WARBAND - Questions About Tactics, Strategy and Overall Gameplay

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Please put your questions here.  If those of you who are experienced PoP 3 and Warband players would care to help people with questions, that would be great!

Note from the Dev Team:  The following guide is by Treebeard, fiendish inventor of Vicky, the new Virtual Intelligence, who has made it necessary for the Dev Team to invest in large quantities of Vaseline before a battle with any group of significant importance, because we knew we'd need it!  She's whipped us like a red-headed stepchild on numerous occasions, and if you skip reading Treebeard's guide, you will shortly find yourselves in BIG trouble.  Luckily, though the game starts with Formations turned on, you can turn off Formations in the camp menu if Vicky proves too much for you, particularly if you are not an experienced player.  We also advise that, since no one but the Dev Team has played with Vicky activated, even quite experienced players reduce difficulty levels in your games initially until you get to know her better.  (We did.)  She's a whole new animal!  Players new to M&B/Warband and inexperienced players BEWARE!  Please read Treebeard's guide which follows or you will definitely come to grief when Vicky gets hold of you!

TREEBEARD'S GUIDE TO FORMATIONS:
The new VI (Battle AI) triggers when the Battle Formations setting is turned ON (in PoP options in the Camp Menu). It is combined with formations. Both the VI and the player have Formations capability. The VI will use formations in combination with maneuvering in order to give the player a greater challenge on the battlefield. The VI is also responsive to the player’s actions and will react in a sensible way. The VI is dynamic and will not act exactly the same in two repeated battles. If the player finds the VI to be too hard, it can be turned off in the PoP settings. When the VI is active the player’s commands have a chance to be spoken. Do not use the Esc key when issuing orders. That will mess up the audio commands because the Esc key cannot be listened to by the code (- TW problem). If you have un-synced audio commands they can be re-synced by selecting a battle group (numeric keys 1 through 0 on the keyboard). On some occasions, the battle order panel may become disabled (it will not trigger by pressing the Backspace key) upon knockout of the player. If this happens you’ll have to watch the battle play out without being able to issue any “post-mortem” commands, so make sure you command your troops wisely. Player battles against the VI incur a small bonus to renown.

I decided to call it VI to make it stand out against normal Native AI and other mods’ AI.
AI means Artificial Intelligence and implies something that is real and has intelligence (- an Intelligent machine for example). An artificial intelligence is creative and can evolve on its own.

In contrast, VI means Virtual Intelligence. Virtual is something that is not real and that simulates something. In this case the computer simulates Intelligence by following logical rules and tracking information on the battlefield. A VI can’t be creative and evolve on its own. It is kind of like comparing “Virtual Reality” with “Actual Reality”.

Vicky is derived from the first letters in Virtual Intelligence. It gives the VI a nice personality tied to a name. Actually Vicky is gender neutral (the name can be derived from either Victoria or Victor), but it is commonly thought to be a female.

Vicky is the player’s challenger. She/He will do her/his best to challenge the player on the battlefield and make the player pay for being sloppy.

If the player likes he can turn off Vicky by changing the Battle Formations to OFF in the Camp Menu under POP Options. Of course, once you have met Vicky you don’t want to turn her/him off, would you? That would be Rude!

Cavalry starts in Wedge and I rarely take them out of that formation prior to charging.

Upon charge any formation will be undone.

When Formations is turned ON in the Camp menu, it will add the ability for Infantry to form Ranks, Shield Wall, Square and Wedge. Archers gain the ability to form a staggered line. Cavalry gains the ability to form a Wedge.

In order for the troops to be able to form any formation, they will need to have a certain number. For cavalry the minimum number of troops is 5. For archers and Infantry the minimum number is 12 troops.
At any time in a battle when you have issued a formation form command or give the Hold order, the current formation will set up near the position that you (the player) had when you issued the command: infantry to the left, cavalry to the right, and archers up front.

Player troops start every battle in formation. The AI also uses formations and can move in formations. If the player wants to move and keep formations, then he holds down the Hold order and points the “hold flag” at the position he wants his formations to move. Alternatively, he can use the Advance 10 Steps order repeatedly to move his selected troops in formation. A third alternative is to use the mini-map control panel (accessible by pressing Backspace) and click on a position on it to move and hold that position.

The formation key bindings are:

"J" for ranks – Ranks is a three line deep formation that puts the most experienced troops in the front. It is available for Infantry. The command also applies to Archers, but in their case they will form a Staggered Line.  This formation is good against other infantry and archers.


"K" for Shield Wall –The shield wall command will only affect Infantry. This makes them form three lines. They will have shield units in the front, then short weapons, then pole weapons. This formation is good to use when advancing against archers.


"L" for Wedge (NOTE: the player should reassign the "L" for "Log" mapping to another unused key) – Wedge commands can affect Cavalry and Infantry. It is a triangular formation that has its tip towards the general enemy position. The formation uses its most experienced troops in the front.  This formation is good to make a dent in a different formation and split it up. It is best used with high level troops that have good armor and weapons.


";" for Square - The Square command makes a square out of the square root of the number of Infantry units. If you have 25 Infantry units the square will be five columns with five units in each column.  This formation is a useful defensive formation against cavalry.


"U" for No Formation (undo formation) –This command disassembles all current formations for the selected troop type(s) and puts them back in Native Hold formation mode.

When will a Formation be undone?  It will be undone when you issue a Charge command. For Cavalry it will also be undone if you issue a Dismount command.

In what direction do formations face? Formations face the general direction of the enemy.

Please note: 
Treebeard's formations only work against organized armies, like those of the lords, not with disorganized groups like bandits or Vanskerry raiders.

To make Formations work:

1.You must have Battle Formations ON
2.The encountered party must belong to a disciplined faction
3.The battle type must be a regular field battle (- i.e. not a village attack or siege or such battles)

Undisciplined factions are generally troops on the map that have white color. Other undisciplined factions are: Red Brotherhood, Mystmountain, Mountain Bandits, Forest Bandits, Outlaws.

When you are in a Formations and VI battle you'll notice a message at the start of the battle about Forming troops. If there is no such message you are in a battle against undisciplined troops and Formations and VI are turned off.

Disciplined factions are all kingdom factions, heretics, snake cult, noldor, Renegade knights and Jatu. In these battles you'll face the VI and have formations (if you have the Battle Formations option turned ON).

When in a Formations and VI battle it also depends on which group/division you have currently selected. If you have archers listening and you order a square or wedge command it will have no effect. If you select everyone (0) then those who can form for example wedge will do so (if you order wedge). So if you have a selection that consists of less than required troop types for a certain formation, then they won't be able to form that formation.


 
I'm -pretty sure- this is a gameplay question, but feel free to tell me if I'm wrong-Is it just me, or do Knights of the Ebony Gauntlet smash game balance to pieces?

I mean, they have plate armor so they can't be pierced easily by cavalry, a good number of them spawn with shields making them excellent cavalry AND archery chewers by simply switching them to "Infantry", AND YOU'RE the only one who can wield them(Or at least aside from a rescued prisoner or two a Lord may have), so there's no problem with pumping them up.

Plus they have crossbows!

And of course, they have zerg power(Aka massing quickly).

Am I wrong in thinking Ebony Gauntlets are the best honor line in-game right now? Are any other units really able to edge them out besides the obvious noldor?

Oh, and another question-Is there some way to find out your Companion Lord's disposition?
 
There are differing opinions as to who the best Honor Troops are.  It depends on your style of gameplay.  No one Honor group is particularly overpowered - they just have different attributes and uses in battle, depending on your strategy.  Put the Ebony Gauntlets against a group like Warlord Zulkar's and they will probably be whipped.  It all depends on how you play and what you want to do with Honor Troops.  It is wise to think about that in advance, as part of your overall game strategy.

You can pass your mouse cursor over the face of whoever you are talking to, in the "talk" screen,  if you want to know how they feel about you - is that what you mean by "disposition?"

Edit:  Everybody on the Dev Team has favorite Honor Troops - nobody agrees who the best Honor Troop is.  Personally, I think the Adventurers and Hero Adventurers are quite as good as the Honor Troops, and just as useful if you like to play a cavalry-oriented game.
 
Fawzia dokhtar-i-Sanjar 说:
There are differing opinions as to who the best Honor Troops are.  It depends on your style of gameplay.  No one Honor group is particularly overpowered - they just have different attributes and uses in battle, depending on your strategy.  Put the Ebony Gauntlets against a group like Warlord Zulkar's and they will probably be whipped.  It all depends on how you play and what you want to do with Honor Troops.  It is wise to think about that in advance, as part of your overall game strategy.

You can pass your mouse cursor over the face of whoever you are talking to, in the "talk" screen,  if you want to know how they feel about you - is that what you mean by "disposition?"

Edit:  Everybody on the Dev Team has favorite Honor Troops - nobody agrees who the best Honor Troop is.  Personally, I think the Adventurers and Hero Adventurers are quite as good as the Honor Troops, and just as useful if you like to play a cavalry-oriented game.

I have no clue what I was saying when I said disposition. I mean their "Attitude", as in how warlike they are. I'd imagine Boadice to be fairly warlike, seeing as how she's an exiled princess/queen but retains a warrior attitude, but you never know with Warband's randomization.
 
Sry if i'm bothering you... But what is the best Faction if I want to play with a Archer based ?? I would like to be part of a Archer focused Faction and i would Recruit Cavalry from Taverns and Rescue them...
Sry for any thing wrong...
 
My early game has always been hazardous. I play as a footman-general, setting up a strong archery line and holding with my infantry - charging with them at the last moment before the enemy can smash into my archery formation.

My question is how in the world can I play a more successful early game against the Serpent Cult when their unstoppable Netherworld chargers decimate any foot army I field, even if I have a huge advantage in numbers?
 
So I'm wondering when is a good time to start your own faction?  Like what level, how much renown/honor/denars you should have, relations with lords/villages/cities, what are some good castles to take and the like.
 
Rojiru 说:
My early game has always been hazardous. I play as a footman-general, setting up a strong archery line and holding with my infantry - charging with them at the last moment before the enemy can smash into my archery formation.

My question is how in the world can I play a more successful early game against the Serpent Cult when their unstoppable Netherworld chargers decimate any foot army I field, even if I have a huge advantage in numbers?

Mind you, Im playing Armchair Quarterback here because my limited playing time since the port makes me no expert.  However, things I suggest include any terrain that slows a charge (water>hills>forest>rocks), polearms and perhaps the square formation tightened up a bit.  And of course, since Serpent Cult frequently charge without shields, get some archers elevated behind your infantry to weaken/distract during the charge.  I would use 'hold fire' here until they were closer so you could concentrate your fire.

Sorry if I am advising you of what you may already know, but its all I've got!

Jonathan
 
Rojiru 说:
My early game has always been hazardous. I play as a footman-general, setting up a strong archery line and holding with my infantry - charging with them at the last moment before the enemy can smash into my archery formation.

My question is how in the world can I play a more successful early game against the Serpent Cult when their unstoppable Netherworld chargers decimate any foot army I field, even if I have a huge advantage in numbers?
Well, try using a horse. How general is always good to have a complete view of the battlefield so you could make tactics more quickly. You would also have an advantage, because if you attract enemies (horse) for your character, then you just send your infantry attack. The enemies are backwards (chasing you) and your infantry will pick up the rear weakened.
Also, try to make your archers always be shooting from a short - mid range, but you'll have to protect them because they would be near the opponent, so it is always good to have some Infantry marked as Archers, so when the enemies get near, you will have a ( EXAMPLE ) Huscarl to protect your Artillery.
 
riraito. 说:
So I'm wondering when is a good time to start your own faction?  Like what level, how much renown/honor/denars you should have, relations with lords/villages/cities, what are some good castles to take and the like.

Griefer's guide is an excellent source of information and makes an interesting and good read at the same time:
http://forums.taleworlds.com/index.php/topic,148766.0.html

 
Rojiru 说:
My question is how in the world can I play a more successful early game against the Serpent Cult when their unstoppable Netherworld chargers decimate any foot army I field, even if I have a huge advantage in numbers?

Either get some support cavalry or employ a huge chung of nasty polearm units like Empire Armored Pikers or Sarleon Halberdiers. Pikes and Crossbows work really good but you still need to pick your fights carefully and need to exploit the terrain for it like placing the pikers in a river or steep hill with the archers on top of it.

Otherwise there´s no way to lower your losses inflicted by all those soup plate sized horse shoes. Heavy horse is just the nightmare of any infantry/archer army.

riraito. 说:
So I'm wondering when is a good time to start your own faction?  Like what level, how much renown/honor/denars you should have, relations with lords/villages/cities, what are some good castles to take and the like.

Totally depends on your game, your personaly playstyle, your political situation and personal experience with PoP. Check out the old popwiki for some basic guidance and early game surivival tips. Usually freshly conquered castles deep in friendly territory  are the best ones to start. Just be careful to not upset more than one nation if you start your own empire. Beeing unexperienced and at war with more than one faction is deadly as there´s too much action taking place for you handle.

 
@Rojiru - in MV's immortal words - the best way to have a successful early game is "Hire cavalry and learn to couch."  It is very hard to beat the Snake Cult with infantry only, unless you are using mega-pimped Honor Troops.  Did you hear yourself in the game yet?

@Guisasse - probably Ravenstern, if you want to mix horse archers with infantry.  But the Sarleon Longbowmen are pretty amazing, too.  If you want to play mostly infantry, use Sarleon.

@riraito - there is no "best" time to start your own kingdom.  You will probably lose your first castle several times, no matter what you do.  However, you can ask a faction king to let you be his vassal, too, and get some protection that way, and still remain relatively independent except you are a vassal to a king.  Insofar as what requirements there are - you need plenty of money, a lot of good troops and good relations with a lot of lords and kings. 

To all of you:  On the FAQ page, Griefer did an excellent evaluation of all the faction troops for PoP 3, V 1.011 which is applicable to PoP 3, Warband as well.  He also wrote a very good strategy guide to help you have a successful early game and get properly going.

Hah, ninja'd by noosers!
 
Meh, was hoping for a solution other than "get horses to beat their horses".

Yeah, I've heard a couple of my lines so far talking to Sarleon and the Empire - just not the lines I thought were particularly good, so color me a little disappointed. Haven't had enough money to hire Diev yet.
 
Rojiru 说:
Meh, was hoping for a solution other than "get horses to beat their horses".

Yeah, I've heard a couple of my lines so far talking to Sarleon and the Empire - just not the lines I thought were particularly good, so color me a little disappointed. Haven't had enough money to hire Diev yet.

That's your voice? Hey, good job! I've been playing as the Empire lately and having my fellow Empire vassals talk trash to me. Some of that is you I take it.

Actually there's a good trick for a pure-infantry approach.  Keep yourself, a couple of tough infantry companions or even just a particular heavy-hitter infantry type that you've got on a separate set of commands. You need about 6-10 solid, two-fists-of-death guys like D'Shar Bladesmen/Blademaster, Fierdsvain axemen, Pendor Men-At-Arms kept on a separate set command line. Just make it a different type than the ones you fill your infantry with.

First, you need a pole and shield infantry mix. Halberds or D'Shar Spearmen, maybe Armored Pikemen, mix them with Legionaries, Kiergard, Fierdsvain Armored Axemen/Huscarls, whatever heavies float your boat. Order them into a square formation and advance them in front of your archers. Order your archers to spread out once, maybe twice. You stand with your handful of heavies back behind the archers. Snake Cult uses the default AI, not the more cunning and ruthless VI, so will come right at you full tilt. while the square of your infantry will block a little bit of archer fire it's the guys on the end who will be firing in at an angle that really matter. You stand directly back from the enemy behind the point where your infantry is in a square. You need more than 20 infantry in that square to make it work but it will be 4 lines thick - the Snakes, even on their chargers, will grind to a sudden halt in them and at them. AFTER the hit you order infantry to charge. Your archers will continue to fire at mounted opponents fighting among your infantry - they sit up higher and do not block line of sight. About 75% of the snakes will ram into the back of each other and be pulled to a halt before they approach your infantry who will typically make short work of them.

You and your heavies, who you'll order to follow you, will patrol the archer line. Some of the cavalry, especially priestesses, will scatter. Wait for them to come in at your archers and rush in on them when they hit your archer line. After the first rush order your archers to get closer, 2 or 3 times. The courses that the priestesses ride will come to a stop against even 1 or 2 close troops and give you time to rush them with your little band of heavies.

Just keep your infantry reforming again and again. If the scattered enemy cavalry comes at your archer line you rush them with your heavies. If they decide to rush in at your infantry they'll hit that square and meet a quick fate.

It will be those damn crossbow wielding Followers who'll do a number on you. Keep your troops together. Keep your infantry in formation when they are not swarming Anaconda and Cobra Knights or they'll get mowed by those damn crossbows.

I was doing this for hours last night playing the loyal Empire vassal and using only Empire troops. You'll want 50-100 guys, about 50-60% archers or crossbowmen. I actually did a pure infantry run, legionaries and armored pikemen. I was surprised how well it went. You just have to be really aggressive. You'll take a few casualties every time but not too bad so long as you don't pick on someone way bigger than you.
 
Hey, is there any other way to up your relations with the Noldor other than helping them in battle? I really wanna buy some stuff from Quigfen and hire some Elven mercenaries but it aint working. Once I helped them defeat a Jatu warband and upped relations from -20 to -16, and then they tried to hunt me down though I did get away in time.

I don't mind killing Noldor, but even if the fight wasn't started by me the relations just go down by 4 again. BTW, are there any Noldor lords anymore? I was hoping on seeing a band of them and capturing and releasing the lord but I just haven't seen any so far patrolling around that eastern lake by the mountains, just this one Aeldrian House of Noldor rangers and a 40-man strong Noldor patrol. It's been 30 game days now, too, and the Jatu army have already showed up. So where are the elf lords?

Thanks.

Also, other than the Mines of Al-Haziz, is there a hidden Noldor city you can discover near the east lake? I've patrolled around the shoreline for a while and haven't seen nothing yet.
 
The best ways are to help them in battle or, when you fight them to release them all, one at a time, after talking to each one.  Tell them one at a time to go home and never fight with you again.  Each one you talk to and release llike that will up your relations points with the Noldor, and if you capture 15 or so, that should open up Quigfen's shop, but you will also need a qualis gem to open the shop - it will be open permanently then, for the cost of the one gem -  and another qualils gem each time you want to hire Noldor mercenaries.

Once you are on good terms with Quigfen, he also may offer you a quest, which will lead you into some very interesting experiences with the Noldor.

The bad news is that you must defeat any Noldor Warlord armies to win the game.  My advice is to leave a few of the smaller Noldor bands alone and save them for after you fight their Warlords, in case you need to up relations again.
 
Thanks for the help everyone.  I managed to snag the High Pass Keep but now I'm being constantly harassed by the D'shar.  I have a few questions:

Can my character/lords be renamed at all?  Would be nice but no biggie.
I hired a mercenary Jatu Warband and well, I was kinda hoping they would be an independent unit on  the world map, but instead they just sit in my garrison, and I don't really have room for them in my party.  Is there a way to mobilize them independently?
How do I make Pendor Knights?  I have an Order of the Falcon in my keep and it occasionally pumps out Falcon Knights but I have no idea how this happens.  I have plenty of prestige/honor and nobles.
What factors make a difference when I a choose a companion to be the state representative person?
If one of my Lords is captured is there a way to just pay for him to be released or do I have to wait until he escapes or is ransomed?
How do you guys go about taking on those 800+ man armies.  Is it only possible once you've got a few fiefs and lords under your belt?
 
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