using the standard cheese.

6. Khergits.  I'm sure there are Khergit lovers that are going to get mad at me for this, but this faction is just bad.  It's a shame, because lovers of history know that this faction should be greatly feared.  There are many problems with the Khergits.  For one, horse archery is just terrible.  The AI doesn't know how to be a horse archer.  Secondly--and this is also related to the dumb AI to an extent--armor is king.  Mobility cannot defeat armor because the AI is not competent in using its mobility.  A faction of nothing but light armored troops on light armored cavalry is just.... bad.

I understand this is your personal opinion. Let me share mine. It all depends on the type of commander. Cavalry commander is probably going to be better with the Swadians or Vaegirs or Khergits, depending on the type of cav commander. Infantry commander is going to be better with the Nords, Rhodoks, or possibly the Sarranids. Archer commanders will be better with the Khergits, Sarranids, or Vaegirs.

I am an infantry commander, and a viking enthusiast, so of course I will pick them, I also do not mind their archers.
No criticism is intended, just trying to add to the community.
 
I agree 100%.  It's all about what you enjoy playing.  The factions are pretty well balanced.  And even if there are slight differences in power, the advantages that a human inherently enjoys will more than make up for it.  As I said, in my opinion the only possible exception to this would be the Khergits.  I think it may be a bit more difficult to beat the game with them.  Then again, I have to be honest and say I have never actually tried.  I suppose if you built up a field army of 100% Lancers and a siege army of 100% KVH, you could get it done. 
 
NeverUseCavalry said:
I agree 100%.  It's all about what you enjoy playing.  The factions are pretty well balanced.  And even if there are slight differences in power, the advantages that a human inherently enjoys will more than make up for it.  As I said, in my opinion the only possible exception to this would be the Khergits.  I think it may be a bit more difficult to beat the game with them.  Then again, I have to be honest and say I have never actually tried.  I suppose if you built up a field army of 100% Lancers and a siege army of 100% KVH, you could get it done.

Glad we see eye to eye! Was actually expecting someone to get triggered. Lol.
 
NeverUseCavalry said:
I agree 100%.  It's all about what you enjoy playing.  The factions are pretty well balanced.  And even if there are slight differences in power, the advantages that a human inherently enjoys will more than make up for it.  As I said, in my opinion the only possible exception to this would be the Khergits.  I think it may be a bit more difficult to beat the game with them.  Then again, I have to be honest and say I have never actually tried.  I suppose if you built up a field army of 100% Lancers and a siege army of 100% KVH, you could get it done.

From what I can tell with their equipment and deployable units, Khergits are downright terrible at siege warfare; offense or defense.  Everyone else has some kind of ability to siege enemies or defend against them, but Khergits are extremely limited in that regard.  About the only good thing they have going for them is a crapload of archers, and most archer type units can either probably or will beat them in some way or another.

Let's put it this way from a player standpoint.  Unless you put said KVH in a special command group, you won't be able to set up a defense-able position as they'll just gather up wherever you say to put your Cavalry unit if you're one of those types that would rather use certain areas as chokepoints to hold enemies off.  And from the other side where I'm against Khergits, I tend to steamroll them without batting an eye (save for a few locations due to the bottlenecking that's caused by the castle setup, and even then it's not that bad).  I have far more trouble sieging Vaegirs than I do Khergits as Vaegirs have an okay frontline but a deadly backline thanks to their archer spam.

Vallixx said:
I understand this is your personal opinion. Let me share mine. It all depends on the type of commander. Cavalry commander is probably going to be better with the Swadians or Vaegirs or Khergits, depending on the type of cav commander. Infantry commander is going to be better with the Nords, Rhodoks, or possibly the Sarranids. Archer commanders will be better with the Khergits, Sarranids, or Vaegirs.

I am an infantry commander, and a viking enthusiast, so of course I will pick them, I also do not mind their archers.
No criticism is intended, just trying to add to the community.
I'll be honest, I have no idea what I am as a commander type.  I think it depends on which files I'm running with.  In one file, I think I'm a Cavalry Commander type (though I also have the Swadia/Nord/Rhodok combo going because I'm boring like that).  In another file, I have no idea what kind of a commander I am since I use all three (an archer line with a frontline to stop enemy cavalry and a small-ish cavalry unit that I take around to their backlines or flanks to hit them hard).  Then again, with that second file, I also tend to have an army setup to deal with whatever it is that I'm fighting against at the moment (until siege warfare :???:).
 
NeverUseCavalry said:
As I said, in my opinion the only possible exception to this would be the Khergits.  I think it may be a bit more difficult to beat the game with them.

Notwithstanding their complete dominance of field battles, it's definitely more difficult to besiege fiefs with them.  Unfortunately, that's how you win the game--pwning on the field is nothing if you're not taking territory!  Obviously, it can be done (hell, if I can do it, anybody can), but I wouldn't want to try a speed-run with them!
 
They don't dominate field battles at all.  In theory they should, but in reality they are nearly as useless in field battles as they are in sieges, for the reasons I stated above.  Just take any faction's top infantry unit, supported by that faction's top ranged unit.  Everyone hold position.  Infantry take ten steps forward x3.  Infantry move closer together x3 or 5 or whatever.  Khergits will charge straight into your infantry.  The moment before they arrive, everyone charge.  Game over.  Khergits will be slaughtered with their poorly armored troops atop their mostly unarmored horses.  You as the player can either be on foot with a big two hander to join in on the fun, or you can be on horseback and pick off stragglers that escape the scrum.  It really doesn't matter.  As long as you have levelled up troops and you're only outnumbered 2 or 3 to 1 rather than 10 to 1, you will win with minimal casualties.  I play on max difficulty settings.
 
NeverUseCavalry said:
They don't dominate field battles at all.  In theory they should, but in reality they are nearly as useless in field battles as they are in sieges, for the reasons I stated above.  Just take any faction's top infantry unit, supported by that faction's top ranged unit.  Everyone hold position.  Infantry take ten steps forward x3.  Infantry move closer together x3 or 5 or whatever.  Khergits will charge straight into your infantry.  The moment before they arrive, everyone charge.  Game over.  Khergits will be slaughtered with their poorly armored troops atop their mostly unarmored horses.  You as the player can either be on foot with a big two hander to join in on the fun, or you can be on horseback and pick off stragglers that escape the scrum.  It really doesn't matter.  As long as you have levelled up troops and you're only outnumbered 2 or 3 to 1 rather than 10 to 1, you will win with minimal casualties.  I play on max difficulty settings.

Well, of course they suck if the AI is controlling them; I was talking about when the player controls them.
 
rhodoks number one
if you could control the terrain you don't need calvary
calvs can't charge you
sharpshooter kills everything
sharpshooter is better in siege, in siege marksman just shoot for 2 seconds and miss everything
sharpshooter could kill a lot more people
swadia gets defeated very early because of their position
 
The khergits suck if you're playing "blindly", just upgrading semi-randomly and charging head on. But more than any of the other factions they are great for speedruns. Khergit lancers are cheap to get since they're not far up the upgrade tree, and you can field relatively cheap armies of nothing but cavalry to ride around and fight field battles. Matched for price they will probably beat swadian knights.
 
Yeah, I do the same exact thing. First, I rush for Lancers, and then add some Khergit horse archers for spice.

You need to be aware of one bug though, which the devs aren't bothered to fix. The Khergit horse archers are labeled as cavalry, which means that in sieges, the spawning defenders will gather at one single point and refuse to hold their position in the towers. You can fix that by editing the troops file and removing the `mounted` flag from them. Save the file, and after you restart the game, they will be labeled as archers, and therefore behave properly in siege defense.
 
Khergits have one interesting feature in their favor: all of their units are mounted, even their mid tier. Khergits armies are universally fast, but they're also pretty decent dismounted in sieges. Dismounted khergit horse archers do a much better job than mounted ones and I've seen khergits lancers take down huscarls sometimes when they get lucky. They can run down or flee from any army, and they can get between sieges incredibly fast. The usual AI tactic is to just charge all out, and this leads their cavalry to rush on ahead by themselves and get massacred but since khergits are pure mounted they end up staying together and attacking in one force. It's rather easy to cheese AI armies without using cavalry by using pure missile units, only 3 other factions use cavalry and they dont use enough of it to make it through the missile volley, but khergits are a hard counter to pure archer armies! Truthfully they take far more skill than the AI can handle to use effectively but should not be underestimated :wink:
 
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