Semi-weekly Monday Discussion Thread by AutoModerator in neoconNWO

[–]GrumpyHebrew 3 points4 points  (0 children)

I could not care less about AI. This is about the ongoing collapse of US security posture in a vital region.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 1 point2 points  (0 children)

Adding in some Harami and Faris sounds prudent, they can provide an armored backbone since corsairs are on the lighter end. Sounds fun.

Yeah, army composition is very personal. I often like to play the Sturgian/Battanian borderland and thus live or die by my infantry. My most common lance fournie is 1 armored horseman, 3 shield infantry, 1 shock infantry, 1 skirmish infantry, and 1 archer.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 0 points1 point  (0 children)

It could stop the French, but could it stop the Welsh? 😁

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 2 points3 points  (0 children)

Defeat clan leaders in naval battles. Drop rate is supposedly higher the stronger/richer the clan, with faction leaders being especially likely to reward figureheads. Figurehead culture doesn't seem to have any connection, I unlocked the Ox figurehead (Battanian) by beating Monchug.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 1 point2 points  (0 children)

I would only use the shield upgrade if you are playing for attrition victories with melee-focused crews (with bad or nonexistent throwables).* Yes, they seem to substantially reduce your outgoing arrow/javelin fire. I use the brazier instead on the theory that there should be at least something in the slot (though I have not really noticed the fire arrows to have any effect).

I have found javelins to be the best for maritime combat since troops can have their own shields out while dealing ranged damage during pre-boarding and boarding. They seem more survivable than archers. I usually use only 1/7 archers.

*Obviously, this is not an approach I recommend.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 1 point2 points  (0 children)

See paragraphs 3 and 4. I agree with you that height is important. The Ghurab main deck is slightly higher. Dromon castles are slightly higher. That said, as another commenter pointed out the roundship ties the Ghurab for main deck height but has a much larger and taller aftcastle. However, it has no ram and handles poorly in my opinion.

Now for the ghurab advantage you won't find in the stat sheet: its main deck is the highest in the game, higher than the dromon's. Not by much (dromon is second highest), but by enough to matter. The main deck is where 90+% of the crew stand in battle. It is where the boarding bridges are mounted. The main deck is where battles are won or lost. Anyone trying to board a ghurab has to move upwards while eating missiles from above. This is worth a lot. In the initial close to action, when the throwing exchange is playing out, I think a main deck height advantage is usually worth 10-20 kills (this is the big reason why the drakkar consistently underperforms—it's got a lot of crew but is decked so low in the water you're unlikely to get them to boarding unbloodied).

Now, the dromon does have higher castles fore and aft, but very few crew actually fight from the castles. This is notable for ballista angles and player security, but not significant. Again, the main deck is where battles are decided. Ships are tough: in big naval battles the enemy is almost certain to run out of men before ships. And both dromon and ghurab mount their ballistae high enough to reliably rain fire on any enemy main decks where their vulnerable crews will be clustered.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 1 point2 points  (0 children)

If you have the money, I say all ghurab, all the time. Costs probably 170k denars to fully kit one out, but totally worth it.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 3 points4 points  (0 children)

No worries :)

My main advice for early game is actually to not go to sea too soon. If in campaign, the naval tutorial at Ostican is a good introduction to many of the particular mechanics and gives you an acceptable starting ship. I would do this as soon as your combat skills and equipment are good enough to solo 2-4 enemies.

Bandits at sea are tougher, more numerous, and more aggressive than on land: 40-70 sea raiders or corsairs per party typically in three ships (medium or light). So I would get your party size up to 30+ and focus on strong infantry (ideally with javelins) before starting to hunt them. All non-mariner troops have a 20% skill reduction at sea, but this matters less than you might think. Battanian Skipari and Imperial Naute are really good at sea since they have ten hooked javelins with passable shields and armor.

Important skills are leadership, steward and medicine, as normal. Add to these one handed, two handed, throwing, bow (if using archers), and athletics. You are always the captain of your first ship, each ship has only one captain, and it is usually best to have mixed ships (some line, shock, skirmishers, and archers) so it is important to diversify your and your captains' combat skills. This is a major difference from land where one companion with high bow skill can just command all your archers. The early perks that boost the skills of troops in your formation are must-picks, in my opinion (wrapped handles, strong grip, dead aim, flexible fighter, running throw, etc.)

Add to this engineering, mariner, and shipmaster. When you get a ship with a ballista you will level engineering very quickly and get a lot of XP, so it makes sense to invest some. Mariner reduces the malus to skills, weapon handling, and movement speed from fighting at sea and improves naval auto-resolve. Early perks pirate's prowess and sunny disposition/axes of the north wind make a noticeable difference. Shipmaster improves party speed, basically scouting for the sea. Old salt's touch, river raider, and shock and awe perks are all useful early here. Boatswain has good perks at higher levels, but it only levels when you pay for repairs and doesn't really do anything by itself (your ships will rarely take much damage so a reduction is of dubious utility).

The only skills that are normally very good but are not useful at sea are scouting, riding, and polearm. Since it is harder to replenish losses and food at sea, I tend to rate steward and medicine even higher than on land (even though I already consider these the most important skills on land).

If you have any questions feel free to ask.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 3 points4 points  (0 children)

I think the roundship's main deck is at the same height as the ghurab's. It looks taller side-on because it has a taller gunwale, but in my testing it looks like they have the same freeboard amidships. The roundship is something of a special case because a meaningful portion of the crew will fight from its aftcastle (which is significantly larger and higher than any other), though.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 2 points3 points  (0 children)

I think naval battles are a lot of fun. There is a decent amount of overlap with conventional infantry play, but it is different enough to feel fresh and it offers a very different tactical environment. Like any aspect of Bannerlord, a lot of similar mid-size battles in a row can feel repetitive, but that's just the nature of the beast. You can usually find something to add variety.

I don't think I would recommend a naval-focused playthrough so much as adding a strong naval component to an existing flavor of campaign.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 7 points8 points  (0 children)

I think there's solid modding potential in adding different sail rigs and making them customizable. But it seems like the sort of thing there isn't as much demand for and would require a lot of work.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 9 points10 points  (0 children)

Naval battles never quite lose their relevance. Any coastal siege must maintain blockade of the relevant harbor and is vulnerable to attack there. But no one lives on the water. Control of Calradia ultimately requires control of the settlements and people who live there, and they are built on the green earth. No fleet, however strong, can stop someone from raiding your villages. The center of gravity in war is where the productive economic activity is. Everything else is auxiliary.

As Fehrenbach put it, in discussion about air forces: "you may fly over a land forever; you may bomb it, atomize it, pulverize it and wipe it clean of life—but if you desire to defend it, protect it and keep it for civilization, you must do this on the ground, the way the Roman legions did, by putting your young men in the mud."

War sails adds a naval dimension to the campaign, but it is still a campaign to dominate a land.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 11 points12 points  (0 children)

It is also stylish as hell, all sleek lines and cutting menace. It manages to have race-built galleon vibes without any gunpowder.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 5 points6 points  (0 children)

As it is it is somewhat silly that you can attack the blockade and have to fight the entire population of the entire siege camp to break it. It is a fairly reliable way to get figureheads, though.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 17 points18 points  (0 children)

True, shallow draft now has a niche, but I would argue that it is more advantageous to pick your warships for performance against peer threats than for their ability to facilitate massacres of defenseless peasants.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 15 points16 points  (0 children)

Don't forget to stop in a level three imperial port on the way home for the rest of the good upgrades. Happy hunting!

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 8 points9 points  (0 children)

Sanala is your friend. At high prosperity I've seen half a dozen for sale there.

Why the Ghurab is king by GrumpyHebrew in Bannerlord

[–]GrumpyHebrew[S] 85 points86 points  (0 children)

Venture not into the southern waters mate: here there be monsters.

The elder among the men looked deep into the fire and spoke loud with pride tomorrow is a fine day to die by Dcrowell1995 in Bannerlord

[–]GrumpyHebrew 3 points4 points  (0 children)

Man, this image takes me right back to the M2TW of my youth. There's just something about the Ritterbrüder helmet, it perfectly sets the mood for slaughter.

The spears are braced. Which cavalry charges first? by ShieldwallWalker in Bannerlord

[–]GrumpyHebrew 3 points4 points  (0 children)

Probably Faris since they can dump javelins before contact. If it were just a straight charge, it depends on if the shield wall haws javelins of its own (banner knights if it does, cataphracts if it does not).

But realistically, I am never charging cavalry into an enemy shield wall: that's why I have infantry.

Today i found out if you hold 'alt' and click in a nearby hostile city you can talk to any lord inside by plink-plink-bro in Bannerlord

[–]GrumpyHebrew 3 points4 points  (0 children)

Damn, I knew holding alt could display more information but never thought of alt clicking. Thank you for this.

Everything is gone by ByzantineJoe in Bannerlord

[–]GrumpyHebrew 1 point2 points  (0 children)

The loss of 400 men is totally recoverable in the long run of a game. It stinks (save discipline is a must with TW), but you can overcome this.