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jwalche

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Also, Architect combined with one of the other two can be a better siege commander than someone with just one with a much higher martial score.

I still think back fondly to a commander from a few games ago who had Way of the Leopard, Architect, and a decent martial score. While I've managed to have better siege speed on my own character before by stacking everything, he was a dream. I was so sad when he finally died.

If you can't find a siege commander or Way of the Leopard for some reason, check for Architect. You're more likely to find the others, but sometimes you get lucky.



Yes, exactly. Guys we have to win this, and win this now. If they get to melee and close with us, we're dead.

That might be too much strategy for your uneducated, actually "under" educated (Thanks T, for explaining what you actually meant) savages. It would be more like this;

Your savages will charge with clubs on barefoot no matter what. But if you have enough archers, you can misdirect your enemy to turn to other side.

So when the enemy is preparing shieldwall and their archers are drawing toward your archers thinking that this is a skirmish phase, your savages jump in from their back and killing whatever with 100% LI attack bonus.

Meanwhile, your archers get 150% attack bonus because your enemy is in disarray. And this is what Feint tactic is all about.

Ideally, your enemy's moral will drop 0 during this phase, and they start running dis array. The game saying that Light Calvary excels for this is only partially true, because your savage Light Infantry is 50% better for pursue attack than LC in terms of unit cost.

This is way more powerful than the next best tactic for tribal levy, Volley tactic. In volley tactic, your archers will forget about tricking the enemy for misdirection so they can fire arrows a bit better. They get 200% attack bonus. But your savages are honestly charging into enemy's defense. This works if your army is larger than feudal enemy and/or they became zealots with a holy warrior commander. But the savages get no bonus at all. Since your army is 80% savages, this is far worse than Feint tactic.

Even more worse is that you will always get a chance for a shield wall tactic. With chance for both Feint and Volley, the chance for your savages to do nothing and make a shield wall with their pathetic round shield is very low. Like about 10% low.

But with only volley tactic available. They get to think more about honestly charging into heavily armored enemy during skirmish phase. Can you blame them? No. Anyway. Your scared savages get 120% defense bonus. This is actually much better than no tactic, in other word, general skirmish tactic against your savage enemy shooting arrows.

With either tactics, if you didn't give enough damage on your enemy's moral, until the melee phase starts, and if the enemy is more heavily armored feudal, then you have a problem. Your archer's melee defense and moral are horrible. Soon they will start running away in disarray. Your savage's defense and moral are not that bad in cost-wise. But here the actual value matters more. So yes, your savages have relatively lower moral. And they run away. And the battle is lost.

Really, your 5000 savages could give up breaking your enemy's 500 pikes under a defensive commander. All they have to is waiting steady fast, until the savages' moral drops. But this won't happen if you are tribal. AI isn't that smart about tactics, or anything, after all.
 
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jwalche

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I think this is helpful to show a picture about what happens with tactics. Let's talk about something more advanced. Like mixing a mercenary band.

So you are a tribal savage. Your army is collection of several tribes and 5000 men strong. Your chief is smart so your army has about 21% archers, enough to fire Feint tactics. You are excited about ambushing the enemy's A##.

But the feudal enemy has 12k of more heavily armored men. Can you really beat it?

Good thing that our chief was even smarter! With the gold he got by ransoming some feudal babies, he bought a mercenary band at 150 gold. This band is almost purely heavily armored HI and Pikes. He has 100 more gold which is enough to pay this honor-less money grabbers until the battle ends.

3 months later, this mercenary band recovered their moral, meaning they got they lost their dependency from alcoholic beverage.

Before the battle starts your chief did some reorganization on the troops.

The 1500 men mercs had 3 flanks of 500 men each. He moved the right flank to center, and put all 5000 of you savages into the right flank. So your army looks somewhat like this;

Left: 500 HI+PI
Center: 1000 HI+PI
Right: 5000 LI+AR

The battle starts. During skirmish, the left and center mercs go into shield wall mode. This is what they do well. They are each facing 4000 enemy flank. But the enemy is also doing shield wall. The mercs are dying from enemy arrows. But their moral stays.

On the other hand, you 5000 savages starts a feint tactic. First, 1000 archers start shooting arrows, but with shouting and dancing to look bigger. The 4000 feudal men faces and they share some insults to each other's family.

Meanwhile, your 4000 LI savages ambush the enemy 4000 from their a##. This gives you 100% attack bonus to even the odd against the better armored enemy. Not enough to own it. But then your smart chief is leading the flank. He is what, a 30 martial religious fanatic specialized in lightfoot solders.

This gives (30% + 20%) x 3 150% bonus in addition to 100% bonus from hitting their a## (Feint tactic). Your savages had attack rating of 1.25. Not bad since you are nearly free. But now you have 250% more. Now your attack rating is about 3.5, which is almost as good as Camel! And the 21% archers you have? Now they get 2 x (150% + 150%) = 6 attack rating. That's a killer.

10 days later, finally the enemy's right flank gives in. They start running away. So now you face enemy's center flank, which is still shooting arrows to your 1000 men mercs. You savages get all the benefit + flanking bonus. So the center flank goes down even faster.

Few more days later, the skirmish phase is ended. Now you all enter into melee phase. The current stage of battles is like this;

Enemy Left: 4000 men fresh.
Enemy Center: 3000 men still fighting. But their moral is nearly breaking.
Enemy Right: Running away. But no one is chasing them.

Your Left: 500 brave mercs now in RIP.
Your Center: 1000 brave mercs are now 500 brave men. But they are still standing thanks to their unyielding commander. They are now facing both enemy's Left & Center flanks. They can't do it for long.
Your Right: Your savages are weak for defense. Luckily, no one is after them. Contrary to what people say, YOU SAVEAGE LI and ARCHERS ARE AMAZING GOOD FOR MELEE FIGHTS!!!, provided that no one is hitting you back. So it is all good. They have almost finished the enemy's Center.

And a few more days later. Now both enemy Center and Right are running. And your savages in Right are kicking the remaining enemy Left from the side, while the 300 remaining mercs in the center are still defending you from all their offense. Again, you savages are good at hitting without getting hit back. And all the battle wins. You chase the enemy running away and kill as many as you can.

And this was a story about how 5000 tribal levy + 1500 mercenary defeating 12000 feudal army. Where is tribal retinue? None or maybe 150 at this stage. Maybe a 150 men Trappers adding some archers to your tribal levy.
 
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Larva

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Did you guys ever tried Nomads? That's beyond insanity level of OPness :D

Also on retinue - cap is calculated based on number of holdings in your realm. Fully stocked feudal realm will be able to wield much more retinues.
Also on resources and raiding - I assume we are talking WC, and at some point you will have lesser and lesser targets to raid, your retinues might die out to attrition, you need to restock and might have a problem with prestige restock. You also need to beat those Mongols and Aztec (well, ok...you all hate poor redskiners - let's swap them with yellowskiners) and place your pygmy on Dragon Throne. Those doomstacks might challenge your tribal retinues.

What jwalche said is fairly true in many cases (you can number crunch you LI be more efficient than your LC), but it does not matter actually what army you will have - under human control any army can be deadly. Your insane commanders against those 0 martial mayors....you can do it with feudal armies too :) You can do it even better I suppose, cause you still have access to LI+Arch and you have pikes, so don't even need mercs.

Also, don't try to think of CKII as a proper wargame with 'what blablabla is better'. You better enjoy it as is. Yeah yeah - we all can think of a thousand ways to crunch the numbers (really - nomads are beyond op, you can't even properly play low with them - so then let's all play nomads and stay nomads forever?). But the meme side? But the imbecile ruler as commander having only your 0 years old brother as last dynast left? But the nonstop f..ry and limitless male heirs with elective gavelkind?

My point - in reality there is nothing to WIN in this game, but there is a lot to EXPERIENCE and ACHIEVE.

P.S.: That African shots, saw them in other thread too. For lulz wanna flex too (and it was waaay before), just to help with numbers, 'cose that puny 10k on 17k is not impressive enough :p
Aztec_fight.jpg
 

jwalche

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Did you guys ever tried Nomads? That's beyond insanity level of OPness :D

Also on retinue - cap is calculated based on number of holdings in your realm. Fully stocked feudal realm will be able to wield much more retinues.
Also on resources and raiding - I assume we are talking WC, and at some point you will have lesser and lesser targets to raid, your retinues might die out to attrition, you need to restock and might have a problem with prestige restock. You also need to beat those Mongols and Aztec (well, ok...you all hate poor redskiners - let's swap them with yellowskiners) and place your pygmy on Dragon Throne. Those doomstacks might challenge your tribal retinues.

What jwalche said is fairly true in many cases (you can number crunch you LI be more efficient than your LC), but it does not matter actually what army you will have - under human control any army can be deadly. Your insane commanders against those 0 martial mayors....you can do it with feudal armies too :) You can do it even better I suppose, cause you still have access to LI+Arch and you have pikes, so don't even need mercs.

Also, don't try to think of CKII as a proper wargame with 'what blablabla is better'. You better enjoy it as is. Yeah yeah - we all can think of a thousand ways to crunch the numbers (really - nomads are beyond op, you can't even properly play low with them - so then let's all play nomads and stay nomads forever?). But the meme side? But the imbecile ruler as commander having only your 0 years old brother as last dynast left? But the nonstop f..ry and limitless male heirs with elective gavelkind?

My point - in reality there is nothing to WIN in this game, but there is a lot to EXPERIENCE and ACHIEVE.

P.S.: That African shots, saw them in other thread too. For lulz wanna flex too (and it was waaay before), just to help with numbers, 'cose that puny 10k on 17k is not impressive enough :p
View attachment 511004

While I agree with your main points, I still have a few things to say;

1. OP nomad. True. Especially from day 1 if you dismiss the the starting LC+HA horde and get pure LC horde, until you have enough money to get LC+HC.

2. Raiding. Raiding is almost pointless by itself. It's usefulness comes from being able to capture women and children. I won't bother much unless I have a warrior's lodge rank or something. The ransom money totally compensate your tribal retinue's loss. As the prestige from raiding alone is enough replenish it. Raiding is good for getting full experience of the game, with all the destroyed buildings, holdings, and traits / bloodline to create. Raiding is good for exploit world conquest, as you can steal enemy vassals with their wives.

3. Feudal being strong at Player's hand. Absolutely true both in normal game and exploity games. But the fun is handling a supposed to be weaker tribal and becoming op I guess. With last Feudal game, I never get to use it's retinue because the world was united in less than 2 years and my retinue size never reached even 10k (the limit was over 120k, but the world couldn't wait for it to reach its full strength)

That said, I think self-owning (which is exploit by the way) the same number of fully upgraded tribal counties give more retinue points than having same number of fully upgraded feudal counties. (doesn't matter if in demesne in feudal realms) Though I am not sure and the number would be comparable anyway.

But in the beginning a tribal county with level 1 hill fort gives more retinue than a feudal county just one upgrade.

4. With basic understanding of the battle mechanic, you don't need to crunch numbers all the time. It is probably need only a few battles in the very beginning, until your really weak realm can be strong enough to hold its own. It gives more enjoyable experience to a standard roll playing game starting as a small tribal, simply because you can survive the beginning.

With my current game with 769 Sigurdr Ring again, I didn't go for the Feint tactics at all. I didn't build any buildings hill forts or prestige based, until I became a king and united all Germanic faith. I wanted to save 5000 prestige to forge a bloodline fit for a hero - Silent Killer. What little gold I got from ransoming my tribal neighbors, I used on inviting my fellow lodge members and paying off conspirators.

For retinue, I got a few LI only retinue in the beginning because they can siege better than LI+AR, and replaced them to all LI+LC after subjugating Saxony because they can storm holdings better than LI+AR. For battles I have my allies' army so why use mine? I didn't do that dirty North Korea exploit so I have all my royal vassal chiefs, from the traditional families! Well, I did plot murder or duel killed most of adults so my chiefs are mostly children. I love children. Especially that they don't start wars very often.

It was possible because Sigurdr's start is so powerful that I didn't need any number crunching and battle plannings. Getting a couple of Romuva and Suomi holy warriors was more than enough. Sigurdr can snowball by just making all neighbor counts as tributary. Each new tributary makes you stronger since they can't refuse your call. Then you make all the three duchies in the south as your tributaries using the tributary allies. Then you subjugate Saxony with 1000 of own men and 5000 tributary allies.

After becoming a king, all count neighbors will swear fealty to you, and you can force the few completely levy-depleted (from fighting your wars) petty king neighbors with 1000 prestige each. All it takes 5 years (hurried) to 10 years (relaxed). I don't plan to expand my realms from here. I am enjoying relaxed expansion and roll playing, while breeding and collecting bloodlines. I will probably found a small custom empire instead of uniting Scandinavia, and become a Christian too so that I can become a Crusader King. I had never enjoyed all the events that the game gives.

For roll-playing, I also became Hero and lodge master of Germanic Warrior's lodge. I sent armies of lovers to plot murder all ruler members of level 3~4, and gift-invited unlanded ones to plot murder in my court. Until I became the lodge master as lv2 on my 7th year, and became a hero renown free. A true warrior of women and battles I think. Or a hero-schemer whatever.

Hero-schemer works. My duel targets try to run half the time, but my high intrigue gets them 80% of the time. I have about 150 PCS from all the duel experience, duelist trait, and so forth.

Then I used my saved (instead of leveling up to level 3) renown to start a legendary gathering, with the bar almost full now. Too bad that Ragnarr and his brothers just became members as a 14~12 years old boys and can't join me on my heroic journey that bards will sing about.
 
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Larva

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Also one more note on commanders on screenshots and overall (but screenshots are just crying this) - morale def. Morale def 100% means your flank will never retreat. So yeah, you can route any army basically ;) And killemall in pursuit
 

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Also one more note on commanders on screenshots and overall (but screenshots are just crying this) - morale def. Morale def 100% means your flank will never retreat. So yeah, you can route any army basically ;) And killemall in pursuit

I didn't know that. I'm going to go out of my way to make sure I have that then lol. Also I've only done one WC but I was able to beat China with just my retinue. If memory serves by that time I had over 100k, I broke them up into multiple armies (because of attrition), baited the Chinese into fighting me in the desert, then brought my entire army into the province. I don't remember if it went as well my other fights but I'm sure it did. I was probably swimming in both gold and renown so I could give all my commanders at least lodge artis.
 
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Larva

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I didn't know that. I'm going to go out of my way to make sure I have that then lol. Also I've only done one WC but I was able to beat China with just my retinue. If memory serves by that time I had over 100k, I broke them up into multiple armies (because of attrition), baited the Chinese into fighting me in the desert, then brought my entire army into the province. I don't remember if it went as well my other fights but I'm sure it did. I was probably swimming in both gold and renown so I could give all my commanders at least lodge artis.
Only tribal retinue that is? Well, I suppose it's doable due to sheer amount of overall holdings in the world... Anyway, I bet with feudal retinue it's even more doable :)
 

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Also, Architect combined with one of the other two can be a better siege commander than someone with just one with a much higher martial score.

I still think back fondly to a commander from a few games ago who had Way of the Leopard, Architect, and a decent martial score. While I've managed to have better siege speed on my own character before by stacking everything, he was a dream. I was so sad when he finally died.

If you can't find a siege commander or Way of the Leopard for some reason, check for Architect. You're more likely to find the others, but sometimes you get lucky.

Yeah, the challenge is that Architect is a very rare trait, and to find it in combination with a commander trait is nigh impossible. :( I've actually had more luck finding Siege Leader+Way of the Leopard combos than any combo with Architect.

Now that we have the Zunist warrior lodge trait (Scorcher) that gives +20% Siege we could theoretically stack Siege Leader+Way of the Leopard+Scorcher+Architect for a base Siege bonus of 40+50+20+20=130% Siege bonus! I've never managed to find a character with more than two of the traits, though.

The best siege bonus I ever personally had was +198%.

A wild screenshot appears!
Good (198) Siege Commander.jpg


I'm sure others have managed higher bonuses, especially if using their own character. A Martial over 24 is quite doable on a regular basis on the player character, though it might be hard to get Siege Leader and Way of the Leopard (the two best siege traits) on the same character. I wish we could always decline commander traits when they are given, at least on our own character. :(
 

junassa

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Only tribal retinue that is? Well, I suppose it's doable due to sheer amount of overall holdings in the world... Anyway, I bet with feudal retinue it's even more doable :)

Yeah I probably switched to feudal by then now that I think about it.
 

majdavlk

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i have a very hard time finding anyone with the architect trait.