Floris mod guide

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faction. Getting good troops late in game is crucial; so lay groundwork in early game by ensuring that every game-month you take these missions. For example, in my current game at day 29, I did both missions back to back on a Vaegir village, and then got to recruit 27 

H5 Posadnik

! For 270d. At that point in game, the time + money (around 13,000) to train up such a force from scratch would've been huge. What a deal!

Conclusion

: So now you're ready for the mid-game, which usually means fighting as a mercenary, and painstakingly building up an army of elite troops that will form the backbone of the army you will use to conquer Calradia. My personal preference is to start with a 100% mounted force: 70% Hammer-armed cav, 30% H.Horsearchers; then as I grow towards the 200+ mark to end up with a force that can win sieges: 35% hammer-armed cavalry, 40% elite archers, 15% H.Horsearchers, 10% infantry. As a mercenary leader, remember to keep doing village elder quests every month. Make a ton of money on troop ransoms as you perfect your tactical formation command skills to win battle after battle, gaining renown, honor and lord relations. The mid-game is also about shaping the map, and setting the stage for which heavily weakened faction you will eventually join. If you wish to be Swadian, for example, and they are strong, then it must be you who humbles them by fighting for one of their enemies. Defeat their armies, earn the friendship and respect of their nobles, take their strongholds...until they're down to 2-3 castles. 

Then

 join them as a vassal. And start winning their cities back, making sure it is you who are awarded these as fiefs. Once you've got 2-3 cities, 1,000 good troops, and a fine looking Nord wife..you're ready to become a king in your own right. Your majesty, Calradia awaits!

CALAVARY Guide

Introduction

This strategy, which is my personal favourite to use in Floris, utilises the Horse/Pike Damage Tweak to use a wedge of cavalry to pummel your foes into oblivion time and time again. That's it in a nutshell, really, but it's a little more complicated than that, which I'll try to illustrate in this guide and, hopefully, show you some ways to overcome the weaknesses that this army-build suffers from.

I should also mention that this is for your field army only; you should have a dedicated Infantry/Archer team in your garrison(s).

I'm probably going to drone on about many little minute details and make endless sections, but bear with me and it might just make sense by the end. If you don't like my style of writing, then, eh, stop reading right now, because there's going to be a lot of it (4,600ish words), and I don't plan on providing many summaries! >: D

Now, Cavalry are often seen as a sort of 'easy-mode' in M&B, given their immense advantage over foot troops on the battlefield. Indeed, in Native you can pretty much just charge in with a load of Swadian Knights (which are quick to train) and watch the kills roll in without thinking anything else of it. Now, it isn't exactly that easy (or boring) in Floris, and the Cavalry strategy I'm going to explain (in tiring detail) to you here is a little more involved than simply hitting the 'Charge' button, else even I would have stopped talking by now.

Whilst Floris does make the Native option of blind charges obsolete, Cavalry does (and rightly so) remain the medieval tank of the battlefield with the riders clearly superior to their ground-level counterparts, who you will grow to, literally, look down on whilst you lead your army of crushing oblivion to trample not just your enemies' spirits, but their broken, bloodied bodies, too.

Interested? Of course you are, you sadistic little (wo)man. Then ride with me, and I shall teach you my ways and sing you the song of my people.

Note: You must have the Pike/Horse Damage Tweak (found in Camp->Mod Options) ticked in order for this strategy to work, so go do that.

You

Yes, you! In order to become the absolutely super-awesome general/cavalryman/'Death, Destroyer of Worlds' that you will become, you must first learn a few skills and equip yourself with the right gear.

If you haven't already realised: you will be riding a horse, and not just any horse! So, train yourself up in the Riding skill to at least level4.

Next, you're going to be taking a lot of prisoners (which will be discussed, to extraneous lengths, later on in the guide), so be prepared to be just as good at Prisoner Management as you are at Leadership; these should be respectable, if you want to be respected by your men and loved by Ransom Brokers, so make sure you're at level 6 in both as the minimum, with an aim to improve them over time.

Now, I know you young adventurers coming to Calradia are barely educated these days, but you'll also be needing to take a course inSurgery, in order to help those poor men you plan on leading to their glorious deaths on the field of battle actually survive. Naturally, you wont be wanting to get your hands dirty yourself, but your knowledge could prove valuable to the Fisique you hire, so have at least a basic understanding (2+, boosted by the Surgeon you'll have in your party).

Of course, you'll also need to show yourself to be a fine Trainer if you want to fulfil your ambition of hosting the greatest army the pretender-Lords of Calradia have ever seen. A level of 7 should suffice as a starting point.

Naturally, you should also invest points in Power Strike and all the normal combat ones of your choosing, so get on with that, we haven't got all day; there are empires to fell and bandits to annihilate.

A Skill Summary
Riding 4+
Prisoner Management 6+
Leadership 6+
Surgery 2+
Trainer 7+
Power Strike and other skills of your choosing (Path Finding/Spotting are always handy to have a couple of points in)

Of course, nobody wants you to go in to battle mentally and physically prepared but without any equipment; it's not a nice sight for your men and embarrassing, not to mention potentially painful, for you.

Thus, get the strongest armour you can get your hands on, a Charger (not a Warhorse) with a base Speed of 40+ (you're not going to be hanging around) and, of course, some weaponry.

As for weaponry, it's ultimately up to you, but I choose a 1H Horseman's Mace, Shield, Bow and Arrows. If you're no good with a bow, a spare Shield to protect your back and either a lance or 2H as a secondary weapon could be used. Note that I would suggest a Blunt primary weapon for pummelling your foes to the ground and later dragging them from the battlefield to die another day, once they've been ransomed off, of course.

This was supposed to be a short section, so.. prepare yourself for the rest.

Companions

Even you, as beautiful as you now look in that fine armour sat upon your mighty steed, need friends.

I tend to split these into two groups, and so will now bore you with those details, too:

Fighting Companions

These are the companions who you train in nothing but the art of war, death and misery to mankind. They won't be particularly good compared to the rest of your Army, but hey, they're immortal, which has got to be a plus.

Most of these should be given a similar build to the one that you have, ready to ride with you in your wedge of horsey doom. These companions should have Chargers, heavy armour and preferably 1H maces and a Shield as their primary weapon setup. I tend to also give them a Lance and a Thrown weapon, too, but this is down to your personal preference.

Some of them, however, are less suited to Melee, and more versed in the ways of Ranged combat. These should be made into Cavalry Archers, with the fastest horse you can find, a fast, piercing bow and medium-heavy armour. I tend to also give them a Polearm in case they run out of arrows, but for most of the game they'll be too fragile to last until that point. (So, Bow+2xArrows+Polearm).

Floris would make a good Cavalryman with you, so it's a good idea to get him, especially since he comes with other decent support stats and should last longer/be knocked unconscious less than most of your other fighting companions.

Supporting Companions

These are actually the most important companions you'll have and you will need to train them purely in the Party skills they will each be contributing in. Only once they've become the best that they can be in these areas should you be giving them any combat skills. Don't worry, they won't be entering combat with you, anyway (you should place them lower in your Party list than any of your Cavalrymen/Cav. Archers).

You need a Medic; this is non-negotiable and you will grow to love him/her. I choose Fisique Jeremus for this role, and will train him up in Surgery, Wound Treatment and First Aid (as well as Trainer, since you'll have a few left-over skill points as you go along).

Second in importance in this area is a Scout. I've chosen Edwyn for this, but you could choose differently. This Palantinus should be at one with his/her surrounding, proving to be an adept Tracker, Spotter and Path-finder. They'll also pick up the slack of Engineering, but this is of lesser importance.

Finally, we have your Street Urchin, with plenty of experience in both Foraging and Looting. Katrin fills this role pretty well.

Army Composition

"Finally", I hear you say, "something I can get my teeth into". Firstly, don't bite people; they don't tend to like it. Secondly, I'll be talking at you about this at length, so don't rejoice too soon.

Outline

Note: Percentages ignore any Support elements of your army.

85-90% Heavy Cavalry
Slaver Chiefs (2-5)
Slave Crushers (enough to give you a total of 12+ Slavers)
C6 Kenau
Swadian/Sarranid Heavy Cavalry
Cavalry Fighting Companions

10-15% Cavalry Archers
H6 Black Widows
Any H6/7 Khergit/Sarranid Cav. Archers you free from captivity.
Cavalry Archer Fighting Companions

Support
5 Hunters
1 Merchant
1 Monk/Priest
1 Surgeon
1 Bishop
Supporting Companions

Support Troops should, of course, be at the bottom of your party list.

Troop-by-Troop Analysis/Explanation

Heavy Cavalry

Slaver Chiefs

These are a very niche troop. Thankfully for you, their niche is this exact build; hurrah! Slaver Chiefs are very slow on the field but, since you're going to be charging down the enemy, their Charge damage will be an immense boon for you; they can OHKO Forest Bandits, for example, just by running in to them. They'll then be able to do the same again about half a second down the road.

Expect just 2-3 of these guys to bring you about 1/4 of your enemy's casualties in a typical battle. They are hard to train up to, though, so having 5 isn't as easy as you might think, especially since their slow speed makes them vulnerable to a lucky arrow going through the back of their head, which I'll discuss a bit later. Anyway, having more than 5 of these magnificent beasts will mean your army will lack the speed to get around the battlefield at the pace you'd like since you'll have so many stragglers.

Slave Crushers

These are pretty much a C6 unit in terms of equipment, and, coupled with the Slaver Chiefs, will give you a nice +1 boost to your Prisoner Management if you have 10 or more of them. I advise using them to bring your Slaver total to 12-14 so that you can afford for a couple of Slavers to suffer from a case of the dead-ness or a mild concussion and still keep the PM bonus. Heck, if you really love these guys then knock yourself out (preferably not literally) and get 25 of them for the +2 boost, but this will mean that training any Swadian/Sarranid troops to C6 will take longer, since you'll have fewer of them, so I wouldn't particularly advise it.

C6 Kenau

These will form the majority of your C6+ units. They've got respectable stats, have decent equipment and, most importantly, are quick, cheap and easy to recruit. You could find, perhaps, 15 of these just from one encounter in a Tavern, paying 600~ denars for each one in order to immediately have some high-levelled cavalry at your service. Their weekly pay is also in line with other C6 units, so you won't be paying through the teeth to maintain them, either.

Swadian/Sarranid C6/7 Heavy Cavalry

These will take a while to train up, apart from the handful that you might manage to free as prisoners. Thus, for a long time, these will be C4/5 Cavalry, and thus pretty vulnerable. The key here is to try to recruit in bulk, so that plenty of Exp gets added to the Exp pool for that stack of units each day.

As for which of of the types you go for, that's really down to your personal preference.

The Swadians will give you the heaviest armour, and are the stereotypical Heavy Cav. unit.

The Sarranids have two lines of Heavy Cav., one ending with the C7 Hasham and one with the C6 Sekban. The C7 Hasham line is the closest to the Swadian-style, although (as eastpaw's analysis shows, quite correctly) they're stronger up-close than the Swadians are. The C6 Sekban line, on the other hand, is a Blunt Weapon version of the Sarranid's other Heavy Cav. line, but with the added advantage of having a Ranged option, helpful for getting the odd kill of a troop that your charge of fate passes at a distance, and for cleaning up at the end of a fight. The obvious disadvantage, though is that they have no C7 unit in this line, although, given that it's rare to manage to train one to C7, I regard this as a non-issue.

I, personally, go with the Sarranid C6 Sekban line, since they're more versatile and give you an even greater pool of prisoners to choose from at the end of the battle.

Cavalry Fighting Companions

As previously mentioned, most of your Fighting Companions will be Heavy Cavalry, and these should join this group of Heavy Cav, forming part of your wedge-trail.

Cavalry Archers

H6 Black Widow

These are excellent Cavalry Archers, and shouldn't be under-estimated simply based on their Skill levels. As with the C6 Kenau, you can recruit these in bulk (perhaps your entire contingent of Cav. Archers in one Tavern-visit), and they're cheap and immediately at a high level.

Their great Archery Weapon Proficiency (beaten only by the Khergit H7 Mandugai and Black Khergit Horsemen) is the best of ANY mounted T6 unit and is even superior to the Sarranid's H7 Iqta'dar. This means that they're fantastic at headshots and will actually rack up quite a few kills throughout the battle.

H6/7 Khergit/Sarranid Freed Prisoners

I must emphasise here that you should only have these if you've managed to free them from captivity; given the small number you need, they'll take far too long to train to an acceptable level if you attempt to build them from scratch.

Cavalry Archer Fighting Companions

As with the Heavy Cav. Fighting Companions joining your main Cavalry group, your Cav. Archer Fighting Companions should sidle up to the Cavalry Archer group.

General Strategy

If you're still reading this, have a cookie. There's plenty left to read, though, so don't scoff them all down at once. Also, remember how long it took me to write this compared to how long it's taking you to read it. I accept donations in the form of denars to be paid cash-in-hand to my Chamberlain based in Uxkhal.

This will be your typical field-battle strategy when conditions are optimal or passable, hence, your default, general strategy. I'll discuss later the weaknesses of the build and ways to overcome them.

So, your Army should be split into three sections as I outlined in the Army Composition section:

Cavalry
Cavalry Archers
Support

These are the PBOD that I issue each section with before a battle:

Cavalry - Follow Me, Wedge.
Cavalry Archers - (No Order), Avoid Combat.
Support - Hold, Avoid Combat.

Upon the start of the battle, your Cavalry Archers will race ahead to the front of the enemy lines and then begin harassing them by running circles around them whilst perhaps getting a few headshots in. The aim of this is to disorganise them from their Formation and distract their attention from the main body of your army.

Once your Cavalry have untangled themselves from the mess they spawn in (taking a couple/few seconds), they'll form a wedge behind you. Once your Cavalry Archers have got a little way ahead, you should begin your gallop toward the enemy. It's important not to follow your Cavalry Archers straight away, else you'll run into them when they turn away from the enemy to begin their arrow bombardment, and the enemy won't have been distracted yet.

Hopefully, by the time you reach the enemy, their attention won't be entirely on you, making it easy for you to charge your way through their ranks (Infantry or Archers; both if it's possible to line your route up to crash through both sections of their army). Now, make sure you keep on the move; don't charge your way into a group of enemies so dense that they'll manage to halt your charge, instead find a route round them. The rest of your wedge should soften them up on their way through, aided by the fact that the enemy will have about-faced to watch you racing off into the sunset. Continue your charge, running a good distance away from the enemy (1/3rd of the entire field should do it), before looping back round to face them once again, allowing your Wedge to regroup a little (don't wait for them all) behind you. Then, rinse and repeat.

If the enemy has a cavalry contingent, you'll need to charge into this at some point, and you personally should attempt to deal with their top cavalry units. You will likely have to stop and deal with them there and then, effectively swarming them with your own, larger, cavalry group. If they're lucky, they'll fell a couple of your units, but they will take considerably more casualties. If you manage to get a good swing in on them at speed, your blunt weapon should aid you in destroying them straight away. The need to swarm enemy cavalry is a good reason to choose Sarranid, rather than Swadian, Heavy Cavalry.

If any enemies attempt to kill any Support troops who might have spawned, your Cav. Archers will normally deal with them, but paying them a visit after a charge in that direction can occasionally be a good idea.

When there are a lot of Archers in the opposing army, it's a good idea to cut back and begin your second etc. charges earlier than you would otherwise do in order to form a shield to protect the rear of your slow Slaver Chiefs attempting to catch up with the rest of your wedge.

Strengths

Archers and Non-Pike Infantry

This is a no-brainer. This strategy is specifically designed to crush these sorts of troops, and you have the distinct advantage over them.

Dominance on Open Plains

On an open plain, your medieval tanks of brain-crunching metal are in their prime, and the opposing side

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