Top Tier Troop documentation

Mount & Blade II: Bannerlord5 · 223 ratings20k views554 favorites16 min readby RhapsodyUpdated 26 AprView on Steam ↗

About the guide


A skilled commander does not demand victory from his subordinates, but from circumstances.

In this documentation, the division of troops in each category into sub-categories (shock infantry, light cavalry, etc.) is somewhat arbitrary and subject to player preference, but the differences between some infantry are either too great (Legionaries can withstand charges but they can't really stop cavalry as real spearmen can) or too narrow (differences between axe soldiers boils down to whether they have shield or not, the role they play is the same) to box into the existing "official" categories.

Cavalry are divided with a more simple logic: Those with access to ranged weapons, and those who do not possess them. If you are reading this, you'll likely know which troops are horse archers and which are javelin riders anyway so there's little need to note the distinction. :)

In each category and sub-category the overall best troop choice is given in bold. In case this happens to be a noble troop, a regular branch counterpart is usually highlighted as well. However, this is not a decisive factor in all or any given situations. The circumstances and overall forces and heroes determine the victory, not the player's preference for a particular troop or another.

Core infantry



Core infantry is meant to hold the line with their shields and withstand cavalry charges, all the while preventing the opposing infantry from breaking through their ranks.

Infantry which lack cavalry-stopping polearms are considered shock infantry for the purposes of this guide instead, although many soldiers such as Imperial Legionary and Sturgian Heavy Axeman can work as core infantry in great capacity as well if cavalry is a lesser concern. Some cavalry troops can also perform in this role in some capacity, especially Sturgian Druzhinniks.
  • Aserai Veteran Infantry (high one-handed skill, javelins)
  • Battanian Oathsworn (throwing axes)
  • Imperial Legionary (two pila instead of regular polearms or javelins, full loadout)
  • Khuzait Darkhan (no throwing weapon)
  • Nord Huscarl (best equipment and skill, mariner)
  • Sturgian Heavy Spearman (high polearm skill, great shield, no throwing weapon)
  • Vlandian Sergeant

In current version of the game, infantry ability is the foundation of every party, especially if they have throwing weapons. It should come as no surprise that a noble troop from exclusively infantry-based culture comes out on top in this role. But sometimes you don't need a flexible supersoldier that has the right tool and comprehensive training for every role, and that's when you should look at Sturgians. Mixing the right amount of shock infantry and skirmishers with their heavy spearmen remains as the most common and capable backbone of the toughest formations.

Shock infantry



Shock infantry are armed with weapons dedicated to taking down opposing infantry instead of cavalry. Various types of axes are used to chop through enemy shields, and their good power to weight ratio gives them good handling and speed characteristics. Shock infantry may or may not carry shields of their own and are broken down to each type.

Shock infantry should be used at a desired ratio along with core infantry; Since many of these troops lack shields or polearms, they must be supported by other units before they can get to work.

Carrying a shield:
  • Battanian Wildling (large amount of javelins, full loadout)
  • Battanian Skipidi Skipari (mariner version of the Wildling)
  • Imperial Naute (worse defence but better throwing than legionnaire, axe)
  • Nord Berserkir (great weapons, highest overall skill score, full loadout)
  • Sturgian Heavy Axeman (great defence, full loadout)

Not carrying a shield:
  • Aserai Mamluke Palace Guard (few throwables, uses mace to capture prisoners)
  • Battanian Veteran Falxman (long reach, two sets of throwing axes)
  • Nord Skjaldbrestir (mariner, great primary and throwing axes, good athletics)
  • Sturgian Heroic Line Breaker (high skills, few throwables, uses mace)
  • Sturgian Reaver (mariner, shield for skirmishing and defense only, full loadout)

The berserkir are almost core infantry qualifiable with their efficiency. Sturgian Reavers have also been bafflingly sturdy in my parties, though I think at least some of their survival rate comes from the fact that Nord infantry is usually first to make contact with the enemy. If reavers could conserve their final throwing axe for close combat instead of throwing all of them away, they'd perhaps be the best regular in infantry flexibility. But if you don't have War Sails or are not looking to fight naval battles, any of the original options for shock infantry are still fine. There's still some room for future buffs for Aserai and Sturgian Line Breakers since they don't have much of their own battlefield identity presently.

Anti-cavalry infantry

The role of these soldiers is to stop the enemy cavalry in their tracks with various two-handed polearms, but their combination of power and speed can help tackle opposing infantry as well. Most troops with javelins can also work in this role, but their deployment and timing will obviously differ. Many other infantry troops can also harass cavalry very effectively, but typically depend on staying in formation for more defensive than offensive action.

Since wielding such weapons prevents the use of shields, they do not carry them, and must be supported by other infantry, especially against light cavalry and infantry with any ranged weapons, which can easily out-range and out-damage them during the skirmish phase.
  • Imperial Elite Menavliaton (best armour, fast and versatile weapon, pilum)
  • Nord Ulfhedinn (fast movement, top tier polearm, mariner)
  • Vlandian Voulgier (anti-shield, can dismount, few throwing axes)
  • Vlandian Pikeman (spear brace, longest reach polearm)

This list has shrunk considerably in variety since Battanians lost their rhompaia. But that's alright since the Nords are there to fill in. I'm marking the wolf-heads down as the best anti-cavalry because of very good weapon and their mariner capability. Menavliatons or voulgiers are not at all bad either, but they might not have enough reach to stop charging lancers. Pikemen (including the mercenary version) are the only troops that can reliably be ordered to spear brace, which may rarely be of use.

Archers



The Battanians are notorious for having the best archers in all Calradia, but the other options are worth looking as well, especially for garrisons and mariner contingents, although crossbows can generally be considered better for defensive role. Fians are not necessarily the top dogs on ships, but this can vary depending on engagement.
  • Aserai Master Archer (best bow skill of regular troops, great arrows)
  • Aserai Bahriyaah (mariner, modest armor but good weaponry, recruit from Corsairs)
  • Battanian Fian Champion (absolute menace to unshielded targets in any range)
  • Imperial Palatine Guard (good armor)
  • Khuzait Marksman (weakest armour)
  • Nord Sky-Gods Chosen (mariner, shield instead of extra quiver, main quiver is stacked)
  • Sturgian Veteran Bowman (weakest arrows and bow, good armour)

Although NPC accuracy with ranged weapons has been buffed, the previous changes to armor effectiveness have taken a bit of edge out of shooters' firepower. Fians obviously remain the best in business, and they pack powerful melee performance on the side as well. But in current version of the game, with War Sails, I consider the flexibility and durability of Nord Sky-Gods Chosen to be most valuable among the regular troops. A dead archer is no good at anything, after all. Sturgian or Aserai archers will work just as well or even better for defending fiefs though so feel free to garrison them when you need to. Bahriyaah should remain useful for southern navies as well.

Crossbows

There are only two faction troop lines which use crossbows so the comparison is simple, but I decided to throw the crossbow mercenaries into the mix since they are both okay troops for their intended purpose and easily recruited from taverns to reinforce garrisons in a pinch.
  • Elite Hired Crossbow (top tier crossbow, slightly higher skills)
  • Imperial Sergeant Crossbowman (carries a mace and good shield)
  • Gallant/Veteran Sword Sister (bad protection, best crossbow skill)
  • Vlandian Nauta (sharpshooters on boats, very fair and balanced)
  • Vlandian Sharpshooter (best equipment across the board)

Sword Sisters are not properly suitable for mounted skirmishing so I consider them as backline sharpshooters instead. Their power loses slightly compared to Vlandian Sharpshooter but they shoot slightly more often (if given chance to work) which is not a bad thing. Other than that, nothing radical here. Anyone could have guessed that if sharpshooter got a variant that is more effective during naval battles, they should be considered top tier threat... in any terrain.

Light cavalry



Light cavalry here includes both horse archers and skirmishers, since there's reasonable amount of overlap between the two categories. Light cavalry is meant to hit the enemy where they are most vulnerable with hit-and-run attacks. Javelin-equipped riders will generally ride around their target at medium distance while trying to find an opportunity to skewer them before engaging in close combat, and horse archers will do the same if out of arrows.

Gallant Sword Sister is excluded from this role since they act more like crossbow infantry that can optional be taken out of garrisons to ride out with you if you really wish it.

Javelin riders:
  • Aserai Vanguard Faris (very good armor for a skirmisher, powerful javelins, couched lance)
  • Battanian Mounted Skirmisher (best throwing skill, no polearm)
  • Sturgian Horse Raider (versatile on foot or horseback, no barding)

Horse archers:
  • Aserai Mamluke Heavy Cavalry (low amount of arrows, carries a shield)
  • Imperial Bucellarii (inferior equipment, final upgrade from archer line, high athletics)
  • Khuzait Heavy Horse Archer (nimble and tough mount, good ammo capacity)
  • Khuzait Khan's Guard (great mount, weak leg protection but best loadout for skirmishing)

Khuzait hordes are not as menacing as they used to be, but they are still effective when used intelligently or in very favorable conditions. In an equal competition, the current up-armored Aserai Vanguard Faris will blow the other skirmishers out of water so hard that we can briefly forget the Mongols existed at all, but even that doesn't make horse archers useless. Longer battles and many map types favor the Khuzait cavalry more than any other forces.

Heavy cavalry

Heavy cavalry packs big weapons, and tons of armour. Using heavy cavalry to its greatest potential can be difficult, but very rewarding. Even a small amount of heavy cavalry can be invaluable in chasing down light cavalry that is trying to wear down your backline.
  • Battanian Horseman (weakest defence, longest spear; anti-cavalry cavalry)
  • Imperial Elite Cataphract (best defence, lance cannot be couched or used with shield)
  • Khuzait Heavy Lancer (fast and agile mount, weakest equipment)
  • Sturgian Druzhinnik Champion (weaker riding skills, couched lance)
  • Vlandian Banner Knight (great defence and offense, couched lance)
  • Vlandian Vanguard (basically regular troop version of Banner Knight)

Cataphracts, Banner Knights and even the Druzhinnik all work well in breaking through formations. Cataphracts' high endurance tends to win them more field battles overall and since the AI isn't competent enough with couched lances, their two-handed style tends to pack better punch in a charge too. But this guide isn't about custom battle data measured in a void; one important advantage of Vlandians is that their noble troops have mounts at all tiers. This combined with their regular vanguard gives Vlandians much more cavalry in total, which can have proportionally greater effect in the actual game. And if you have had the fortune to be skewered by high speed Banner Knight's couched lance, you'll remember it.

Mariners



Mariners are a new class of soldiers introduced in the War Sails expansion. They are able to fight with full effectiveness in naval battles, but generally suffer some kind of drawback with their equipment or skills compared to regular forces.

Although all troops of Nords are mariners and generally lack such drawbacks, each culture except Khuzaits has unique forces to contribute to naval battles and none of them are particularly bad in combat on solid land either. One of the most important aspects of mariners is the tier where the troop lines can advance to proper mariner class and can easily be considered a downside for the "late mariner" troops.

Infantry:
  • Nord Berserkir, Huscarl, Skjaldbrestir, Ulfhedinn (any tier)
  • Battanian Skipidi Skipari (skilled thrower with sword, shield and javelins, tier 4+)
  • Imperial Naute (Imperial axe infantry with large amount of javelins, tier 3+)
  • Sturgian Reaver (axe throwers that fight in melee with a two-hander, tier 3+)

Ranged:
  • Aserai Bahriyaah (better offense, converted from corsairs, tier 4+)
  • Nord Sky-Gods Chosen (most ammo, all tiers are mariners)
  • Vlandian Nauta (more lightly armored version of their sharpshooter, tier 4+)

Nords have this role claimed by design, but I'd keep eye out on any mariners if you have a need for extra throwers or shooters for any occasion. There's a reason Vlandians tend to conquer Hvalvik early in the game, and heavy ranged presence in the seas works in tandem with their roundship artillery. The higher ranged capacity and good survivalbility of Nord archers gives them a slight edge in pure ranged role. Bahriyyah and Berserkers can be converted out of Corsairs and Sea Raider bandits, which increases their availability by a huge deal, especially with the kingdom policy for pirate amnesties.

Noble troop comparison



The following table lists the following top tier noble troop attributes: Armor score of each body part, combined total armor score ("All"), the total weight of all of their equipment, an "armor speed" rating formed by dividing their combined armor score with total weight of equipment (AS), and the speed, maneuver and health scores of their mounts (HS, HM, HH).

The underscored best value in each column doesn't necessarily indicate the best troop for any particular role, but a highlighted aspect that should be considered in different situations and as part of the whole. Above-average leg protection and mobility of Aserai Vanguard Faris for example makes it harder to bring them down even if they get bogged down in melee combat, but leg protection isn't nearly as important for foot troops.

Name
Ride
Ath
1H
2H
Pole
Bow
Thr
Hea
Bod
Han
Leg
All
kg
AS
HS
HM
HH
Nord
160
200
200
190
51
71
33
32
187
48,6
3,9
Aserai
170
90
170
200
140
43
67
44
47
201
43,7
4,6
65
73
220
Empire
200
60
200
260*
52
64
52
40
208
39,4
5,2
59
66
220
Sturg
170
140
200
170
54
57
46
38
195
43,6
4,4
57
63
200
Vlan
200
60
220
260
50
54
55
40
199
45,8
4,3
49
68
260
Khuza
200**
60
200
200
51
52
50
19
172
35,9
4,8
60
77
235
Battan
60
170
220
220
50
62
27
26
165
38,7
4,2

* Longest reach lance, even with its limitations, works to AI's advantage
** Greatest speed and maneuverability for riding

Aserai, Khuzait and Vlandian nobles can only be recruited as mounted soldiers, so they come with at least a riding mount by default.

Noble troops other than Imperial and Nord can be converted from various bandit troops.

Faction - Aserai

Balanced, versatile troops with preference for open terrain and skirmishing tactics. Aserai troops excel in open terrain and performing as well as countering skirmishing tactics, but they generally cannot withstand as much punishment as some of their northern counterparts.
  • Fast and powerful javelin-throwing noble cavalry
  • Shield-equipped horse archers offer good flexibility
  • Highly skilled archers, including mariners, and devastating thrown weapons
  • Troops possess smaller or weaker shields than their foreign counterparts
  • Aserai villages can be a hassle to reach, reducing recruit availability

Faction - Battania

Battanians are still the best in guerilla tactics. Their troops have been piling on armour over the years, which helps keep Battanian kingdom in game for longer than previously. Their curved blades are somewhat less fearsome than before due to dismount effect being tied to damage taken and resistance factors than random chance, but the falxmen have been improved in some other areas.
  • Noble archers are the uncontested best-in-class troop (at least on land)
  • Troops possess good speed, power, long arms and deadly throwing weapons
  • Falx infantry can devastate infantry lines and even cavalry if given chance to work
  • Even with improved armour, Battanian forces remain less protected than their counterparts
  • Sub-par cavalry options, no horse archers or true heavy cavalry

Faction – Empire

Imperial forces represent the pinnacle of versatility in their composition, the only army in Calradia to truly have it all. With the introduction of mariners, they can add competent light infantry packed with deadly javelins in their ranks, which should come useful to anyone wishing to replicate those antique formations of Roman Legions.
  • Good quality equipment, and especially armor; toughest cavalry in the game
  • Menavliation soldiers make short work of most close combat threats
  • Wide availability and selection of all branches of soldiers
  • Weaker than their neighbors in offensive capacity
  • Several troops do not make full use of their equipment slots

Faction – Khuzait

Khuzait Khanate can no longer snowball as strongly as previously, but they are still capable of doing so if allowed to freely focus on one neighbor at a time. Their strengths and weaknesses remain mostly the same as what can be expected of nomad fighters. Their horse archer hordes can now be more readily countered by well-supported archer backline.
  • Great availability of mounted warriors, especially horse archers
  • Noble horse archers are best-in-class offensively and convertible from bandits
  • Excellent mobility in open terrain, can outrun most parties for either offense or defense
  • Fast heavy cavalry can outpace most opposition, but lacks performance in tight engagement
  • Foot troops are average or worse, overall reduced capability in siege battles

Faction – Nord

Introduced in War Sails expansion, Nords are a northern, maritime faction whose all troops are mariners and which have no cavalry options at all. Instead, they focus on very powerful shield tactics and mid to close range combat ability.
  • Noble troops are the most powerful infantry
  • Nearly all troops have some access to ranged weaponry
  • Good Athletics gives them skirmish ability and mobility even with heavy gear
  • Most troops have slightly worse armor than their counterparts from other cultures
  • Complete absence of cavalry in both troop trees

Faction – Sturgia

Sturgian units have received various improvements to their faction in general, but they still sometimes suffer from inhospitable geography of their territory, similarly to the Aserai in the past versions. Their shield walls can be very difficult to break through or disperse by any means without sacrificing soldiers, and their mariners make for a solid backbone of any non-Nord crew.
  • Some of the most durable infantry options in the game
  • Most troops carry axes and throwing weapons, which aid in anti-infantry role and skirmishing
  • Troops tend to have high athletics skill combined with heavy armour
  • All tiers of the noble troop line make for great infantry during sieges or when dismounted
  • Sub-par options for ranged combat

Faction – Vlandia

Vlandians are military innovators even if the quality of their arms doesn't quite match that of the Empire. Their crossbowmen are still dangerous despite changes to armor functionality, and they retain good anti-cavalry effects, but since their infantry are neither as durable or fast as their neighbors, they can be easily countered with proper initiatives.
  • Phenomenal crossbowmen that decimate any skirmishers
  • Infantry with polearms can be a serious threat to all but the heaviest cavalry
  • Banner Knights and their less powerful vanguard are one of the best cavalry options
  • Battles tend to be greatly impacted by terrain advantages
  • Lack of throwing weapons and archers – low volume of fire

Final word

Thank you so much for your attention, comments and awards. Without all of those I wouldn't have come back here to update the guide for War Sails. :) Hopefully you gained something from all of this – I know I did.

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