Khan's Guard are really op but they are incredible idiots when you get them to the edge of the map. They are like a killer death robot with an off switch. So even if the devs never nerf these potato heads just move to the edge of the map and destroy them. That is the krpytonite and since they are so broken and op anyways I would shamelessy use it everytime
This is the thing, I don't want to be tempted by this. I strongly dislike "cheese" such as this and constantly retreating your archer party for unlimited ammunition. Also this effectively breaks all Horse Archers and Cavalry A.I. not just KGs, so again more ways to break the game. The fact Vlandian Pikemen were almost able to fend off Banner Knights more or less demonstrates the problem with boundary hugging.
To be fair I think a number of Total War games have border issues too, but it's far less pronounced and hugging the border generally isn't to your advantage.
The problem lies not only in whether or not the KG has a glaive equipped, but in other factors that Taleworlds are not interested in modifying 😌🎻.
Well they are not going to fix animations or attacks in Bannerlord at this point. Maybe in a MB3 assuming they aren't totally burnt out (which I suspect TW is at this point from 10 years of development.)
Ranged + shock = aberration: My crusade against the Fiann is well known... two-handed shock weapons + ranged role and good armor on top of that? Oh mama... Same with KG.
Anyone who has really played this game should understand that.
I can tolerate it with the Fians since they are supposed to be super duper archers, even though "realistically" (I apologize for using this word) archers probably wouldn't carry more than a short sword, since if you've trained most of your life to be a bowman, you probably aren't much of a swordsman. Again cause this is a video game so gameplay > realism for me. If Fians Two-Handed skill is reduced I don't think it's so bad as a unit.
So, what's the solution?...plain and simple for me. Remove KG's ranged factor if you want to keep the armoured factor... the rest of the tree branches will still work... melee cavalry with spears (medium cavalry role with medium armor) and mounted archers (light cavalry/horse archers with low armor).
You have to reduce their armor as well. The Torguud and Kheshig have light enough armor that they fall in line with the "Shock Cavalry" concept, hence no one complains about them having glaive to begin with (despite being cheaper).
Khan's Guard absolutely not with their level of armor. If Khan's Guard were just pure "Shock Cavalry" armed with Glaives only; it'd be real obvious to everyone real fast how broken they are. (I've tested it, not a good idea)
I mean Khan's Guard have...
Head Armor: 51
Body Armor: 67 (this is Cataphract levels of tanky, you get to like 75 armor you basically shrug off most non-blunt attacks)
Arm Armor: 46
Leg Armor 21 (only real weakspot)
There's a reason my Khan's Guard reskin has no horse armor and the following armor...
Head Armor: 48
Body Armor: 39 (need to keep em in 30-40 range to not be totally OP)
Arm Armor: 29
Leg Armor 16
But hey I gave them the BIG glaive, because that works since they aren't a freaking depleted uranium armored tank.
Like many people pointed out, they're only ever that strong in the players hands and I agree it feels really cheesy to play with a full party of them.
Everyone says that... but where is the video/description that shows how to defeat 100 Khan Guards in an open battle
(without abusing borders/chokepoint)?
Surely there must be some party composition a big-brained player can utilize to defeat KGs in open battle? Khan's Guard aren't that OP..
I mean is there another unit in this game that's effectively unbeatable on an open battlefield? FCs are strong but ECs and VFs can beat them, I think Banner Knights can too just barely.
Admittedly I have not tried that hard myself for an Anti-KG method, but I also know it's something of a fools errand to. Funny I try a combination of FCs and ECs, and the game locks up for first time in forever. I guess it's a law of nature not meant to be broken.