Speaking of throwing weapons, i discovered that if you level up throwing and do an ambush mission during a siege, Throwing axes do ridiculous amounts of damage to siege engines ranging from 700-1200
Units with throwing weapons are really underrated in general imo, I fell in love with them when I created my own version of Battanian Wildlings for Vlandia with the My Little Warband mod.
I been a huge fan of any unit that uses javalins for this exact reason. Back in my first Battanian gameplay, my primary advesary was the empire and I would have my main infantry about 4 lines deep, with widlings on the left or right flank (depending on terrain), but most of the time the left flank. As soon as the enemy line collides with mine, I'll send the wildlings in and just watch them go to work. it was crazy thing to just see a line of green text pop up for 20-30 secs straight. Great video btw!
In a pinch, you can tell them to retreat and they will run a lot faster, giving you some space to retake formation and charge again, for example, if they get too close to one of the formations. I've been loving wildlings since the patch that changed their AI. Aserai vanguards work quite well too because they can at least be decent in melee. The faris and the sturg raiders can also be used this way before telling them to charge. I used to like using the raiders to flank, then tell to dismount and use them as wildlings while the enemy is dealing with the classic sturgian shield wall. Good times.
also while doing this put them in loose formation, because of Taleworlds math, if you are in a shield wall only the first line of wildings will throw their javelins and the others behind do nothing. If they are in loose formation ALL off the wildings will throw their javelins (this works really well with javelin cav like faris)
Man battania gets better and I love it, it feels a bit unfair to use them because fians feel like swadian knights in warband but like 2x better lmao, but man it reminds me of the sarranids scirmish playstyle but it actually pays off
The Wilding are insane now as of the current live patch. They are fast enough to utilize the Engage command, which puts them into skirmishing modes by backpeddling and throwing their javs as hard as they can. What I do is put my Fians way back, enough to provide covering fire but with sufficient distance to lure the enemy into skirmishing distance. Only when my wildings approach my archer line, do I put out a general charge to shock their morale. For the wilds, for Battania!
I have two questions. How do you actually manage to select a unit of just Wildlings? I try to use the filtering system but I get a bunch of Oathsworn in my formation because they also have throwing weapons. Second, when I engage with them they just go into melee and throw one jav. What the hell is happening. I am so confused. I guess the best use for them is to keep them stationary like archer and pray to God they don't get charged by anything.
Can actually confirm that skirmish units did this when using the "advance" command before as well. I was experimenting with making sturgia at least playable in the earlier days of bannerlord and this was one of the things I found while experimenting with formations and commands. However I'd be curious to see how these skirmishers work in mixed formations in shieldwall or something
If you use the mixed shieldwall unit defensively (i.e. holding a position and letting the enemy close the distance and attack the shieldwall while also having ranged units fire at them), the mix works pretty well. But if you advance with such a mixed formation, the wall falls apart, because the skirmishers slow down to throw their javelins while the melee only troops keep advancing
There is a throwing captain perk that is obligatory for every captain of ranged footmen or mellee footmen with throwing weapons: versatile combat or something like that. Early perk, level 50 or 75, buff the vigor sills of archers and skirmirsher and the control skills of infantry. Very good perk for captains and the only one that boost fian mellee
Love the Battanian unit roster. I like to place two blocks of infantry on the left and right flank with Fians in the center. After withering down the other army, order all to charge.
I run with roughly 100 legionaries 20 imperial cataphracts 70 battanian wildlings and 30 battanian fian champions. Snipe with the fians, rush forward with your 70 wildlings and destroy any unit without a shield and then run behind the wall of legionaries while using the cataphracts to screen. Wipes armies without any casualties. Also never knew the engage command made them walk backwards, save a few commands😂
Huh. I always knew these guys had the potential to be good, because I would see them scoring a lot of kills when they were in my armies even before this patch. However, what I figured out was that there was a sort of sweet spot composition where if you had enough of them to let them occasionally skirmish and get kills they'd do well but if you got too many of them they'd start making up too high a percentage of the frontline and their shit non-throwing stats would get them killed. But being able to specifically tell them to stay out of melee while staying _in_ throwing distance means that sweetspot number probably just got a lot higher.
I fell in love with these guys when I realized they had double stack of throwing javs That's insane, not even sturgians have that, only one of their weakest units I think, like tier 2
Oathsworn are also pretty good, so a good strat in my opinion would be Fian champs behind the oathsworn and wildings on the side and behind to give them a better chance to flank and obliterate the enemy on the flank, them flanking or not. Now I say this like I tried it, I did...
yknow ive been meaning to do a gallowglass 'lord of the isles' playthrough uniting parts of sturgia and battania and incorperating a mix of both types...
vlandia is strong i grant. you wouldnt be a thorn in the sides of the old lands without that vlandian guile and cunning but i can, and have found methods to neutralise vlandian archers, good shields use the terrain to force engagements at closer ranges where things are more even. and closing aggressively plus a healthy dose of harrassing skirmish fire to boot from light horsemen with bundles of armour piercing javelins or i could just raid, harrass, ambush. smaller parties and ruin villages and smaller settlements and caravans until you starve for money and have to go home tbf ive never tried a complete scorched earth campaign where i just raid everything a power has and make them just, give up the war..
Damn right. By the way, this is also how snipers can beat the Fians: fire two volleys at a distance out of range, then just stand in the shield wall while the Fians try to break through the pavezes. The Fians have no shields. Therefore, you can simply wait out their shelling (but it takes a long time), and then take revenge with deadly accuracy while these pieces of meat are running towards you.@@elgostine
@@Петр-е7р3т it has to be said im going to limit the fians if i do this, its to mimic irish and gaelic warfare of the period, and while bows were absolutely used itll be a lot of shields, shock 2 handed axes, and javelin skirmishers, shame the light skirmishers just dont have the speed that they should have due to how athletics skills work
@@Петр-е7р3т that said, i dont like fighting on foot so generally atm my campaign is playing an aserai fighting like a faris i.e lance impact and javelins
Mountain Bandit Boss' have better one-handed, throwing, and Atheletics but worse armor and weapons (other than boots and gloves which they have better armor in) plus they are almost impossible to get a large amount of because they only spawn in Mountain Bandit hideouts
So only jav skirmishers are worthwhile, which battanian wildlings are the best for, as the aserai veteran infantry has less javs, and worse ones while also having all lower throwing skill.
as said in 0:31, this feature was added in 1.2.0 beta. This version will reach consoles sometime in November, and if you are on steam, you can install it now.
Can you tell me how to split exact infantry units? at 2:10 u are saying u need better infantry to confront enemy and second formation of wildlings for flank. how to make second formation with only wildlings and not mixed infantry like normaly on prebattle screen.
If using a keyboard, press number key "one" to select the infantry formation. Then press F3 and then F5. Choose which formation you want to add to, like perhaps formation 5. Finally choose how many units you want to transfer there.
@@Mr.Chicken I know that technique but how to select specific infantry units? for example if i have 70 legionary and 40 wildlings how can i make second infantry formation with only wildlings and not single legionary in it?
As long as there is no way of selecting specific units to be in specific formation skirmisher units will be way less efficient and harder to use, making it better to just have archers instead
Forgive me if my knowledge is out dated for I haven't played in a while, but for horse troops khuziats are better. Mounted jav cav miss a lot more than foot jav troops. A horse archer has enough arrows for that to not matter as much, but javs need to make every shot count.
And since throwing weapons have a shorter distance, cav AI will go much closer to the enemy when throwing javs than horse archers, so a higher likelihood they will mess up and get killed. Although cavalry with javs can be decent, only if micro managed a lot. The. Vanguard Faris can be really great in this regard.
By the 9, you murked them. Not just the men, but the men and the men too! We need more female units as well as child soldiers so we can more effectively make Star wars references.
If you're referring to the one my character wore, it's a newish armor that spawns in battanian towns. It has 40-something body armor, but from memory, it lacks arm and leg armor. It can be used in your civilian outfit.
@@1308HK i agree that t6 and t5 are incomparable, but even compared to other t5, they don't work great because their throwing is their entire gimmick, leaving their melee lackluster. An Aseria veteran infantry is much better overall and hardly loses out with the slightly worse throwing
What are troops do y'all think are underrated?
1 hour after publishing, and I just realized I forgot to add music in 🤦♀️
vlandian voguer, asaria vet inf and master archers, and heavy axeman
asaria vet inf is a better wildling in melee with pretty good javies and aren't reliant on them as much as the wildlings.
I bet the music is "Vlandian Theme"😂
Thnks for update
@@Wolf_knight5they are sort of the jack of all traits but master of none troop. A good all rounder.
I think any sturgia unit becoming underrated😂in game
The Return of the King
You mean the 'Bannerlord'
Speaking of throwing weapons, i discovered that if you level up throwing and do an ambush mission during a siege, Throwing axes do ridiculous amounts of damage to siege engines ranging from 700-1200
!
Units with throwing weapons are really underrated in general imo, I fell in love with them when I created my own version of Battanian Wildlings for Vlandia with the My Little Warband mod.
I been a huge fan of any unit that uses javalins for this exact reason. Back in my first Battanian gameplay, my primary advesary was the empire and I would have my main infantry about 4 lines deep, with widlings on the left or right flank (depending on terrain), but most of the time the left flank. As soon as the enemy line collides with mine, I'll send the wildlings in and just watch them go to work. it was crazy thing to just see a line of green text pop up for 20-30 secs straight.
Great video btw!
Man forget wildling you're what's underrated here
How can you have so little wievs with such quality videos?
Just picked up bannerlord and loving your content man. Theory crafting is great
In a pinch, you can tell them to retreat and they will run a lot faster, giving you some space to retake formation and charge again, for example, if they get too close to one of the formations.
I've been loving wildlings since the patch that changed their AI. Aserai vanguards work quite well too because they can at least be decent in melee.
The faris and the sturg raiders can also be used this way before telling them to charge. I used to like using the raiders to flank, then tell to dismount and use them as wildlings while the enemy is dealing with the classic sturgian shield wall. Good times.
also while doing this put them in loose formation, because of Taleworlds math, if you are in a shield wall only the first line of wildings will throw their javelins and the others behind do nothing. If they are in loose formation ALL off the wildings will throw their javelins (this works really well with javelin cav like faris)
This makes some sense due to space you can’t throw as effectively as spread out 😊
Wow, looks like I am finally able to play my almogavar-style merc company! Thanks for the vid!
Wow. I have never used them because of their reputation. Now I have to. Thank you!
Man battania gets better and I love it, it feels a bit unfair to use them because fians feel like swadian knights in warband but like 2x better lmao, but man it reminds me of the sarranids scirmish playstyle but it actually pays off
The Wilding are insane now as of the current live patch. They are fast enough to utilize the Engage command, which puts them into skirmishing modes by backpeddling and throwing their javs as hard as they can. What I do is put my Fians way back, enough to provide covering fire but with sufficient distance to lure the enemy into skirmishing distance. Only when my wildings approach my archer line, do I put out a general charge to shock their morale.
For the wilds, for Battania!
I have two questions. How do you actually manage to select a unit of just Wildlings? I try to use the filtering system but I get a bunch of Oathsworn in my formation because they also have throwing weapons. Second, when I engage with them they just go into melee and throw one jav. What the hell is happening. I am so confused. I guess the best use for them is to keep them stationary like archer and pray to God they don't get charged by anything.
@@MrSpectruElegiac3 months late, but you just run wildings+fians.
I think mounted skirmisher are underrated to because they can one shot with their javs on horseback
Could you do a video on the cavalry changes? Specifically how often they actually hit their targets now
Can actually confirm that skirmish units did this when using the "advance" command before as well.
I was experimenting with making sturgia at least playable in the earlier days of bannerlord and this was one of the things I found while experimenting with formations and commands.
However I'd be curious to see how these skirmishers work in mixed formations in shieldwall or something
If you use the mixed shieldwall unit defensively (i.e. holding a position and letting the enemy close the distance and attack the shieldwall while also having ranged units fire at them), the mix works pretty well. But if you advance with such a mixed formation, the wall falls apart, because the skirmishers slow down to throw their javelins while the melee only troops keep advancing
There is a throwing captain perk that is obligatory for every captain of ranged footmen or mellee footmen with throwing weapons: versatile combat or something like that. Early perk, level 50 or 75, buff the vigor sills of archers and skirmirsher and the control skills of infantry. Very good perk for captains and the only one that boost fian mellee
Love the Battanian unit roster. I like to place two blocks of infantry on the left and right flank with Fians in the center. After withering down the other army, order all to charge.
I run with roughly 100 legionaries 20 imperial cataphracts 70 battanian wildlings and 30 battanian fian champions. Snipe with the fians, rush forward with your 70 wildlings and destroy any unit without a shield and then run behind the wall of legionaries while using the cataphracts to screen. Wipes armies without any casualties. Also never knew the engage command made them walk backwards, save a few commands😂
They look like angry badgers
javies time is back :))) love it
Huh. I always knew these guys had the potential to be good, because I would see them scoring a lot of kills when they were in my armies even before this patch. However, what I figured out was that there was a sort of sweet spot composition where if you had enough of them to let them occasionally skirmish and get kills they'd do well but if you got too many of them they'd start making up too high a percentage of the frontline and their shit non-throwing stats would get them killed. But being able to specifically tell them to stay out of melee while staying _in_ throwing distance means that sweetspot number probably just got a lot higher.
I fell in love with these guys when I realized they had double stack of throwing javs
That's insane, not even sturgians have that, only one of their weakest units I think, like tier 2
Love your videos
Feeling like a batanian play through again
Great video that's it masterpiece
Love your videos bro
Oathsworn are also pretty good, so a good strat in my opinion would be Fian champs behind the oathsworn and wildings on the side and behind to give them a better chance to flank and obliterate the enemy on the flank, them flanking or not. Now I say this like I tried it, I did...
yknow ive been meaning to do a gallowglass 'lord of the isles' playthrough uniting parts of sturgia and battania and incorperating a mix of both types...
(Picks up a crossbow and takes aim)
There are 250m between us that you have to run, you know, right? For Vlandia!
vlandia is strong i grant. you wouldnt be a thorn in the sides of the old lands without that vlandian guile and cunning
but i can, and have found methods to neutralise vlandian archers,
good shields
use the terrain to force engagements at closer ranges where things are more even.
and closing aggressively
plus a healthy dose of harrassing skirmish fire to boot from light horsemen with bundles of armour piercing javelins
or i could just raid, harrass, ambush. smaller parties and ruin villages and smaller settlements and caravans until you starve for money and have to go home
tbf ive never tried a complete scorched earth campaign where i just raid everything a power has and make them just, give up the war..
Damn right. By the way, this is also how snipers can beat the Fians: fire two volleys at a distance out of range, then just stand in the shield wall while the Fians try to break through the pavezes. The Fians have no shields. Therefore, you can simply wait out their shelling (but it takes a long time), and then take revenge with deadly accuracy while these pieces of meat are running towards you.@@elgostine
@@Петр-е7р3т it has to be said im going to limit the fians if i do this, its to mimic irish and gaelic warfare of the period, and while bows were absolutely used itll be a lot of shields, shock 2 handed axes, and javelin skirmishers, shame the light skirmishers just dont have the speed that they should have due to how athletics skills work
@@Петр-е7р3т that said, i dont like fighting on foot
so generally atm my campaign is playing an aserai fighting like a faris i.e lance impact and javelins
I never use skimirsher ,because i though they not good, but with this video and tatcis, i might try them though
I upgrade ALL of my Volunteers into Wildlings for this reason. F1+F4 FTW
The Clans of Enedwaith UNITE!!
Mountain Bandit Boss' have better one-handed, throwing, and Atheletics but worse armor and weapons (other than boots and gloves which they have better armor in) plus they are almost impossible to get a large amount of because they only spawn in Mountain Bandit hideouts
so battania is even stronger now that we know not only fians are S tier
Quick question, this should apply to sturgian infantry as well right?
Also does this make skirms better now?
Sturgian infantry only had throwing axes, which are trash in most circumstances
So only jav skirmishers are worthwhile, which battanian wildlings are the best for, as the aserai veteran infantry has less javs, and worse ones while also having all lower throwing skill.
@@Mr.Chickenthanks
This is call, HELLFIRE 2.0😈
My wildlings when given advance they just rush towards enemies on point blank range, throw 1 javelin and engage in melee immediately. Any ideas?
as said in 0:31, this feature was added in 1.2.0 beta. This version will reach consoles sometime in November, and if you are on steam, you can install it now.
@@Mr.Chicken ohhhh, sorry I'm not up to date about which version is out. Thanks
I always loved the idea of dedicated skirmishers. I wish that the aseri had a similar jav unit though.
you can do this man. You can open .txt and change skills and items of any troop in the game
Can you tell me how to split exact infantry units? at 2:10 u are saying u need better infantry to confront enemy and second formation of wildlings for flank. how to make second formation with only wildlings and not mixed infantry like normaly on prebattle screen.
If using a keyboard, press number key "one" to select the infantry formation. Then press F3 and then F5. Choose which formation you want to add to, like perhaps formation 5. Finally choose how many units you want to transfer there.
@@Mr.Chicken I know that technique but how to select specific infantry units? for example if i have 70 legionary and 40 wildlings how can i make second infantry formation with only wildlings and not single legionary in it?
on the prebattle screen you can prioritize units with things like heavy armor, higher tier and throwing weapons in new formations.
I think throwing units in general are underrated, see a lot of tests done with the throwing off. Which kinda defeats the purpose of the unit.
Lab youre vids bro
Did javelin units got an accuracy buff in the beta?
Still dont understand why they deleted Legionaries jav
40% Wildling 60% fian champ is an elite army comp
So... Pila still Not throwable?
Nope. Although it ain't bad for stopping cavalry in spear mode tho.
@@Mr.Chicken Pila can't stop horses since 1.1.
Oh you're right, didn't know that. Now the pila is actually useless.
As long as there is no way of selecting specific units to be in specific formation skirmisher units will be way less efficient and harder to use, making it better to just have archers instead
Cool :))
What about the mounted version of them?
Are the mounted skirmishers good?
Forgive me if my knowledge is out dated for I haven't played in a while, but for horse troops khuziats are better.
Mounted jav cav miss a lot more than foot jav troops. A horse archer has enough arrows for that to not matter as much, but javs need to make every shot count.
And since throwing weapons have a shorter distance, cav AI will go much closer to the enemy when throwing javs than horse archers, so a higher likelihood they will mess up and get killed.
Although cavalry with javs can be decent, only if micro managed a lot. The. Vanguard Faris can be really great in this regard.
My whole army is javs and arrows
So basically: can't touch this
By the 9, you murked them. Not just the men, but the men and the men too! We need more female units as well as child soldiers so we can more effectively make Star wars references.
🤯
What armour is that
If you're referring to the one my character wore, it's a newish armor that spawns in battanian towns. It has 40-something body armor, but from memory, it lacks arm and leg armor. It can be used in your civilian outfit.
@@Mr.Chicken thank you my lord 🙏
Sorry me again boss, is the helmet vanilla?
@@frozenarrow1129 yes but it's very hard to get it. Spawns in imperial towns but very low spawn rate
Your channel name should be mount and chick's chickenlord😂
But fians can do a better job, in both ranged and melee.
they are the second best unit in the game it's nit a fair comparison. But I agree. I find wildlings to be overrated if anything by batania fanboys
You can't compare T6 troop to T5. Plus one is archer one is skirmisher, different roles
@@1308HK i agree that t6 and t5 are incomparable, but even compared to other t5, they don't work great because their throwing is their entire gimmick, leaving their melee lackluster. An Aseria veteran infantry is much better overall and hardly loses out with the slightly worse throwing
munchkins...
And the update is STILL not put on consoles.