devilkingx2
Regular
not including mod factions(or else dark knights would be #1, followed by elves and demons) or player faction(because that one is usually the best but can be the worst in the hands of a noob)
you can(and probably should) explain your reasoning
I'll go first:
1. khergits - unless you're sieging or on very specific(and uncommon) terrain, cavalry > things that are not cavalry
2. nords - if you are sieging, huscarls are the hired blades of sieging
3. rhodoks - great for siege defense with their crossbows of doom, and they have the real life anti-cavalry weapons: spears(too bad they aren't too useful at anti-cavalry in game... still better than normal infantry though)
4. swadians - I thought they were useless and generic, then I lurked this forum, and found out that the knights are useful, this is one of the 3 factions that only seem to exist so you can have somewhere to make your kingdom without losing out on anything or having too much trouble.
5. sarranids - like the swadians, except with far better geography, and less useful only useful troop
6. vaegirs - I can't even think of what they have unique, I heard something about archers, but rhodoks and khergits already have faaaar superior ranged troops, so I don't see the point. for a while I wondered why they were in this game, as with the swadians, I settled on the fact that talewords realized they needed us to have a place to start your conquest of calradia, other leading theories are they ran out of ideas, there are only so many specialties/weapons/styles/useful variations, or they didn't put too much effort into this one, and it's "quality" reflects that
alright, you guys go
you can(and probably should) explain your reasoning
I'll go first:
1. khergits - unless you're sieging or on very specific(and uncommon) terrain, cavalry > things that are not cavalry
2. nords - if you are sieging, huscarls are the hired blades of sieging
3. rhodoks - great for siege defense with their crossbows of doom, and they have the real life anti-cavalry weapons: spears(too bad they aren't too useful at anti-cavalry in game... still better than normal infantry though)
4. swadians - I thought they were useless and generic, then I lurked this forum, and found out that the knights are useful, this is one of the 3 factions that only seem to exist so you can have somewhere to make your kingdom without losing out on anything or having too much trouble.
5. sarranids - like the swadians, except with far better geography, and less useful only useful troop
6. vaegirs - I can't even think of what they have unique, I heard something about archers, but rhodoks and khergits already have faaaar superior ranged troops, so I don't see the point. for a while I wondered why they were in this game, as with the swadians, I settled on the fact that talewords realized they needed us to have a place to start your conquest of calradia, other leading theories are they ran out of ideas, there are only so many specialties/weapons/styles/useful variations, or they didn't put too much effort into this one, and it's "quality" reflects that
alright, you guys go