The key stat that I'm basing this tier list on is damage inflicted per unit cap used. I calculated this both for skirmish phase and melee phase. I assumed a generic 12 Martial commander unless otherwise noted. I didn't add in the bonuses the retinues get themselves, but in most cases the tactics are much more important than those bonuses.
Some big picture thoughts before I get into the tiers:
First, there are advantages for both cheap/numerous retinues, like light infantry and archers, or expensive/lower number retinues, like cavalry. The principal advantage of larger numbers are that the AI (including factions) regards you as more powerful if your retinues are more numerous (it evaluates your troop count, not their quality), and that larger numbers make sieges easier. The principal advantage of smaller numbers is that they avoid attrition more easily. While I generally prefer larger numbers of cheaper retinues, I won't be considering that very strongly here.
Secondly, it's important to understand how a retinue is meant to win battles. You basically have three classes of retinues:
I note tribal retinues with an asterisk, and defensive pagan only tribal retinues with a double asterisk.
Anyway, on to the tiers.
S Tier aka Camel tier
Camels are crazy good, such that retinues with Camels in them are good even when the exact mix of units isn't ideal.
A Tier
Note that you need 20% archers to trigger the right tactics, but anything more than that barely moves the needle... with the very notable exception of English/Welsh leaders, where the massive longbow volley tactic makes more archers (up to the 60% limit) useful.
B Tier
... the tier list continues below, but at this point we've hit generic retinues that perform very well in both melee and in skirmish. Everything below is going to be suboptimal outside of relatively rare/unusual scenarios.
C Tier
D Tier
F Tier Horse Archers and Elephants are broken, and not in the good way
Some big picture thoughts before I get into the tiers:
First, there are advantages for both cheap/numerous retinues, like light infantry and archers, or expensive/lower number retinues, like cavalry. The principal advantage of larger numbers are that the AI (including factions) regards you as more powerful if your retinues are more numerous (it evaluates your troop count, not their quality), and that larger numbers make sieges easier. The principal advantage of smaller numbers is that they avoid attrition more easily. While I generally prefer larger numbers of cheaper retinues, I won't be considering that very strongly here.
Secondly, it's important to understand how a retinue is meant to win battles. You basically have three classes of retinues:
- Those which are intended to win battles in the skirmish phase, and are not very strong in the melee phase. This is primarily light infantry and archers. For these, I don't put much stock in how they do in melee, although better melee performance is good of course.
- Those which are intended to win in melee. This includes Pikes and Heavy Infantry. For these, the most important thing in skirmish is their defensive characteristics.
- Those that are balanced and dish out damage in both phases. This is mostly cavalry-based retinues.
I note tribal retinues with an asterisk, and defensive pagan only tribal retinues with a double asterisk.
Anyway, on to the tiers.
S Tier aka Camel tier
Camels are crazy good, such that retinues with Camels in them are good even when the exact mix of units isn't ideal.
- Camel Warrior: 2.26 skirmish damage/cap, 6.8 melee damage/cap
- Camel + Tribal Warrior*: 4.33 skirmish damage/cap, 6.56 melee damage/cap
A Tier
- Outremer Knight: 2.06 skirmish damage/cap, 4.21 melee damage/cap
- Himalayan Mountaineer: 2.11 skirmish damage/cap, 4 melee damage/cap
- Hunting Party*: 2.17 skirmish damage/cap, 3.86 melee damage/cap
- Berber Cavalry + Tribal Warrior*: 2.3 skirmish damage/cap, 3.52 melee damage/cap
- Generic Light Skirmish: 2.74 skirmish damage/cap, 1.57 melee damage/cap
- Free Warrior: 2.8 skirmish damage/cap, 1.54 melee damage/cap
- Pictish Raiders: 2.76 skirmish damage/cap, 1.56 melee damage/cap
- Trapper*: 2.7 skirmish damage/cap, 1.59 melee damage/cap
- Sworn Defenders**: 2.59 skirmish damage/cap, 1.63 melee damage/cap
- Longbow+Light Skirmish (with a Welsh/English leader): 3.15 skirmish damage/cap, 1.63 melee damage/cap
Note that you need 20% archers to trigger the right tactics, but anything more than that barely moves the needle... with the very notable exception of English/Welsh leaders, where the massive longbow volley tactic makes more archers (up to the 60% limit) useful.
B Tier
- Schiltron/Pike: 0.04 skirmish damage/cap, 6.12 melee damage/cap
- Generic Defence: 0.32 skirmish damage/cap, 5.27 melee damage/cap
- Generic Shock: 0.37 skirmish damage/cap, 5.69 melee damage/cap
- Baltic Warrior/Lombard Heavy Infantry/Druzhina/Housecarl/Gallowglass/Bar Kochba Guards/Frankish Heavy Infantry/Guerriers: 0.08 skirmish damage/cap, 6.6 melee damage/cap
... the tier list continues below, but at this point we've hit generic retinues that perform very well in both melee and in skirmish. Everything below is going to be suboptimal outside of relatively rare/unusual scenarios.
C Tier
- Jaguar Warrior: 0.78 skirmish damage/cap, 4.47 melee damage/cap
- Praetorian: 0.05 skirmish damage/cap, 4.9 melee damage/cap
- Suebi Longspearman: 0.51 skirmish damage/cap, 4.84 melee damage/cap
- Goedendag Militia: 0.84 skirmish damage/cap, 3.98 melee damage/cap
- Veteran Warriors*: 0.63 skirmish damage/cap, 4.95 melee damage/cap
- Arberian Stratiotet/Hussar/Caballero/Andalusian Cavalry/Berber Cavalry: 1.13 skirmish damage/cap, 3.4 melee damage/cap
- Tie-Futu: 1.3 skirmish damage/cap, 3.03 melee damage/cap
- Tie-Futu+Brave/Cavalry Leader: 1.3 skirmish damage/cap, 3.51 melee damage/cap
- Knight (with a Frankish/German/Occitan/Norman/Breton leader): .65 skirmish damage/cap, 4.44 melee damage/cap
- Gusar: 1.05 skirmish damage/cap, 3.19 melee damage/cap
- Gusar+Brave/Cavalry Leader: 1.05 skirmish damage/cap, 3.7 melee damage/cap
- Generic Cavalry: 0.78 skirmish damage/cap, 2.85 melee damage/cap
D Tier
- Ethiopian Skirmisher/Somali Skirmisher: 1.79 skirmish damage/cap, 1.43 melee damage/cap
- Nubian Archers: 1 skirmish damage/cap, 1.7 melee damage/cap
- Matoei: 0.63 skirmish damage/cap, 2.89 melee damage/cap
- Ardent Guardians**: 0.66 skirmish damage/cap, 3.19 melee damage/cap
- Sardinian Birrudo: 0.69 skirmish damage/cap, 2.46 melee damage/cap
- Nubing: 1.02 skirmish damage/cap, 1.86 melee damage/cap
- Generic Skirmish: 1.12 skirmish damage/cap, 2.11 melee damage/cap
F Tier Horse Archers and Elephants are broken, and not in the good way
- Horse Archer: 1.33 skirmish damage/cap, 0.85 melee damage/cap
- Steppe Riders*: 1.09 skirmish damage/cap, 2.34 melee damage/cap
- Cataphract: 0.56 skirmish damage/cap, 2.87 melee damage/cap
- Steel Bow Infantry: 0.51 skirmish damage/cap, 1.57 melee damage/cap
Last edited:
- 5