Sometimes it seems like it's very one sided because of the number of the surviving units, but believe me, if there is only 1 less, the lord wins the fight in most cases
that might be because the ai lords are either weaker or stronger, depending on the ai. this is the human players lord, so yours and the ones you find in multiplayer :) (could be that some ai lords are neutral like shown here too, i cant remember rn)
AI lords have their lords buffed or weakened. It is represented with orbs over their health. Blue are buffed, Yellow are nerfed, Player and map editor lords are neutral. Wolf is buffed for example, so you would lose 1 vr 1 Few AI lords (can't remember) are neutral so who was first to hit would win. Edit: I corrected my comment to be less misleading, changes: Yellow => blue Red => yellow Rat the "great" champion of horned rat => Daddy, Duc the Vulpe
@@AleksanderDrako it is actually the other way around. the orbs on the lords are blue and yellow, blue being buffed and yellow being nerfed. Rat lord is actually the weakest with 5 yellow buffs, and wolf the strongest with 5 blue. that being plus or minus 25% like fear factor. You can try it by 1v1 the lord of the rat or wolf with yours. Against the rat you win with almost 50% hp left, and against the wolf you will lose with him being at 50% left.
@@TheAlleriaH to be honest I typed it while I was struggling to fall sleep. That's seam about right then since I remember Richard to have bluish orb and come on - Rat the grand champion
Somehow it feels as if the video would be more satisfying if it was "how many of each unit can a lord survive against". I was rooting for the poor bastard every single time...
Also keep in mind the gold to buy wood for weapon workshop buildings, plus the resources to then manufacture into weapons... or the effort to gather those resources instead. Add to that the cost for either mercenary post (10 wood) or barracks (15 stone) + armoury (5 wood).
@@Heroesflorian I went more with minimal cost so I went with the assumption that all natural resources were available to make weapons and no resource buildings cost money to build only wood. Which for most maps is the case I believe. Also in most starting cases you will be given enough wood to make a Mercenary post and first woodcutter is free, but that would be interesting to see, it would also depend on the map too and vicinity to stockpile and armory.
@@favre4ever39 Yeah but still that simplified calculation then contains a strong bias towards European troops (as it ignores more expensive buildings to recruit, buildings to make weapons and resources to make weapons). For mercenary troops, you would pay more gold for troops directly, but could also sell more resources / use them to eco up more quickly. And for "cost with building" you generally ignored merc post and barracks/armoury, which may affect some of your "most/least cost effective unit" stats, or at least increase or decrease the gaps there. Now, don't get me wrong, I'm glad you took the time to make such a list at all, and appreciate that. Just wanted to point out it could be improved further to be more objective.
Fun lil fact: In skirmish each lord has a different amount of HP For example the rat has about 50% less HP then your own lord while the wolf has about 50% more
yeah what I like from Crusader 2 is the fact that only 4 (I think) units can engage in melee with the same target at the same time so you need more weak units to kill a Lord
@@SooSFan Weak units are supposed to be weak, I use them for defense in early game (mostly against slave raids), to take out siege equipment like trebuchets and in blobs to tie the enemy and outmaneuver slow units while my archers/crossbowmen shoot. And I like that pikemen got nerfed, they were too op, great for defending AND siegeing, digging moats, faster and cheaper (less gold and only 1 wood and 1iron!) than a swordsman and they even took more crossbow bolts to kill while having worse armor and no shield when compared to a swordsman. In Crusader 2 they are best used for melee defense inside the castle, they take only 30% melee damage (even less than a swordsman who takes 50%) but a lot of range damage (70%, a swordsman takes 20%) since they only have a pike which isn't of much use against arrows and bolts. And that new ability "Stand Ground" is great against cavalry and macemen since units that charge from the front against a pikeman in that stance lose 90% of their health! EDIT: Oh and Pikemen have more hp than a swordsman and in their "Stand Ground" stance they deal AOE damage with their pikes. I don't think they got ruined, just moved to a more defensive role which makes sense.
Keep in mind that it is with optimal stacking for the group. This is why he did the add-on to the keep. Usually units will not engage all ot once. This is why in real games the lord seems a lot tougher
Yes and no. if you micro your troops, you can stack them very good in most cases. The add-on to the ceep is primarily for demonstration issues, so I don't have to clickspam on the keep ^^
Huh, I always thought you'd need more units than that. I guess the extra defenders a Lord usually have make the Lord look tougher than he actually is. Are going to make a video analysing moat digging speed as well?
He used maximum stacking with the space he set up behind the keep. Normally half the units are standing arround doing nothing while thier fellow men are slaughtered.
This is why I tend to keep a crack squad of Monks as my Lord defenders in case my army's away and I get sneak attacked. XD They're cheap, surprisingly lethal, and don't need any special costs/weapons to deploy so in an emergency you can spawn 8 of them instantly at the campfire even as enemies rush the Keep. Their biggest weakness is that they're so damn slow, but that isn't an issue if you're using them as defenders.
Slingers and tunnelers are probably most underappreciated units in the game. First ones in big numbers can decimate any melee force and tunnelers are cheap, accesible and strong unit for dire needs.
Oh yes Slingers especially imo. Not only have they proved themselves to be alright in melee here, but they're the ultimate anti-rush defence because you can pump out loads of them quickly to defend your walls, in tandem with archers to snipe the enemy's.
problems that im having is that im still confused on tunnelers job tho. its just confusing i know they dig stuff but what are they actually doing tho. slingers are good early on to fight against early assasins or early attacks. i've never fought early assasins rush since i've never played crusader online before im mean sure i have through gameranger but only like 1 match. the ping is unbearable and the total players that is playing crusader is not that much.
@@fawazgerhard2742 biggest tunellers' asset isn't even really digging those tunnels but they're just really decent melee fighters for their price. So when you're broke but need some good fighting units then they're pretty cool.
They drastically change the amount of health a Lord has. The more health he has, the more time he has to kill attackers and reduce their overall damage output over time, hence you need more units to start with then.
@@karpai5427 Yes, they are either yellow (weaker) or blue (stronger). Rat (5x yellow) is weakest, Wolf (5x blue) is strongest, and iirc Pig (0x) has neutral strength, i.e. health equivalent to human player Lords.
@@Heroesflorian not sure about lords, but on units the bricks on health bars represents your morale boost 5 green boxes representing +5 morale bonus and 5 red boxes for -5 negative morale boost. Im pretty sure it goes for lords aswell.
@@jirikunc1956 for troops green dots mean +5% attack strength each, red dots -5%, based on your fear factor. For Lords, fear factor is completely irrelevant and the Lord dots are specific to their character and as mentioned have different colours than the fear factor ones. The dots for Lords are also not affecting attack damage but health, and do make more than 5% different / are not working completely linearly iirc.
Isn't that due to morality effects, i.e. having more nice things makes your production less efficient, but increases the power of your units? Saladin always has very high morality, while the Sultan always has it negative.
@@Paradoxia_Chaos Ow okay the morale thing was never really explained in-game (and I couldn't speak English when I played the game as a child), so I'm largely guessing.
It's not about killing the lord. It's about getting to him. The video shows really great, that lord himself isn't of a big problem. The castle and the keep are.
Useful fact: you can kill the lord without melee attacks by keeping the keep enclosed, shot him so he would go downstairs (he wouldn't go downstairs if the keep isn't enclosed), and burn the buildings near the campfire and/or throw cows. Fire and green fog damage is the fastest way to kill lord without touching him This is useful when you prefer no melee units or having no melee units
The fact that they all get sent in at the same time, allowing them all to deal damage gradually while the lord chops them down one by one, makes a massive difference. I can't imagine how many more slaves it would take to finish the job if you were to send them in one by one.
Thank you, this is very useful but I never wanted to test it myself Yesterday I played one of the main trial missions (can't remember the name, I just remember it was a free for all between the Rat, the Snake, the Pig, the Sultan, the Caliph and yourself) and I was hella pissed that when I was slowly killing the Pig by using Archers and Shields against the remaining Crossbowmen, the Sultan arrived from nowhere and just using 5 Arab Swordsmen could win and took all the money lol My Arab Swordsmen never arrived, and it's nice to know the exact amount of faster units can kill a Lord, that way when I raid another IA character I can send idk 20 Monks, 20 Tunnelers, etc to take down the Lord instead of waiting the Archers to do the job
I think it depends on what Lord you wish to kill. Rat Lord is very weak compared to the Wolf Lord or Saladin. I used to play the trail, and decided to kill the enemy Lord using my Lord. I defeated Rat Lord and my lord still has 30% life. But when against Wolf Lord or Saladin, my lord is killed. Even I try to build good thing up to 5 points, my lord still lose.
A better approach to this would be to count how many units does it take to defeat the lord in 1v1s. That way the result will be much less targeting RNG and positioning prone
Maybe, but a 1vs1 situation is very rare in a real game. Normally you send a bunch of units to attack the lord. Stacking troops is very important in the game.
Technically you can calculate how many units you need in a 1v1 when using the numbers in the video. For instance when you need 4 swordsmen at once to kill the Lord, you will need between 6 and 10 in a 1v1 to kill him, as 4+3+2+1=10 and 3+2+1=6. I have verified this and the tenth swordsman will strike the killing blow. For Arabian Swordsmen it is the twelth unit and for Slaves it is #517. This means, 32 Slaves would be sufficient to kill the lord, if they all attacked at once. The correct formula is sqrt(2*number+0,25)-0,5. And here you also see how important it is to stack your troops: You need 8 times as many slaves as swordsmen for a stacked kill, but 52 times as many for 1v1s.
I think it depends upon opponent too. For eg wolf one time beat my lord in meleee combat while he had only tiny portion of health left and my lord had full health.
One issue I see here is that all units attack at the same time - this means that if say, an archer does 5 damage to the lord in an alloted time, and the lord has 1500 hp, then 300 archers attacking at the same time could beat him with just one or so loss. A more accurate way would be to send units one at a time, though then maybe some would never succeed.
The point of this video is mostly about, what number of each unit should be the absolute minimum, if you want to take out the enemy lord. In a real match its very unlikely, that a player sends only one unit at a time. This test is very practically orientated :)
Some people says it would be wise if we're using Assassin for killing enemy Lord, the Efficiency was i'm talking about because Assassin can climb enemy wall and make it surprise delivering blow to enemy Lord, have a same damage as Macemen, and also more cheap than Arabian Swordsmen. But yet if you want fast durable walking Unit, the Arabian Swordsmen was i'm talking about dude
I bet there is one further analysis to be made, that is to set several units original position so their trajectory is equally long from their starting point until they reach the enemy Lord If all units start attacking the Lord at the exact same time, some numbers will be reduced
According to the gold cost of buying weapons and armor in the market, pikeman is more expensive than mace man. But when 1 on 1, mace man always wins. Mace man even has more speed and melee power. Why pikeman though?
If you have an armor industry, pikeman seems cheaper (2 Woods i believe? and 1 iron compared to 1 iron and need for cows to produce leather) Aldo, more pikemen made it out alive than maceman, so profit
Und wie ist es wenn man die Einheiten einzeln schickt ? Das Ding ist wenn alle gleichzeitig auf ihn Einschlagen nimmt er den Schaden durch alle Truppen während er nur einzeln die Gegner tötet. Ist sicherlich auch interessant zu sehen.
Have we ever talked about the fact that the Lord is somehow 20% taller than all the other units? I mean he's the same height as the horse archer ON A HORSE.
That is the fear factor bar, added by placing either good things (green) or bad things (red) accessible in the town building menu. The green ones will buff him (and all combat units) while the red ones will nerf him.
@@OverseerMotilord doesnt have any connection with fearfactor its their hp bar example, rat has 5 yellow bar meaning hes the weakest lord while wolf has 5 green bar meaning the strongest lord in the game
How about this? How many individual troops are needed to kill a lord? without gang rushing them, just send slave after slave after slave until you finally get the amount needed to kill the lord
the lord health really big,and attacks so powerfull and needs a unit that have big armor and attacks,like arabian swordmans,swordmans,and knights,those are the strongest unit that good againts lords,but lordseasly died whrn outnumbered
me: "so this is my Ultimate Strategy, if you want to kill a King without wasting your money and peseant you just need 33 Slave." My Friend: ._. me: "i'm a Proffesional Trust me" *kill the King with 33 Slave* "see, it work"
Sometimes it seems like it's very one sided because of the number of the surviving units, but believe me, if there is only 1 less, the lord wins the fight in most cases
greatings my lord
one simple unit can make the difference.
I'm surprised at how fewer units than I expected it takes to kill the Lord
A surprising example of Lanchester Square Law in action
@@thibs2837 i feel this, i have a rule to attack with no less than a 100 arabian swordsman, because who needs trebuchets anyways
Damn, the Lord is way more fragile than I expected. I always felt like I should have at least 30 macemen or something to kill a Lord lol
that might be because the ai lords are either weaker or stronger, depending on the ai. this is the human players lord, so yours and the ones you find in multiplayer :) (could be that some ai lords are neutral like shown here too, i cant remember rn)
AI lords have their lords buffed or weakened.
It is represented with orbs over their health.
Blue are buffed,
Yellow are nerfed,
Player and map editor lords are neutral.
Wolf is buffed for example, so you would lose 1 vr 1
Few AI lords (can't remember) are neutral so who was first to hit would win.
Edit: I corrected my comment to be less misleading, changes:
Yellow => blue
Red => yellow
Rat the "great" champion of horned rat => Daddy, Duc the Vulpe
@@AleksanderDrako it is actually the other way around. the orbs on the lords are blue and yellow, blue being buffed and yellow being nerfed. Rat lord is actually the weakest with 5 yellow buffs, and wolf the strongest with 5 blue. that being plus or minus 25% like fear factor. You can try it by 1v1 the lord of the rat or wolf with yours. Against the rat you win with almost 50% hp left, and against the wolf you will lose with him being at 50% left.
@@TheAlleriaH Isn't Saladin as strong or almost as strong as the wolf?
@@TheAlleriaH to be honest I typed it while I was struggling to fall sleep.
That's seam about right then since I remember Richard to have bluish orb and come on - Rat the grand champion
Somehow it feels as if the video would be more satisfying if it was "how many of each unit can a lord survive against".
I was rooting for the poor bastard every single time...
Even I could not put it better myself
No one survives the game of life.
Just subtract 1 unit for each encounter and he should survive.
This game is a masterpiece
Agreed
Always has been
Agreed
It is
Indeed
Total cost to kill a lord
Slaves- (33x5)=165 gold
Greek Firethrowers (22x100)=2,200 gold
Archers (22x12)+100 (for workshop)=364 gold (264 w/o building cost) Requires (2 workers, 45 wood,)
Arabian shortbows (20x75)=1,500 gold
Slingers (19x12)= 228 gold
crossbows (18x20) +100(2)= 560 golds (360 w/o buildings) ( 4 peasant workers,72 wood, 9 cows, )
Horse Archers (16x80)= 1,280 gold
Spearmen (16x8)+100= 228 gold (128 gold w/o building) (2 Peasant workers, 29 wood, )
Tunnlers (14x30)+100= 520 gold (420 W/O building nice)
Monks (8x10)+1,000= 1,080 gold (80 w/o building)
Pikemen (20x7)+(100)(2)=340 gold (67 wood, 5 peasant workers 7 Iron)
Macemen (20x6)+(100+200)= 420 gold (again nice) (6 iron, 3 cows, 5 peasant workers, 63 wood)
Assassins (6x60)=360 gold
Knights (5x40)+(200+100+(2x400)stable holds 4 horses per stable= 1,300 gold (200 w/o buildings) (103 wood, 10 iron, 4 peasant workers
Arabian Swordsmen (5x80)=400 gold
Swordsmen (4x40)+(100+200) =460 gold (160 gold w/o buildings) (40 wood, 8 iron, 4 peasant workers
Most cost efficient unit with building cost: Slaves
Most Cost Efficient without the building cost: Monks
Most Cost Efficient Weapon unit: Spearmen
Least Cost Effective Unit: Greek Firethrowers
Least Cost Effective Crusader Unit: Knight
You forgot to add the building cost to spearman
@@zENKII1337 I certainly did, thanks for the catch I have adjusted the list accordingly
Also keep in mind the gold to buy wood for weapon workshop buildings, plus the resources to then manufacture into weapons... or the effort to gather those resources instead.
Add to that the cost for either mercenary post (10 wood) or barracks (15 stone) + armoury (5 wood).
@@Heroesflorian I went more with minimal cost so I went with the assumption that all natural resources were available to make weapons and no resource buildings cost money to build only wood. Which for most maps is the case I believe. Also in most starting cases you will be given enough wood to make a Mercenary post and first woodcutter is free, but that would be interesting to see, it would also depend on the map too and vicinity to stockpile and armory.
@@favre4ever39 Yeah but still that simplified calculation then contains a strong bias towards European troops (as it ignores more expensive buildings to recruit, buildings to make weapons and resources to make weapons).
For mercenary troops, you would pay more gold for troops directly, but could also sell more resources / use them to eco up more quickly.
And for "cost with building" you generally ignored merc post and barracks/armoury, which may affect some of your "most/least cost effective unit" stats, or at least increase or decrease the gaps there.
Now, don't get me wrong, I'm glad you took the time to make such a list at all, and appreciate that. Just wanted to point out it could be improved further to be more objective.
Fun lil fact: In skirmish each lord has a different amount of HP
For example the rat has about 50% less HP then your own lord while the wolf has about 50% more
Broke: sending assassins to finish off the Lord
Woke: sending swordsmen
holy: sending monks
@@karelspinka3031
xD
ratto: sending spearmen, cuz you don't know what you're doing,
@@wacherwicht1810 It's "Günther" ;)
@Krzysztof Milański so is this a invitation to try again?
I am honestly surprised it takes less Maceman than it does Pikeman to kill the Lord.
I was not shocked, however, by the Monks
Pikemen are a great utility unit, but they aren't exactly damage dealers. I think Macemen can sometimes take on Pikemen in a 1v1 fight.
@@wacherwicht1810 Pikemen sind pikeniere
@@wacherwicht1810 Pikeniere
@@darthplagueis13 I just figured the armor would have made up the difference.
Macemen are glass cannons. They take damage easily, but they beat anyone but swordsmen in melee.
how many woodcutters would the king cut if the king could cut woodcutters?
I don't know man, they kinda strong. Really annoying when they messing with my Arabian horse archers while doing an attack on the enemy's castle lol
Good question
Famous last words: *Aaaargh* (cough, cough,heavy breathing and gasp for breath) *Uh uhhrg*
8 monks makes the abbot seem a lot more dangerous 🤔
We have 2020 if you still playing Stronghold Crusader
You are a legend
2021 too
I also play this game nowadays :3
Still one of the best games. Old games are great. Don’t need to buy all the new expensive crap
Good to see the resurgence of Stronghold: Crusader content in RUclips.
I really thought that you'd need way more from each unit... holy cow
yeah what I like from Crusader 2 is the fact that only 4 (I think) units can engage in melee with the same target at the same time so you need more weak units to kill a Lord
@@fromir6619 thats funny, cause thats one of the reasons i dislike crusader 2 ^^
@@fromir6619 why built week units at all then if their so much worse that and how they ruined the pikemen
@@SooSFan use them as blob to slow the enemy down?
@@SooSFan Weak units are supposed to be weak, I use them for defense in early game (mostly against slave raids), to take out siege equipment like trebuchets and in blobs to tie the enemy and outmaneuver slow units while my archers/crossbowmen shoot. And I like that pikemen got nerfed, they were too op, great for defending AND siegeing, digging moats, faster and cheaper (less gold and only 1 wood and 1iron!) than a swordsman and they even took more crossbow bolts to kill while having worse armor and no shield when compared to a swordsman. In Crusader 2 they are best used for melee defense inside the castle, they take only 30% melee damage (even less than a swordsman who takes 50%) but a lot of range damage (70%, a swordsman takes 20%) since they only have a pike which isn't of much use against arrows and bolts. And that new ability "Stand Ground" is great against cavalry and macemen since units that charge from the front against a pikeman in that stance lose 90% of their health!
EDIT: Oh and Pikemen have more hp than a swordsman and in their "Stand Ground" stance they deal AOE damage with their pikes. I don't think they got ruined, just moved to a more defensive role which makes sense.
Keep in mind that it is with optimal stacking for the group. This is why he did the add-on to the keep. Usually units will not engage all ot once. This is why in real games the lord seems a lot tougher
Yes and no. if you micro your troops, you can stack them very good in most cases. The add-on to the ceep is primarily for demonstration issues, so I don't have to clickspam on the keep ^^
Huh, I always thought you'd need more units than that. I guess the extra defenders a Lord usually have make the Lord look tougher than he actually is.
Are going to make a video analysing moat digging speed as well?
He used maximum stacking with the space he set up behind the keep. Normally half the units are standing arround doing nothing while thier fellow men are slaughtered.
@@guyanon that would also explain why they are tough to take down is that space issue.
monks beasting as usual
Monks are just gross and I love them
Monks are so scary, I don't want to cross my path with theirs
This is why I tend to keep a crack squad of Monks as my Lord defenders in case my army's away and I get sneak attacked. XD They're cheap, surprisingly lethal, and don't need any special costs/weapons to deploy so in an emergency you can spawn 8 of them instantly at the campfire even as enemies rush the Keep. Their biggest weakness is that they're so damn slow, but that isn't an issue if you're using them as defenders.
@@Zaxares just put them together with pikemen
@Zaxares hahahaha a crack squad im dying
Slingers and tunnelers are probably most underappreciated units in the game. First ones in big numbers can decimate any melee force and tunnelers are cheap, accesible and strong unit for dire needs.
Oh yes Slingers especially imo. Not only have they proved themselves to be alright in melee here, but they're the ultimate anti-rush defence because you can pump out loads of them quickly to defend your walls, in tandem with archers to snipe the enemy's.
problems that im having is that im still confused on tunnelers job tho. its just confusing i know they dig stuff but what are they actually doing tho. slingers are good early on to fight against early assasins or early attacks. i've never fought early assasins rush since i've never played crusader online before im mean sure i have through gameranger but only like 1 match. the ping is unbearable and the total players that is playing crusader is not that much.
@@fawazgerhard2742 biggest tunellers' asset isn't even really digging those tunnels but they're just really decent melee fighters for their price. So when you're broke but need some good fighting units then they're pretty cool.
Don't forget tunnelers have the best voicelines in the game
monks are 1/3 the cost, and having a monastery means you can have a light tax without a population growth penalty
It may look old to some people who've never played this but in my eyes this is still amazing for me
Stronghold crusader man. Everything so perfect. So realistic. The art, the music. How did firefly fuck this up? How?
How do strength-points of the AI-Lords effect the statistics?
They drastically change the amount of health a Lord has. The more health he has, the more time he has to kill attackers and reduce their overall damage output over time, hence you need more units to start with then.
It's those yellow bricks on healthbar?
@@karpai5427 Yes, they are either yellow (weaker) or blue (stronger). Rat (5x yellow) is weakest, Wolf (5x blue) is strongest, and iirc Pig (0x) has neutral strength, i.e. health equivalent to human player Lords.
@@Heroesflorian not sure about lords, but on units the bricks on health bars represents your morale boost 5 green boxes representing +5 morale bonus and 5 red boxes for -5 negative morale boost. Im pretty sure it goes for lords aswell.
@@jirikunc1956 for troops green dots mean +5% attack strength each, red dots -5%, based on your fear factor.
For Lords, fear factor is completely irrelevant and the Lord dots are specific to their character and as mentioned have different colours than the fear factor ones. The dots for Lords are also not affecting attack damage but health, and do make more than 5% different / are not working completely linearly iirc.
But this represents only the playable lord rigth? Cause I remember that Saladin and Wolf have much more HP than the Rat or Sultan.
Isn't that due to morality effects, i.e. having more nice things makes your production less efficient, but increases the power of your units? Saladin always has very high morality, while the Sultan always has it negative.
@@peperoni_pepino No I think moral just affects your troops, not the lords. Maybe it affected the lords attack power, but definetly not the HP.
@@Paradoxia_Chaos Ow okay the morale thing was never really explained in-game (and I couldn't speak English when I played the game as a child), so I'm largely guessing.
Yep the AI lords all have different powers. A single Wolf can kill 2 about 2 Rats.
@@peperoni_pepino ....Sultan always have positive
I didn’t know Tunnelers were this strong. Thank you for the video!
Stronger than lancers in melee but way more fragile against archers
I didnt know swordsmen are this effective? I thought you needed like 20 of them to kill the lord.
Not if they all hit the lord at the same time. :)
Nobody:
Lord: (Dying) ahh ahh ah sh....
real question is:
*HOW MANY LORDS TO KILL A LORD*
You just made me want to play Stronghold again!
You deserve a thumbs up 👍 bro for the effort that u have put in this vedio
It's not about killing the lord. It's about getting to him. The video shows really great, that lord himself isn't of a big problem. The castle and the keep are.
Useful fact: you can kill the lord without melee attacks by keeping the keep enclosed, shot him so he would go downstairs (he wouldn't go downstairs if the keep isn't enclosed), and burn the buildings near the campfire and/or throw cows. Fire and green fog damage is the fastest way to kill lord without touching him
This is useful when you prefer no melee units or having no melee units
That's just so dumb
@@venomm4563 i do it for fun, actually. It's satisfying to slow kill the lord
the video : need only 4 swordsmen to kill a lord
me : *send the whole 300 swordsmen*
The fact that they all get sent in at the same time, allowing them all to deal damage gradually while the lord chops them down one by one, makes a massive difference. I can't imagine how many more slaves it would take to finish the job if you were to send them in one by one.
Now how many lords does it take to kill a lord?
Thank you, this is very useful but I never wanted to test it myself
Yesterday I played one of the main trial missions (can't remember the name, I just remember it was a free for all between the Rat, the Snake, the Pig, the Sultan, the Caliph and yourself) and I was hella pissed that when I was slowly killing the Pig by using Archers and Shields against the remaining Crossbowmen, the Sultan arrived from nowhere and just using 5 Arab Swordsmen could win and took all the money lol
My Arab Swordsmen never arrived, and it's nice to know the exact amount of faster units can kill a Lord, that way when I raid another IA character I can send idk 20 Monks, 20 Tunnelers, etc to take down the Lord instead of waiting the Archers to do the job
Lords have insane defence against ranged attacks.
In my 20 years of this game I only managed to kill the Lord with ranged units a single time lol. Who does that? Takes too long lmao
@@kotzpenner I just left the units there while I was minding other area of the map xD
You have to go one by one to truly see how many it takes
we have captured the castle sir
The question I always asked myself, but I was too lazy to find out. I always sent 25 mace men. Simple. Clean.
Its nice to see videos of this old yet mesmerising game..the music score of this game is on another level..tired of CSGO and PUBG
it also depends on how many of them attack together
How many catapult shots to kill lord?
or archers/crossbowmen firing ranged?
It's a lot and takes a lot of time
@@Teglamen look at his Last videos
i actually did video on that trying to kill wolf with a lots of trebuchets, well it didnt work.
I have
@@101jir stronghold has just as many HP as the Lord himself 😀
Get it?
Baumeister: 1,Vorrausgesetzt es ist Bier im Vorratslager:)
Wie?
Ich checke es auch nicht...
No court jesters on how many times the fool keeps on taunting the opposing lord... D:
surprise to see someone still plays this game
I think it depends on what Lord you wish to kill. Rat Lord is very weak compared to the Wolf Lord or Saladin. I used to play the trail, and decided to kill the enemy Lord using my Lord. I defeated Rat Lord and my lord still has 30% life. But when against Wolf Lord or Saladin, my lord is killed. Even I try to build good thing up to 5 points, my lord still lose.
Positive fear factor gives your units damage , about 25% while Wolf has like 200% base lord hp , Saladin 180% .
Sometimes I just create like, 100 assassins and send them to the enemy at once just for the chaos 😂
A better approach to this would be to count how many units does it take to defeat the lord in 1v1s.
That way the result will be much less targeting RNG and positioning prone
Maybe, but a 1vs1 situation is very rare in a real game. Normally you send a bunch of units to attack the lord. Stacking troops is very important in the game.
But what's the point tho we know he can 1v1 any unit and your never gona just send 1 unit at a time
If you take slaves he could slaughter like 5639 before he dies 😂
Technically you can calculate how many units you need in a 1v1 when using the numbers in the video. For instance when you need 4 swordsmen at once to kill the Lord, you will need between 6 and 10 in a 1v1 to kill him, as 4+3+2+1=10 and 3+2+1=6.
I have verified this and the tenth swordsman will strike the killing blow. For Arabian Swordsmen it is the twelth unit and for Slaves it is #517. This means, 32 Slaves would be sufficient to kill the lord, if they all attacked at once.
The correct formula is sqrt(2*number+0,25)-0,5. And here you also see how important it is to stack your troops: You need 8 times as many slaves as swordsmen for a stacked kill, but 52 times as many for 1v1s.
Are you kidding me? I won't send my expensive men to kill the lord ever again, when 33 slaves are way cheaper.
I think it depends upon opponent too. For eg wolf one time beat my lord in meleee combat while he had only tiny portion of health left and my lord had full health.
This game is a masterpiece, they need to remake it :(
Stronghold Crusader Definitive Edition
Not really remake it but improve the Ai to build more unique castles
@DieArmbrust what's it called?
Honorable mentions: Killing pits! :D
Interesting how it seems the pikemen take more damage from the Lord above all other units. It seems they don't fall as fast as the others.
resiliant little buggers. hard to kill and are effective at basically everything in little numbers. plus their voice lines are great.
Next, check out strength of AI lords against player one. Yes, there is a difference between each bot.
Me and my brother always called the arabian swordsmans Maulay.
Because they say: Maulay.
It actually means something like ''my lord''
@@TheLaughingMax later as I grew up, I thought the same too.
I always wanted to know this. Many thanks.
you forgot my favourite unit, the lord himself 😂😂😂😂
And often 1 lord as well, but it depends who gets the first hit and if AI or not
One issue I see here is that all units attack at the same time - this means that if say, an archer does 5 damage to the lord in an alloted time, and the lord has 1500 hp, then 300 archers attacking at the same time could beat him with just one or so loss. A more accurate way would be to send units one at a time, though then maybe some would never succeed.
The point of this video is mostly about, what number of each unit should be the absolute minimum, if you want to take out the enemy lord. In a real match its very unlikely, that a player sends only one unit at a time. This test is very practically orientated :)
Real life this would be hilarious!
Old games always be the king!
,,How many fits on this thing, eh?"
Some people says it would be wise if we're using Assassin for killing enemy Lord, the Efficiency was i'm talking about because Assassin can climb enemy wall and make it surprise delivering blow to enemy Lord, have a same damage as Macemen, and also more cheap than Arabian Swordsmen. But yet if you want fast durable walking Unit, the Arabian Swordsmen was i'm talking about dude
I forgot tunnelers even existed
Who else wants to see some 1v1 battles of Nizar? Udwin didn't really put him in his videos alot, yet I believe he is one of the strongest lords.
Nizar is weak
Lmao i didn't remember the lord being this easy to kill i always send like a hundred or 50 of any melee units and just let them climb up lmao
Only 33 slaves? Thats surprisingly low.
How many of each unit would be needed if you only sent one at a time?
In Stronghold 1, two swordsmen sent one at a time are sufficient to kill a lord
Also me:
*brings 200 full health swordmens to a complete destroyed AI castle.
So . . . how many woodcutters?
Save time watching the video. 120 of each.
I bet there is one further analysis to be made, that is to set several units original position so their trajectory is equally long from their starting point until they reach the enemy Lord
If all units start attacking the Lord at the exact same time, some numbers will be reduced
yeah, but by a maximum of one
Iv been waiting for this
cool vid! Now do it again but sending units one by one :P i bet your HDD does not have enough space for that long video :D
Monks are so underrated.
According to the gold cost of buying weapons and armor in the market, pikeman is more expensive than mace man. But when 1 on 1, mace man always wins. Mace man even has more speed and melee power. Why pikeman though?
Anti cavalry (in Real lifr
Macemen have that bonus against armour, I believe. They swing a mace. It may not penetrate your plate armour, but it will break them bones
If you have an armor industry, pikeman seems cheaper (2 Woods i believe? and 1 iron compared to 1 iron and need for cows to produce leather)
Aldo, more pikemen made it out alive than maceman, so profit
To kill a pikeman you need 17 crossbow shots or 50 Arrows. Pikes have simply a lot more health than mazeman
@@gmachpanstwowy6468 because they have more health than macemen
Monks dps is just insane
Now how much would these numbers balloon if you send each fighter one at a time?
How many Lords to kill a Lord?
Frage: Unterscheiden sich die Lords der Ki? mir kommt's so vor als ob ein Wolf-lord deutlich mehr wegstecken kann als z.B. ein Ratte-lord.
Ja, das erkennt man auch an den Kugeln beim HP
Ja, die Lords der KI haben verschiedene Stärken. Die Ratte hat eine Stärke von 0,5 und der Wolf 1,5 zum Beispiel.
1 Wolf killt 2 Ratten
Und wie viele Hofnarren?
Lord like Arnold Shwarzeneger in termiantor :D
by fear factors lord also can gain extra hp or can lose hp. Check it.
I always loved the Lord just mows them down lol
BLERGH...HAHERHAHUHHH...HUH-AH-AH--uuuuhhh
Und wie ist es wenn man die Einheiten einzeln schickt ? Das Ding ist wenn alle gleichzeitig auf ihn Einschlagen nimmt er den Schaden durch alle Truppen während er nur einzeln die Gegner tötet. Ist sicherlich auch interessant zu sehen.
I used to spam like 120 Assassins and hope they make it there XD
And this is assuming the lord is not stronger (Richard, Saladin, Wolf, etc)
Have we ever talked about the fact that the Lord is somehow 20% taller than all the other units? I mean he's the same height as the horse archer ON A HORSE.
I don't know why I was watching this
4:18
5 Knights for king Fredric the third
Sometimes Lord has either 1,2,3 small box on their lifebar and the more lifebox it have the more longer it took to kill it
That is the fear factor bar, added by placing either good things (green) or bad things (red) accessible in the town building menu. The green ones will buff him (and all combat units) while the red ones will nerf him.
@@OverseerMotilord doesnt have any connection with fearfactor its their hp bar example, rat has 5 yellow bar meaning hes the weakest lord while wolf has 5 green bar meaning the strongest lord in the game
I always mixed assassins with slaves.
Will you do video about units vs buildung damage?
If the lord was tachanka.... Ill be one sided for any given number
How about this? How many individual troops are needed to kill a lord? without gang rushing them, just send slave after slave after slave until you finally get the amount needed to kill the lord
the lord health really big,and attacks so powerfull and needs a unit that have big armor and attacks,like arabian swordmans,swordmans,and knights,those are the strongest unit that good againts lords,but lordseasly died whrn outnumbered
Die nächste Frage wäre: Wie viele Einheiten benötigt man um den Lord zu töten, wenn man jede Einheit einzeln in den Kampf schickt :D
ah yes, the questions we're all asking.
me: "so this is my Ultimate Strategy, if you want to kill a King without wasting your money and peseant you just need 33 Slave."
My Friend: ._.
me: "i'm a Proffesional Trust me" *kill the King with 33 Slave* "see, it work"
super smash bros melee XD
But what I wanted to know is how many lumberjacks it takes to kill a lord...
You'd think getting trampled by 16 horses would kill a guy