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The Byzantine Guide, or Keeping the Old Fellow Alive and Well
1.- Introduction
2.- The Byzantine military system
3.- Byzantine Troops
4.- Enemies
5.- The Byzantine Campaign
a) What you get
b) Early Developing
c) Stirring your muscles
d) Go West, young man!
e) Watch your back!
f) A Foot in Europe
g) Final Assault on the West
h) Second Pax Romana
6.- Conclusion
Introduction
In this, the second Faction Guide of my making, I will skip the general advice
incorporated into the first, the Italian Guide. However, I still consider most
of it applicable and the reader should refer to it. I strongly recommend, once
more, reading something on Byzantium's military history; there are plenty of
resources, from a full historical novel by Robert Graves (of "I, Claudius"
fame), called "Count Belisarius", which depicts the Empire at an earlier age
(around AD 600), to the ubiquitous books from Osprey Military, which in three
books covers the Empire from the beginnings to its final demise, while a fourth
covers the campaign for the final siege of Constantinople.
Byzantine people are of a most intriguing nature. They are a "twilight people",
living of traditions of their past glories. It is quite striking that, though
normally referred as "Greeks" (often "cunning and devious Greeks") by their
Western contemporaries, they called themselves "Romans". It must be remembered
that (around the XI century) Western European peoples were at their infancy,
and were (quite correctly!) regarded as near savages by the Byzantines. In
times of the First Crusade, in the XI century, they referred to Westerners
collectively as "Celts"; one century later, as "Franks". They were impressed
both by their strong build, they prowess and bravery in individual combat, as
well as by their rushness and tactical foolishness. Byzantium's approach to war
was completely different.
The Byzantine military system
Imperial military system evolved from its Roman inheritance to a more feudal
approach after the Xth century, to an almost Renacentist one in their last
period of existence. Byzantines were capable of campaigns characterized, if not
by brilliant victories in the battlefield, by ample strategic maneuvering and
strong logistics, and ultimately, strategic gains. They were also well prone to
unexplainable routes and disastrous defeats, like Myriocephalon in AD 1080 or
Mazinkert in AD 1174. Affected by acute shortages of manpower, they rather
avoided pitched battles and trusted in their superior organization and
logistics against their foes, which were mainly nomadic steppe peoples whose
only hope was overruning the Byzantine army in a crushing defeat, the very kind
of thing they most avoided. Only when faced with really resolute foes, the
Muslims Arabs early on and the Tuks later, this strategy failed. Long campaigns
are not suited to feudal armies, and Bizantium's was a partially feudal,
partially national, partially mercenary one. This is faithfully reproduced in
the game; you have advanced troop raising facilites centralized in Bizantium
itself, which forces you to raise units on a one-a-year basis (these units are
very advanced for the early age, which reflects the organizational advantage of
the Empire. They are peculiar to the faction and represent the "national"
component). Your provinces are devoid of any form of structure, so you must
begin building Forts in all of them to start troop raising (this troops are
mostly the same folk recruited by any other Christian power in the early age,
and represent the feudal component). You also start with an Inn in Trebizond,
so you can hire mercenaries from the second or third year of campaign (modern
troops mostly from steppe origin, which adds flavour to your army).
Byzantine Troops
I'm afraid that you'll have to revisit the old "Pike and Bow" tactic, there
wonït be spear-armed Foot units in the Byzantine's army roster until you are
able to raise Swiss Pikemen (and even this is possible by a bug which may be
addressed with some patch)! You have, however, a very good basic heavy infantry
unit right from the start of the game, the Byzantine Infantry, and a quite good
Foot archers, the Trebizond Archers, who can engage in melŠe against light
troops almost like militiamen. You'll have access to a wide offer of useful
mercenary troops for hiring. You'll have one, and only one, battle-winning
‚lite Foot unit, the Varangian Guard, equivalent, if anything, to the Chivalric
Men-at-Arms, but you won't be able to raise another, or replace losses, until
much later in the game. Of course, you can raise your common stock Peasant,
Urban Militia and Spearmen, but only after building the approppiate facilities.
As a positive fact, your princes come with a useful-sized, 40-strong
Kataphraktoi heavy cavalry unit, more than able to cope with any such troop in
the early game. Though your initial forces seem formidable on paper, they are
spread-thin, and the "yearly-basis" policy leaves you with little option but to
rely on mercenaries and second-rate troops. Well, at first hire everything you
can; Mounted Crossbowmen and Sargeants, Alan horsemen, Kwharazmian Heavies,
Feudal Sargeants and Bulgar Brigands are among the most useful types
immediatley available; after a few years some Byzantine Infantry (hire them
and "nationalize" them by supplying replacements to your depleted national
units -yes, it is possible) and Italian Light Infantry (the absolute best!;
well, my judgement is a little biased) appear. You'll find yourself raising
Peasant units as soon as the Forts are made, if only to keep Loyalty levels
high at a reasonable tax level. Disband them as soon as possible, when you can
replace them with Urban Militia (soon to be replaced by Spearmen or reserve
Byzantine Infantry). Soon you'll be forced to dedicate Constantinople to
ship-building, so diversify and specialize your troop raising territories as
soon as possible.
Byzantine Troop Types
Numbers (when provided) reflects the unit's strength, raising cost and
manteinance cost.
Byzantine Infantry (100, 175): This trooper should be your basic grunt here,
and a most capable one. Good in attack, but without "charge" bonuses; good in
defense, though not particularly against cavalry -mix them with spear-armed men
for that-, they are quite steady under pressure and fire, but tend to
experience higher casualties than spear-armed infantry. You better like them,
you'll not be able to raise any other heavy Foot, except the common Spearmen
and Urban Militias (but not their upgrades) until you can raise Pikemen. You
need the Swordsmith, so at first they can be raised in Constatinople itself
only. To keep them a viable unit into the late game, upgrade them gradually in
armor and weapons (it can be done for free, just send the choosen unit for a
resting and refitting period to a province with the approppiate raising and
upgrading facilities; it takes three years: one to send the unit, a second to
place it in the troop raising roster and another to deploy it back). In a
custom-battle, staged to test its viability in the late game, a Byzantine
Infantry unit with full armor and weapon upgrades (typical of the late game)
and a couple of Valour points ate up a similarly upgraded Armoured Swiss
Pikemen unit, costing 900 fl., albeit with heavy casualties. Not bad for a 175
fl unit; besides their fighting abilities, at 1.75 apiece, they make wonderful
garrison troops.
Varangian Guard (60, 550, two years): Well, you have one unit of this
nut-cracking troops at the start of the game, but will have to build the 8000
fl Citadel before you can even make up losses! (Spearmaker's Guild is needed
-odd thing, they are not a spear-armed infantry). Expensive and with a long
training period; you should raise as many as you can as soon as possible, for
it is reported that in the late game they cease to be available (this proved to
be untrue). Use them as assault troops (much as Chivalric Men-at-Arms), or as
the pivot of your defensive infantry line. In the early game, they almost
guarantee success; I have seen (playing as the Italians) a single unit put to
flight my entire infantry battle line of several hundred men.
Swiss Pikemen (96, 525): Earmark one or two provinces to develop the necessary
facilities for raising these. You'll need the 8000 fl Citadel to build the
County Militia, with the added disadvantage that neither intermediate Town
Militia allow you to raise any new kind of troop. If you make a "technological
rush" towards them you'll get them early enough to gain an edge (I began
raising them at about AD 1270) They are well advertised, steady footmen, which
can replace all your spear-armed infantry, mostly mercenary, cutting expenses
in the long run. You can also raise Armored Swiss Pikemen (96, 900) having the
Master Armourer, but they are a bit expensive. I usually go for the fully
upgraded standard ones.
Trebizond Archers (60, 275): a tad more expensive than common Archers (60,
225), but infinitely more useful; do not waste your time with the latter. They
compare favourably to the a little cheaper Genoese and Desert Archers and are
almost the equal to the more expensive Bulgarian Brigands. They do not panick
easily, shooting at point-blank range provided they are not being charged at.
They can attack weak enemies almost like a light infantry; consider that they
have better attack than defense bonus, so do not use them to make a stand. The
1st-level Bowyer facility produces both common and Trebizond archers, so you'll
soon be raising them by the hundred; many are needed to counter the various
kinds of Arab light cavalry and camel troops. Specialize Trebizond for them;
they receive a +1 Valour bonus if raised there.
Bulgarian Brigands (60, 300): Excellent Foot archers, with a gusto for dirty
melee fighting. They are a fully historical unit, bands of such brigands
entering Byzantine service in sizeable numbers. You must reach the Master
Bowyer, so they are rather expensive in terms of facilities needed, and compete
with the very useful Pavise Arbalesters in the troop-raising roster, but they
are easily the best of their kind in the game (the other really good archer
type of troop, the Turcoman Footsoldiers, have better armor and so better
defence bonus, but they are not as good in the attack and have lower Morale
bonus). They manteinance cost is surprisingly low (30 fl.!), so they are a
sensible option. Of course, if raised in the Bulgary province they receive a +1
Valour bonus.
Genoese Sailors (60, 206): If you happen to take Genoa, do not miss the
opportunity of raising them. They are way better than common archers; for
though not more capable than them at melee fighting, they simply do not
panick. I like their "casual" attitude when standing in the field, compared to
the ordered ranks of common archers. They are cheap, too; of course cheaper
than Trebizond's, but cheaper than common archers as well. In fact, I paid less
for them being the Byzantines than being the Italians, who must pay 275 fl. a
unit! They are not really necessary, but I have a sentimental attachment to
them. You must build the Bowyer's Workshop and the Port.
Naphta Throwers (12, 300, two years): If you come to raise them in sizabe
numbers they are useful. Their employment is rather tricky; they are very short
ranged, very prone to hit friendly troops and can be easily decimated; they
must approach an unit which is either stationary without missile support or
engaged against some other foe. You must build the Siege Engines Shop; their
training takes two years. I didn't get the grip of them; it seems that you must
monitor their movements very carefully (something next to impossible in a
thousand-men battle) or pick an objtective for them and let them take care of
themselves (which may result in heavy casualties). They are expensive, and fill
a slot in your army roster with only 12 men, diminishing the number of troops
available. I usually prefer one more Foot Archer unit in my army roster, but
they are fun to see in action.
Missile Troops: other than the above, all of these can be raised by the
Byzantines.. Gear up (to the Bowyer Workshop and Guild) to raise Crossbows (60,
200) and Arbalests (60, 250); you'll need them to face the Golden Horde and any
Western knight-heavy army. If Archers provide volume of fire, crossbows and
arbalests provide heavy, sustained shooting. Move them to the side of the
enemy's main line of thrust to provide flanking fire. When Gunpowder appears,
raise Handgunners and Harquebusiers: they are cheap (60, 175) troops, adequate
even for garrison duties in the late game, and well armored enough to serve as
assault troops in sieges. They are much scorned in forums, but I find them
really useful troops; though they fire really slow and are very short-ranged,
their fire has an intimidating effect, not to speak of the casualties it
provokes! I have seen entire units of Golden Horde heavies turn tail and flee
after one or two volleys, though only two or three men had fallen so far. When
all fails, they are well able to engage in melee, even charging an opponent; I
have seen them face a charging knightly unit and eat it up, even pursuing them
as they fled. Arquebusiers do not have as good Attack nor Morale stats, but
their fire is longer-ranged and more accurate. However, in full Shogun fashion,
they are next to useless in damp conditions.
Kataphraktoi (40, 475): a most capable heavy Horse unit. You'll need extensive
facilities: Horse Breeders' and Armourers' Guild, implying the costly Citadel.
They are not fast, and get tired rather quickly; exert a fine sense of timing
when using them.
Steppe Cavalry (40, 125): Extremely cheap, fast Light Horse; these guys can do
anything Mounted Sargeants or Hobilars are good for. Just the Horse Farm is
needed; raise huge quantities of them. They excel in attacking missile troops
and pursuing routers, but they are not very steady: their speed allows them to
fly whenever things turn against them; so be warned.
Pronoia Allagion (40, 475): A medium-to-heavy native Horse, you can raise them
once you have built both the Horse Breeders' and the Spearmakers' Guild. They
were the closest equivalents the Empire had to Western feudal knights, for they
owed military service in return for land. Gamewise, they are rather light to
break Chivalric Knights in a full head-on charge, but they are useful for
everything else, being much more mobile than Kataphraktoi. Try to upgrade them
fully in both weapons and armour.
Mounted Archers (40, 250): Rather expensive for your initial tight budget, they
replace effectively the slightly more expensive Mounted Crossbowmen, but they
are less capable in melee and more prone to rout. Again, they are raised at the
Horse Farm facility. They will engage in melee if necessary (do not hesitate to
send them charging if facing Foot archers), but will suffer heavy casualties.
Byzantine Cavalry (40, 425) Another good all-round Horse, if somewhat expensive
in facilites needed: you need the Horse Farm n§ 2, the Swordsmith and the
Bowyer. Exception made for their Charge bonus, they compare favourably to a
standard medium lance cavalry such as the Mounted Sergeants, with the plus of
their arrow-shooting capability. They can wear down any enemy while staying out
of trouble, charging them when they are on the verge of breaking. They can
engage light cavalry in melee and cut down routers with ease; but any serious
resistance will result in rather heavy casualties.
Both types of mounted archers are best used if deployed well ahead of your
battle line, to scout the enemy positions and harass their deployment. You can
decimate any particulary dangerous unit well before they reach your positions,
or pick the enemy commander's unit and thin it down (though I have found that
often only the very last man hacked down in the unit is actually the
commander!). Just remember not to expose them to enemy Foot archers, and to
extricate them if charged by light cavalry (such a charge can be turned into a
succesful ruse if you manage to lure the enemy into pursuing them into your
battle line!). They can stay out of melee range of most heavy cavalry while
wearing them down with arrows; I have seen Byzantine Cavalry routing Chivalric
Knights in such a way. Just do not order them to "Hold Position", even if you
order so to the rest of your army. Alternatively, they can harass retreating
units and rout them, or support your pursuing lance light cavalry, should an
enemy infantry unit reform or an unexpected reinforcement appear.
Mercenaries: Lots are at your disposal, of almost any kind; hire what you need.
Take into account that, if the hiring cost is usually attractive, the
manteinance costs are rather high: usually twice an equivalent national troop
(however, you can cheat by "nationalizing" them as replacements of national
1.- Introduction
2.- The Byzantine military system
3.- Byzantine Troops
4.- Enemies
5.- The Byzantine Campaign
a) What you get
b) Early Developing
c) Stirring your muscles
d) Go West, young man!
e) Watch your back!
f) A Foot in Europe
g) Final Assault on the West
h) Second Pax Romana
6.- Conclusion
Introduction
In this, the second Faction Guide of my making, I will skip the general advice
incorporated into the first, the Italian Guide. However, I still consider most
of it applicable and the reader should refer to it. I strongly recommend, once
more, reading something on Byzantium's military history; there are plenty of
resources, from a full historical novel by Robert Graves (of "I, Claudius"
fame), called "Count Belisarius", which depicts the Empire at an earlier age
(around AD 600), to the ubiquitous books from Osprey Military, which in three
books covers the Empire from the beginnings to its final demise, while a fourth
covers the campaign for the final siege of Constantinople.
Byzantine people are of a most intriguing nature. They are a "twilight people",
living of traditions of their past glories. It is quite striking that, though
normally referred as "Greeks" (often "cunning and devious Greeks") by their
Western contemporaries, they called themselves "Romans". It must be remembered
that (around the XI century) Western European peoples were at their infancy,
and were (quite correctly!) regarded as near savages by the Byzantines. In
times of the First Crusade, in the XI century, they referred to Westerners
collectively as "Celts"; one century later, as "Franks". They were impressed
both by their strong build, they prowess and bravery in individual combat, as
well as by their rushness and tactical foolishness. Byzantium's approach to war
was completely different.
The Byzantine military system
Imperial military system evolved from its Roman inheritance to a more feudal
approach after the Xth century, to an almost Renacentist one in their last
period of existence. Byzantines were capable of campaigns characterized, if not
by brilliant victories in the battlefield, by ample strategic maneuvering and
strong logistics, and ultimately, strategic gains. They were also well prone to
unexplainable routes and disastrous defeats, like Myriocephalon in AD 1080 or
Mazinkert in AD 1174. Affected by acute shortages of manpower, they rather
avoided pitched battles and trusted in their superior organization and
logistics against their foes, which were mainly nomadic steppe peoples whose
only hope was overruning the Byzantine army in a crushing defeat, the very kind
of thing they most avoided. Only when faced with really resolute foes, the
Muslims Arabs early on and the Tuks later, this strategy failed. Long campaigns
are not suited to feudal armies, and Bizantium's was a partially feudal,
partially national, partially mercenary one. This is faithfully reproduced in
the game; you have advanced troop raising facilites centralized in Bizantium
itself, which forces you to raise units on a one-a-year basis (these units are
very advanced for the early age, which reflects the organizational advantage of
the Empire. They are peculiar to the faction and represent the "national"
component). Your provinces are devoid of any form of structure, so you must
begin building Forts in all of them to start troop raising (this troops are
mostly the same folk recruited by any other Christian power in the early age,
and represent the feudal component). You also start with an Inn in Trebizond,
so you can hire mercenaries from the second or third year of campaign (modern
troops mostly from steppe origin, which adds flavour to your army).
Byzantine Troops
I'm afraid that you'll have to revisit the old "Pike and Bow" tactic, there
wonït be spear-armed Foot units in the Byzantine's army roster until you are
able to raise Swiss Pikemen (and even this is possible by a bug which may be
addressed with some patch)! You have, however, a very good basic heavy infantry
unit right from the start of the game, the Byzantine Infantry, and a quite good
Foot archers, the Trebizond Archers, who can engage in melŠe against light
troops almost like militiamen. You'll have access to a wide offer of useful
mercenary troops for hiring. You'll have one, and only one, battle-winning
‚lite Foot unit, the Varangian Guard, equivalent, if anything, to the Chivalric
Men-at-Arms, but you won't be able to raise another, or replace losses, until
much later in the game. Of course, you can raise your common stock Peasant,
Urban Militia and Spearmen, but only after building the approppiate facilities.
As a positive fact, your princes come with a useful-sized, 40-strong
Kataphraktoi heavy cavalry unit, more than able to cope with any such troop in
the early game. Though your initial forces seem formidable on paper, they are
spread-thin, and the "yearly-basis" policy leaves you with little option but to
rely on mercenaries and second-rate troops. Well, at first hire everything you
can; Mounted Crossbowmen and Sargeants, Alan horsemen, Kwharazmian Heavies,
Feudal Sargeants and Bulgar Brigands are among the most useful types
immediatley available; after a few years some Byzantine Infantry (hire them
and "nationalize" them by supplying replacements to your depleted national
units -yes, it is possible) and Italian Light Infantry (the absolute best!;
well, my judgement is a little biased) appear. You'll find yourself raising
Peasant units as soon as the Forts are made, if only to keep Loyalty levels
high at a reasonable tax level. Disband them as soon as possible, when you can
replace them with Urban Militia (soon to be replaced by Spearmen or reserve
Byzantine Infantry). Soon you'll be forced to dedicate Constantinople to
ship-building, so diversify and specialize your troop raising territories as
soon as possible.
Byzantine Troop Types
Numbers (when provided) reflects the unit's strength, raising cost and
manteinance cost.
Byzantine Infantry (100, 175): This trooper should be your basic grunt here,
and a most capable one. Good in attack, but without "charge" bonuses; good in
defense, though not particularly against cavalry -mix them with spear-armed men
for that-, they are quite steady under pressure and fire, but tend to
experience higher casualties than spear-armed infantry. You better like them,
you'll not be able to raise any other heavy Foot, except the common Spearmen
and Urban Militias (but not their upgrades) until you can raise Pikemen. You
need the Swordsmith, so at first they can be raised in Constatinople itself
only. To keep them a viable unit into the late game, upgrade them gradually in
armor and weapons (it can be done for free, just send the choosen unit for a
resting and refitting period to a province with the approppiate raising and
upgrading facilities; it takes three years: one to send the unit, a second to
place it in the troop raising roster and another to deploy it back). In a
custom-battle, staged to test its viability in the late game, a Byzantine
Infantry unit with full armor and weapon upgrades (typical of the late game)
and a couple of Valour points ate up a similarly upgraded Armoured Swiss
Pikemen unit, costing 900 fl., albeit with heavy casualties. Not bad for a 175
fl unit; besides their fighting abilities, at 1.75 apiece, they make wonderful
garrison troops.
Varangian Guard (60, 550, two years): Well, you have one unit of this
nut-cracking troops at the start of the game, but will have to build the 8000
fl Citadel before you can even make up losses! (Spearmaker's Guild is needed
-odd thing, they are not a spear-armed infantry). Expensive and with a long
training period; you should raise as many as you can as soon as possible, for
it is reported that in the late game they cease to be available (this proved to
be untrue). Use them as assault troops (much as Chivalric Men-at-Arms), or as
the pivot of your defensive infantry line. In the early game, they almost
guarantee success; I have seen (playing as the Italians) a single unit put to
flight my entire infantry battle line of several hundred men.
Swiss Pikemen (96, 525): Earmark one or two provinces to develop the necessary
facilities for raising these. You'll need the 8000 fl Citadel to build the
County Militia, with the added disadvantage that neither intermediate Town
Militia allow you to raise any new kind of troop. If you make a "technological
rush" towards them you'll get them early enough to gain an edge (I began
raising them at about AD 1270) They are well advertised, steady footmen, which
can replace all your spear-armed infantry, mostly mercenary, cutting expenses
in the long run. You can also raise Armored Swiss Pikemen (96, 900) having the
Master Armourer, but they are a bit expensive. I usually go for the fully
upgraded standard ones.
Trebizond Archers (60, 275): a tad more expensive than common Archers (60,
225), but infinitely more useful; do not waste your time with the latter. They
compare favourably to the a little cheaper Genoese and Desert Archers and are
almost the equal to the more expensive Bulgarian Brigands. They do not panick
easily, shooting at point-blank range provided they are not being charged at.
They can attack weak enemies almost like a light infantry; consider that they
have better attack than defense bonus, so do not use them to make a stand. The
1st-level Bowyer facility produces both common and Trebizond archers, so you'll
soon be raising them by the hundred; many are needed to counter the various
kinds of Arab light cavalry and camel troops. Specialize Trebizond for them;
they receive a +1 Valour bonus if raised there.
Bulgarian Brigands (60, 300): Excellent Foot archers, with a gusto for dirty
melee fighting. They are a fully historical unit, bands of such brigands
entering Byzantine service in sizeable numbers. You must reach the Master
Bowyer, so they are rather expensive in terms of facilities needed, and compete
with the very useful Pavise Arbalesters in the troop-raising roster, but they
are easily the best of their kind in the game (the other really good archer
type of troop, the Turcoman Footsoldiers, have better armor and so better
defence bonus, but they are not as good in the attack and have lower Morale
bonus). They manteinance cost is surprisingly low (30 fl.!), so they are a
sensible option. Of course, if raised in the Bulgary province they receive a +1
Valour bonus.
Genoese Sailors (60, 206): If you happen to take Genoa, do not miss the
opportunity of raising them. They are way better than common archers; for
though not more capable than them at melee fighting, they simply do not
panick. I like their "casual" attitude when standing in the field, compared to
the ordered ranks of common archers. They are cheap, too; of course cheaper
than Trebizond's, but cheaper than common archers as well. In fact, I paid less
for them being the Byzantines than being the Italians, who must pay 275 fl. a
unit! They are not really necessary, but I have a sentimental attachment to
them. You must build the Bowyer's Workshop and the Port.
Naphta Throwers (12, 300, two years): If you come to raise them in sizabe
numbers they are useful. Their employment is rather tricky; they are very short
ranged, very prone to hit friendly troops and can be easily decimated; they
must approach an unit which is either stationary without missile support or
engaged against some other foe. You must build the Siege Engines Shop; their
training takes two years. I didn't get the grip of them; it seems that you must
monitor their movements very carefully (something next to impossible in a
thousand-men battle) or pick an objtective for them and let them take care of
themselves (which may result in heavy casualties). They are expensive, and fill
a slot in your army roster with only 12 men, diminishing the number of troops
available. I usually prefer one more Foot Archer unit in my army roster, but
they are fun to see in action.
Missile Troops: other than the above, all of these can be raised by the
Byzantines.. Gear up (to the Bowyer Workshop and Guild) to raise Crossbows (60,
200) and Arbalests (60, 250); you'll need them to face the Golden Horde and any
Western knight-heavy army. If Archers provide volume of fire, crossbows and
arbalests provide heavy, sustained shooting. Move them to the side of the
enemy's main line of thrust to provide flanking fire. When Gunpowder appears,
raise Handgunners and Harquebusiers: they are cheap (60, 175) troops, adequate
even for garrison duties in the late game, and well armored enough to serve as
assault troops in sieges. They are much scorned in forums, but I find them
really useful troops; though they fire really slow and are very short-ranged,
their fire has an intimidating effect, not to speak of the casualties it
provokes! I have seen entire units of Golden Horde heavies turn tail and flee
after one or two volleys, though only two or three men had fallen so far. When
all fails, they are well able to engage in melee, even charging an opponent; I
have seen them face a charging knightly unit and eat it up, even pursuing them
as they fled. Arquebusiers do not have as good Attack nor Morale stats, but
their fire is longer-ranged and more accurate. However, in full Shogun fashion,
they are next to useless in damp conditions.
Kataphraktoi (40, 475): a most capable heavy Horse unit. You'll need extensive
facilities: Horse Breeders' and Armourers' Guild, implying the costly Citadel.
They are not fast, and get tired rather quickly; exert a fine sense of timing
when using them.
Steppe Cavalry (40, 125): Extremely cheap, fast Light Horse; these guys can do
anything Mounted Sargeants or Hobilars are good for. Just the Horse Farm is
needed; raise huge quantities of them. They excel in attacking missile troops
and pursuing routers, but they are not very steady: their speed allows them to
fly whenever things turn against them; so be warned.
Pronoia Allagion (40, 475): A medium-to-heavy native Horse, you can raise them
once you have built both the Horse Breeders' and the Spearmakers' Guild. They
were the closest equivalents the Empire had to Western feudal knights, for they
owed military service in return for land. Gamewise, they are rather light to
break Chivalric Knights in a full head-on charge, but they are useful for
everything else, being much more mobile than Kataphraktoi. Try to upgrade them
fully in both weapons and armour.
Mounted Archers (40, 250): Rather expensive for your initial tight budget, they
replace effectively the slightly more expensive Mounted Crossbowmen, but they
are less capable in melee and more prone to rout. Again, they are raised at the
Horse Farm facility. They will engage in melee if necessary (do not hesitate to
send them charging if facing Foot archers), but will suffer heavy casualties.
Byzantine Cavalry (40, 425) Another good all-round Horse, if somewhat expensive
in facilites needed: you need the Horse Farm n§ 2, the Swordsmith and the
Bowyer. Exception made for their Charge bonus, they compare favourably to a
standard medium lance cavalry such as the Mounted Sergeants, with the plus of
their arrow-shooting capability. They can wear down any enemy while staying out
of trouble, charging them when they are on the verge of breaking. They can
engage light cavalry in melee and cut down routers with ease; but any serious
resistance will result in rather heavy casualties.
Both types of mounted archers are best used if deployed well ahead of your
battle line, to scout the enemy positions and harass their deployment. You can
decimate any particulary dangerous unit well before they reach your positions,
or pick the enemy commander's unit and thin it down (though I have found that
often only the very last man hacked down in the unit is actually the
commander!). Just remember not to expose them to enemy Foot archers, and to
extricate them if charged by light cavalry (such a charge can be turned into a
succesful ruse if you manage to lure the enemy into pursuing them into your
battle line!). They can stay out of melee range of most heavy cavalry while
wearing them down with arrows; I have seen Byzantine Cavalry routing Chivalric
Knights in such a way. Just do not order them to "Hold Position", even if you
order so to the rest of your army. Alternatively, they can harass retreating
units and rout them, or support your pursuing lance light cavalry, should an
enemy infantry unit reform or an unexpected reinforcement appear.
Mercenaries: Lots are at your disposal, of almost any kind; hire what you need.
Take into account that, if the hiring cost is usually attractive, the
manteinance costs are rather high: usually twice an equivalent national troop
(however, you can cheat by "nationalizing" them as replacements of national
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