Floris mod guide

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has nothing to help lessen the sheer force of the impact when your annihilating death-riders of the apocalypse burst forth unto them.

Map Speed

Given that all but your Support troops are mounted, you will have phenomenal speed on the World Map, able to outpace any party other than routers or Lords lacking an army.

This is strengthened by the fact that you have a Supporting Companion devoted to increasing your advantage on the Map. Well done, you.

Money

Normally money is a major issue when fielding a cavalry army, given their cost. That is far from the case with this strategy; roughly 2/3-3/4 of enemies you face will be knocked unconscious rather than be killed on the battlefield, meaning that you can expect to fill your Prisoner slots with quality prisoners every battle. I'd encourage you to regularly (numerous times a week) go hunting for Bandits, preferably Forest Bandits; each one is worth 130 denars, meaning that 2 or 3 loads will pay for your entire army+a garrisoned army per week. After that, everything is profit.

Expect to go Tavern-trawling for Ransom Brokers often, though.

Weaknesses

Whilst this strategy's Strengths are particularly potent, so, unfortunately, are its weaknesses. I'll attempt to give some ideas for how to minimise the effects of them after outlining each one, though.

Pikes

Problem level: 9/10

This is, without a doubt, your biggest weakness.

Whilst the Horse/Pike Damage Tweak makes this build, it also provides its biggest downfall. Pikes will deal considerable damage to horses, as well as having the potential to stop your charge right in its tracks.

Solution effectiveness: 2/10

Really, you need your Cavalry Archers to distract the Pikemen enough that they turn away from your Cavalry charge. Even then, you will take considerable casualties (they WILL fell some Cav. Archers and Heavy Cav.). If you do manage to get a charge in whilst they're facing away, you can wreak havoc amongst their ranks, though, and considerably weaken them. They will still, however, get some hits on your horses. If possible, have allies deal with Pikemen.

Mountains

Problem level: 7/10

Mountains will stop your tactic from being plausible, apart from in a few cases. It will be especially problematic when you're facing Crossbowmen, who will chew you up as you slowly approach them.

There are two solutions here:

Solution level: 9/10

Lure the enemy away from the mountains on the World Map before engaging them. Thanks to your Cavalry army, you should easily have greater speed than them, so bring them away from the mountains toward flatter terrain before fighting them, eliminating the problem altogether.

Solution effectiveness: 3/10

If the above solution isn't an option for whatever reason, and you have to fight them in the mountains, then this is your best bet:

Search for a gentler slope up the mountains to get in and amongst the enemy. If you're lucky, the mountains will actually shield your approach. If no such opportunity exists on the terrain, you may have to make your army dismount and approach on foot. Your Cav. Archers will then become normal archers and should help you, and, thanks to the quality of your cavalrymen, they will still make respectable infantry. You will still take casualties, though.

Enemy Cavalry

Problem level: 4/10

This is mainly a problem in that it distracts you from utilising your true strategy and the fact that they might well cause you to have a few casualties. Not a major problem.

Solution effectiveness: 4/10

As described in the General Strategy section, swarm the Cavalry with your own superior numbers and make sure you get a few of them yourself.

Hills

Problem level: 3/10

Note that these are a distinctly different weakness than mountains in that they have different effects. Rather than eliminating your strategy, they'll help to neutralise it by significantly slowing your speed on arrival.

Solution effectiveness: 7/10

Normally the AI isn't smart enough to position all their troops at the top of the hill, so most of the opposing army should still be easy pickings. When approaching those on the top of the hill, try to use high-ground as an approach, since then you might manage to keep your speed up a little bit more. You'll likely have to stop and engage them in close-up combat, but this shouldn't normally be too problematic. Watch out, though, for them having the height advantage over you.

Forests

Problem level: 3/10

More of an irritation than a problem, but they can cause your Cavalry to get stuck and become a target for enemies. For me, I find the worst thing about it the fact that I can't always see where I'm going.

Solution effectiveness: 4/10

Either try to lure the enemy away, which might not be as easy as doing so with mountains, given how much more of the map is forested than it is mountainous, or just work with it, looking to lead your Wedge-trail through the largest gaps in the trees you can find. Be sensible; if you can only just squeeze through, it's going to cause some problems for the horde following you.

Rivers

Problem level: 2/10

I've given this a low problem level because of how effective the solution is, but, if you were to ignore my solution, the problem would be more like 6/10. Rivers will slow your charge to a slow speed, and the terrain could quickly be a killing ground for your own troops.

Solution effectiveness: 8/10

Depending on where the river is in relation to you and the enemy on the map, either wait (call Cav. Archers back at first and don't lead your Wedge into battle) for them to have crossed the river and be on flat ground or, if the river is going vertically down the middle of the map, cross the river straight away and charge as quickly as you can toward the enemy to reach them before they reach the point where they want to cross the river.

If you misjudge either of these, don't be afraid of changing your mind, turning around and heading back until the enemy reaches a more favourable piece of terrain for you to engage them on.

Faction Analysis

You will, of course, perform differently against different Factions. This section is meant as a (short?) analysis of how effective you can expect to be.

Nords

Whilst their Infantry power is colossal, they are effectively neutralised by this strategy. Only one branch of their troop tree has polearms, so you don't have to worry too much. Make sure you don't get over ambitious when charging into their ranks and end up getting yourself trapped, though!

As long as you do things right, the biggest threat here is the possibility of them getting some lucky Thrown-Weapon hits.

Swadians

Watch out for their Cavalry (you'll need to take down any C6/7 units they have, else they'll take down a few of your own troops) and lucky headshots from their archers against your slower Cavalry.

I4 Piquiers are a pain, too, with their Polearms, but they don't make up much of their army, so you should be alright. If you see a band of I4 Piquier deserters, though, I'd suggest you save yourself for another fight.

Vaegirs

Similar to the Swadians, but without the Polearm-Infantry threat. These shouldn't be a problem, as long as you take down their Cavalry.

Khergits

You'll take some casualties, especially amongst your Cav. Archers, who will be thoroughly outnumbered. Take down most of their ground-based troops with an initial charge or two and then see about dealing with their Cavalry. You may need to get your Heavy Cavalry to Charge after their Cavalry Archers on their own, otherwise you'll never catch them. You should outnumber them, and have strong Cavalry yourself, though.

Sarranids

Pretty much a mixture of all the Factions I've mentioned so far, really. Their I4 Al-Haqas will be of a similar threat level as the Swadian I4 Piquiers, their Cavalry will be better at fighting you off in close combat than the Swadians were, but you should still vastly outnumber them, and you may well have to charge after their Cavalry Archers as with the Khergits. Oh, and they have Thrown Weapons, like the Nords. Have fun.

Rhodoks

These are the direct counter to your strategy. Their Infantry is liable destroy you, given how impressive their Polearm-Infantry is. Their Archers have Crossbows, which are renowned as being better against Cavalry than conventional Bows. Also, they live in the mountains.

You're in for an extremely tough fight if you want to fight them, but at least their Cavalry won't be much of a threat.

A Couple of Considerations

This is the final section (I've been sitting here for 3 hours writing all this o.O) and is really for me to bring a couple of considerations to your mind, assuming I haven't blown your mind (knocked it unconscious, perhaps?) already.

1) When looking for a base of operations for yourself (your home city, etc.), choose somewhere which has lots of terrain advantageous to you around it. Whilst the Sarranid lands seem ideal for this, also remember that you'll need to be taking lots of prisoners for income to pay for your army, and the easiest way to do this is going after bandits. In the desert, the bandits are mounted and have Black Khergits with them, so this isn't necessarily a great idea for a base. I chose Uxkhal, since it has lots of Forest Bandits nearby and a huge open plain to the East.

2) If becoming a vassal of a Faction, consider which Faction you'd least like to face in combat. I enjoy playing the game as a vassal, rather than a King, and so this is a particularly potent issue for myself. I chose to join the Rhodoks, since they're both close enough to Uxkhal to help me to defend it from the Swadians I took it from, and I'd really rather fight with them than against them.


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