Are the Mongols in control of a lot of territory? What is the state of your own empire? You've yet to give some specific information. If you don't want to lose any pitched battles, then stick your armies to the nearest bridges and just wait for them to have at you. Sieges are their worst enemy, even if they have a lot of artillery. And like with every faction, killing their general is the best way to start killing their army when they rout. Their starting units are very tough, and most of their higher quality units have ZERO upkeep. If you don't want them to prosper, don;t let them own any regions. They hit slow, but they hit hard, almost always with multiple stacks all at once. That's what really makes them tough.
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Well, truth be told I don't feel that daelin4 has adressed the fact that the Mongols are a cavalry based faction. Naturally, since you are the Danes you are at a serious disadvantage since you own neither heavy cavalry nor strong spear units (save the swordstaff militia, which are quite vulnerable to missile fire). I suppose that you follow the other peoples advice and stay behind castle walls with some armour upgraded swordstaff militia. Then you could stand a good chance. Also consider bringing some mercenaries from Switzerland or mercenary crssbowmen: you could really use those extra pikes and crossbows to augment your heavy infantry centred armies.
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edited December 2012
Plenty of Horse Archers, some Heavy Cavalry, and some pretty decent foot soldier vs. a faction that is often primarily non-spear infantry; yeh, playing the Danes against the Mongols SUCKS. This is even more true if you try to take them in the open field. I'm sorry to say this but their fighting style trumps your fighting style when given freedom of movement. To me the first thing you want is early detection followed by a brutal regiment of assassinations to take out there generals. They come at you with six additional levels of experience so you really shouldn't want to be facing that let by an eight plus star general. Now you say you own western Europe, does that include the British Isles? Assuming it does send a general over there to hire longbow mercenaries that are capable of planting stakes into the ground. I'll admit I was playing as England and using my own longbows but with just a couple/few (I don't remember if it was two or three units) of longbows planting stakes on my side of a Bridge battle I was able to DESTROY three full Mongol stacks and do a lot of damage to a fourth before my luck finally ran out that turn with the artillery driving me away. I guess if you must fight the Mongols with your standard units I strongly suggest trying to find a nice thick forest to fight in. Their heavy infantry are still tough but hopefully the trees will negate at least some of their missile and mounted advantages.
edited December 2012
Avoiding the open field and fighting bridge/siege battles.. hmm. I'd try to have ballista towers (at least) built. Cover your walls with Norse archers, both to defend the walls (Norse archers are almost as good in hand-to-hand combat as Norse swordsmen, and their 25 florin lower maintenance cost makes them cheaper within four turns. Oh, and I guess they have bows too or something..) Have some obudshaer or swordstaff militia guarding the entries to the central square, ideally in a |_| formation. Try to have a few catapults in the center square. While your obudshaer hold them off, your catapults can rain missiles into their packed ranks. Meanwhile, if they battered down your gate without taking the walls, your Norse archers can continue to shoot them from the inside of the walls. (If they do try to take the walls, the Norse archers should put up a very good fight.) Their foot archers out-range Norse archers, so they might just shoot them from a distance while your Norse archers can't retaliate. This could be worse without ballista towers. However, ultimately, if you wait it out, they'll mostly waste their arrows. Moderately armored Norse archers with big shields waiting behind walls should take very few casualties from Mongol foot archers firing at a range beyond the Norse archers' maximum. Ultimately, if they deplete their arrows trying to kill the Norse archers, it could be a blessing in disguise: they're left without arrows for when your walls are breached and they could flood in and shoot your obudshaer and catapults. If these are later-wave Mongols with trebuchets and rocket launchers, that opens a new set of problems.
edited December 2012
Well I have always tried one strategy against mongols in the open, i used to recruit the fast scouts or the mounted sergeants or whatever the danes have in their tree and do lighting speed charges against their foot archers and then send in my swordsmen to finish who ever is still alive, now that does not work with the mounted archers which were a real nightmare, using the same mounted sergeants i used to drive them off the main battlefield and demolish their general with any spear unit or pike once with scotland once their general is down the rest would be easy, now if you are facing more than one army you have to regroup your armies every time you defeat one of them, and regroup them a little bit far on the map so they can get a rest, meanwhile the mongol army will loose energy to get to you. Facing the rockets is another story, however for that think of sacrificing a unit or two and when you deploy your men at the begining try to scatter your men and don't go with crammed armies. It would be easy to face them in the forest as mentioned by someone, but facing them in the desert, like near baghdad is way tougher, i faced 4 armies and managed to take down 3 and when the fourth came i was really weak and i decided to route.. wait until you see the Timurids, oh they are so busy torturing captives..
'Life is a succession of lessons which must be lived to be understood' Helen Keller.
edited December 2012
thanks for all the help fellas, yes i have found siege to be the best way to fight them so now im just luring them to my towns so my beloved axemen can cut them to pieces. I will be back when the mighty timurids come
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edited December 2012
I would have thought the clergy would do well. I just defeated a 1.5 stack of Mongols with 1 stack of infantry and a high chivalry general. The Mongol generals have high dread so you need to counter that with high chivalry or high dread of your own. Your infantry will be able to chop up the Mongol archers. You need a hill and preferably some forests as well. Put archers in front, with heavy infantry behind, on top of the hill. If the Mongols have artillery, then make sure you bring some, too. Bring as many spearmen as you can but they should have reasonable morale or they will run away too easily. Put the cavalry in the rear ready to close gaps or exploit. Wait for the Mongols to attack the archers then charge out before they hit them. Your infantry should do well against the Mongols in a forest so if you can fight them there, you might be able to fight without the hill.
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Home / Medieval II Total War / Denmark
The Aztecs
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Denmark
Egypt
England
France
The Holy Roman Empire
Hungary
Milan
The Mongols
The Moors
The Papal States
Poland
Portugal
Russia
Scotland
Sicily
Rebels
Spain
The Timurids
The Turks
Venice
Faction Description
Denmark, A.D. 1080 Summer Denmark is a relatively new kingdom in the world of Christendom, emerging from centuries of paganism under Viking rule. Exactly one hundred years ago, Harold Bluetooth, the Viking King of the Danes, embraced Christianity, not just personally, but also on behalf of his people. Though the Vikings' fierce conviction in battle was a true asset, forsaking these pagan ways and embracing Catholicism is what has actually elevated Denmark into a true northern power. With the Reich and other Catholic Kingdoms offering support against stubborn Viking pagans, the Kings of Denmark now enjoy an absolute authority that has never been seen in the region before.The Danes have no illusions that maintaining such authority abroad is an easy feat, having lost control of England within the last half century. In fact, forging agreements of co-operative leadership with the Norwegian royal court almost saw an end to Danish rule over the Kingdom of Denmark itself. So it would seem that both diplomatic and militaristic expansion are something the Danish Kings are yet to master.Arguably the most expedient move that the present King Knut II could now make would be to try to take the Scandinavian lands to the north rather than continue to negotiate with them. No mortal army could possibly dream of approaching Norway or Sweden's northern reaches, making the region an ideal set of easily defendable homelands. Crossing the Baltic Sea is also an obvious option that offers the Danes several access points into Eastern Europe without having to deal with the Imperial forces in Saxony. It is more than a little ironic that the Catholic powers of Europe that have secured Denmark's future are now the main obstacles to seeing that future improve.
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Popular units
No.
Card
Name
Class
Cost
Upkeep
1
16
Serpentine missile siege Light cannon designed for use against troops rather than walls.
Serpentine
siege missile
700
150
14 ratings Legendary unit Light cannon designed for use against troops rather than walls.
2
Norse War Clerics heavy cavalry Heavily armoured Bishop and cavalry retinue. Encased in plate armour and wielding foe-crushing maces
Norse War Clerics
cavalry heavy
750
250
98 ratings Great unit Heavily armoured Bishop and cavalry retinue. Encased in plate armour and wielding foe-crushing maces
3
Norse Axemen heavy infantry Formidable axemen from Scandinavia. Equipped with two-handed axes and protected by heavy armour
Norse Axemen
infantry heavy
700
150
81 ratings Great unit Formidable axemen from Scandinavia. Equipped with two-handed axes and protected by heavy armour
4
Obudshaer heavy infantry Skilled Danish halberd unit armoured in plate armour.
Obudshaer
infantry heavy
720
150
64 ratings Great unit Skilled Danish halberd unit armoured in plate armour.
5
Norse Swordsmen heavy infantry Well armed and equipped Norse swordsmen. Able to wear chain and plate armour.
Norse Swordsmen
infantry heavy
400
150
58 ratings Great unit Well armed and equipped Norse swordsmen. Able to wear chain and plate armour.
Units List
Carrack light ship A large capital ship armed with broadside firing cannons. Capable of travelling across the ocean.
Dragon Boat light ship A larger version of the longship, able to carry more men as well as grappling hooks for boarding actions.
Gun Holk light ship An upgraded Holk, armed with cannons in the fore castle and extra marines armed with gunpowder weapons.
Longboat light ship Usually used as a Viking troop carrier. These ships carry Scandinavian raiding parties across Europe.
Feudal Knights heavy cavalry Protected by heavy armour and armed with a lance, these elite warriors crush and ride down their opponents.
Chivalric Knights heavy cavalry Elite warriors clad in steel plate armour, these men pack a ferocious charge, while being hard to kill.
Huscarls heavy cavalry Protected by mail armour and wielding axes, these fearsome warriors are effective cavalry.
Norse War Clerics heavy cavalry Heavily armoured Bishop and cavalry retinue. Encased in plate armour and wielding foe-crushing maces
Knights Templar heavy cavalry Elite and some say reckless knights formed to protect Christian pilgrims in the Holy Lands.
Knights Hospitaller heavy cavalry Well trained and disciplined these knights are amongst the deadliest heavy cavalry in all Christendom.
Merchant Cavalry Militia heavy cavalry Poorly trained, but well equipped cavalry who fight with a sword.
Scouts light cavalry Cheap to recruit and equip, scouts are useful for running down fleeing troops and scattering archers.
Mounted Crossbowmen missile cavalry Using smaller crossbows than the infantry, these units use their mobility to stay out of trouble while they reload.
Peasant Archers missile infantry A peasant archer is armed with a small bow, and a knife. Unreliable, and only moderately effective as archers.
Crossbowmen missile infantry Slow to reload, but a potent and easy to use missile weapon firing powerful bolts.
Crossbow Militia missile infantry Crossbow Militia are peasant crossbowmen called up to defend settlements. Very poorly armoured.
Arquebusiers missile infantry Fired at close range, this noisy, smokey and lethal weapon causes morale damage as well as physical hurt.
Hand Gunners missile infantry Earliest hand-held firearm unit. Causes more fear than actual damage. These soldiers need to be capable in close combat due to the short range of their weapons.
Norse Archers missile infantry Armed with a bow, a sword, shield and light armour, Norse archers are weak at shooting, but can stand their ground in melee.
Peasants light infantry In times of war peasants are forced from their farms and drafted into levies. Good cannon fodder.
Viking Raiders light infantry Wild and hardy warriors from the cold north armed with axes and light armour.
Town Militia light infantry Town Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with short spears.
Spear Militia spearmen infantry Spear Militia are commoners and peasants levied into local militias to defend settlements and bolster armies, armed with long spears.
Sword Staff Militia heavy infantry Sword staff wielding militia armoured in plate.
Norse Swordsmen heavy infantry Well armed and equipped Norse swordsmen. Able to wear chain and plate armour.
Norse Axemen heavy infantry Formidable axemen from Scandinavia. Equipped with two-handed axes and protected by heavy armour
Obudshaer heavy infantry Skilled Danish halberd unit armoured in plate armour.
Dismounted Feudal Knights heavy infantry Knights would often dismount and fight on foot when the situation demanded it. Dismounted they make excellent heavy infantry.
Dismounted Huscarls heavy infantry Protected by mail armour and wielding axes, these fearsome warriors are excellent killing machines.
Ballista missile siege Resembling a giant crossbow, this powerful weapon can fling a javelin to a great range, skewering men with ease.
Catapult missile siege Older style rock-flinging wooden artillery piece. Can throw flaming and normal shots.
Trebuchet missile siege Giant rock flinging artillery piece. Capable of flaming and normal shot. Also able to fling diseased cows!
Bombard missile siege Primitive siege-gun forged of bronze or iron, can shoot solid stone or flaming shot. Inaccurate versus units.
Ribault missile siege A small multi-barrel wagon mounted cannon. A good defensive tool able to fire in a nine-barrel barrage.
Cannon missile siege The typical 'cannon' is powerful and good against both units and defences. Capable of firing solid and explosive shots.
Serpentine missile siege Light cannon designed for use against troops rather than walls.
Cannot recruit units
General's Bodyguard heavy cavalry Well armed and equipped these elite troops have the task of guarding and fighting alongside the army's general.
General's Bodyguard heavy cavalry Elite knights hand picked to protect the general.
Dismounted Chivalric Knights heavy infantry Benefiting from improvements in arms and armour these elite warriors are still formidable, even when they choose to fight on foot.
Bodyguard heavy infantry Well armed and equipped these elite troops have the task of guarding and fighting alongside the army's general.
Faction strength
Has a good all-round mix of units, with the infantry preferring to wield swords or axes instead of spears.
Faction weakness
Lacks good heavy cavalry.
Special unit
Norse Axemen
City Buildings List
Wooden Palisade (Upgrade) A Wooden Palisade gives a sense of security but is unlikely to delay determined attackers for very long.
Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
Town Watch The Town Watch have the minimum equipment and resources needed to train infantry.
Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
Gunsmith A Gunsmith allows the construction of a bombard cannon.
Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
Port A Port allows a settlement to trade with the far-distant corners of the world.
Merchant's Wharf A Merchant's Wharf allows an extra trade fleet, and increases trade to the settlement.
Naval Academy A Naval Academy reduces the cost of naval units recruited in the region, while also improving their training.
Grain Exchange A Grain Exchange is absolutely essential if townsfolk are to be fed and good profits made.
Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
Land Clearance Land Clearance allows a region to begin producing enough food to encourage growth.
Mines Mines increase the trade income generated by metal deposits in the region.
Alchemist's Lab An Alchemist's Lab allows gunpowder infantry to upgrade their weapons, as well as improve the education of characters created here.
Small Church A Small Church converts a very small percentage of the region to Catholicism, and improves happiness.
Brothel A Brothel increases happiness in the settlement slightly, and allows the recruitment of a spy.
Town Hall A Town Hall helps maintain law and order, as well as reduce squalor.
Assassins' Guild An Assassins' Guild house improves law and order in the region, and the quality of locally trained assassins.
Masons' Guild A Masons' Guild house reduces the cost of stone buildings, and improves happiness.
Theologians' Guild A Theologians' Guild house improves the quality of priests created in the region.
Merchants' Guild A Merchants' Guild house improves both the trade income, and the quality of merchants created in the region.
Alchemists' Guild An Alchemists' Guild house improves the experience level of gunpowder units trained in the same settlement.
Thieves' Guild A Thieves' Guild house improves the quality of spies hired in the same settlement.
Explorers' Guild An Explorers' Guild house slightly increases the movement speed of those trained in the same settlement.
Swordsmiths' Guild A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
Templars' Minor Chapter House A Templars' Minor Chapter House allows the recruitment of Templar knights.
St Johns' Minor Chapter House A St. Johns' Minor Chapter House allows the recruitment of Hospitaller knights.
Horse Breeders' Guild A Horse Breeders' Guild improves the quality of cavalry units recruited in the region.
Convert to Motte and Bailey Converting a Village into a Motte & Bailey makes the settlement less conducive to trade, but allow for more diverse recruitment options.
Castle Buildings List
Motte and Bailey (Upgrade) A Motte and Bailey is a simple, defensible outpost, little more than a watchtower and protective fence.
Ballista Towers Ballista Towers provide the defenders with enough firepower to keep attackers at bay.
Stables A Stable allows for the recruitment of basic cavalry units.
Mustering Hall Men must be gathered, selected and trained if military strength is to be maintained.
Bowyer A Bowyer allows for the recruitment of basic missile units.
Ballista Maker A Ballista Maker allows the construction of ballista siege weaponry.
Gunsmith A Gunsmith allows the construction of a bombard cannon.
Leather Tanner A Leather Tanner offers the most basic armour improvements to new and retrained units.
Port A Port allows a settlement to trade with the far-distant corners of the world.
Dirt Roads Dirt Roads increase the movement speed of units that travel along them, as well as improve trade.
Land Clearance Land Clearance allows a region to begin producing enough food to encourage growth.
Mines Mines increase the trade income generated by metal deposits in the region.
Small Chapel A Small Chapel converts a very small percentage of the region to Catholicism, and improves happiness.
Castle Library A Library allows the recruitment of spies and diplomats in a castle.
Swordsmiths' Guild A Swordsmiths' Guild house allows trained melee units to upgrade their weaponry by retraining in the same settlement.
Templars' Minor Chapter House A Templars' Minor Chapter House allows the recruitment of Templar knights.
St Johns' Minor Chapter House A St. Johns' Minor Chapter House allows the recruitment of Hospitaller knights.
Convert to Village Converting a Large Town into a Castle makes the settlement less conducive to trade, but allow for more diverse recruitment options.
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A miscellanious list of attributes and abilities the unit may have
Formation
2, 4.4, 3, 6, 2, square, wedge
Soldier spacing side to side, Front to back for close formation, Side to side, Front to back for loose formation, Number of rankings, Formations possible for the unit
Hit points
1, 0
Hit points of man, Hit points of mount or attached animal (Ridden horses and camels do not have separate hit points)
Primary weapon
13, 8, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1, no
Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes
Secondary weapon
14, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1, no
Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes
Primary armour
8, 5, 4, metal
Armour factor, Defensive skill, Shield factor, Sound type
Secondary armour
0, 0, flesh
Animal's or vehicle's armour factor, Defensive skill, Shield factor, Sound type
Heat and ground effect
6, 0, -2, -4, 0
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
Mental
11, impetuous, trained
Morale, Discipline, Training
Cost
1, 930, 250, 130, 100, 930, 4, 230
Number of turns to build, Cost of unit to construct, Cost of upkeep, Cost of upgrading weapons, Cost of upgrading armour, Cost for custom battles, Limit in custom battle, Cost for punish
Unit Description
True knights in shining armour, in principle at least, these men espouse the noble ideals of chivalry and honour. In reality they are brutally effective warriors who practice their skills daily in tournaments and mock fights. On the battlefield, their steel plate protection makes them hard to kill, while their heavy horses and long lances mean that only the most firmly planted wall of spears can resist them.
Armour upgrade
Master Armourer A Master Armourer substantially improves the armour available to new and retrained units.
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Ownership factions
Denmark
Chivalric Knights heavy cavalry Elite warriors clad in steel plate armour, these men pack a ferocious charge, while being hard to kill.
France
Chivalric Knights heavy cavalry Elite warriors clad in steel plate armour, these men pack a ferocious charge, while being hard to kill.
Sicily
Chivalric Knights heavy cavalry Elite warriors clad in steel plate armour, these men pack a ferocious charge, while being hard to kill.
Rebels
Chivalric Knights heavy cavalry Elite warriors clad in steel plate armour, these men pack a ferocious charge, while being hard to kill.
Spain
Chivalric Knights heavy cavalry Elite warriors clad in steel plate armour, these men pack a ferocious charge, while being hard to kill.
Require buildings
No.
Card
Name
Initial quantity
Replenish rate
Maximum quantity
Experience
Requires condition
1
castle Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
Earl's Stables
1
0.5
4
0
Earl's stables allow for the recruitment of elite cavalry units.
2
castle King's Stables King's stables allow for the recruitment of the penultimate cavalry units.
King's Stables
1
0.7
6
0
King's stables allow for the recruitment of the penultimate cavalry units.
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A miscellanious list of attributes and abilities the unit may have
Formation
2, 4.4, 3, 6, 2, square, wedge
Soldier spacing side to side, Front to back for close formation, Side to side, Front to back for loose formation, Number of rankings, Formations possible for the unit
Hit points
1, 0
Hit points of man, Hit points of mount or attached animal (Ridden horses and camels do not have separate hit points)
Primary weapon
13, 8, no, 0, 0, melee, melee_blade, piercing, spear, 25, 1, no
Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes
Secondary weapon
14, 4, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1, no
Attack factor, Charging bonus factor, Missile type, Range of missile, Missile ammunition, Weapon type, Tech type, Damage type, Sound type, Min delay between attacks, Skeleton compensation factor in melee, Weapon attributes
Primary armour
8, 5, 4, metal
Armour factor, Defensive skill, Shield factor, Sound type
Secondary armour
0, 0, flesh
Animal's or vehicle's armour factor, Defensive skill, Shield factor, Sound type
Heat and ground effect
6, 0, -2, -4, 0
Extra fatigue suffered by the unit in hot climates, Scrub, Sand, Forest, Snow
Mental
11, impetuous, trained
Morale, Discipline, Training
Cost
1, 930, 250, 130, 100, 930, 4, 230
Number of turns to build, Cost of unit to construct, Cost of upkeep, Cost of upgrading weapons, Cost of upgrading armour, Cost for custom battles, Limit in custom battle, Cost for punish
Unit Description
True knights in shining armour, in principle at least, these men espouse the noble ideals of chivalry and honour. In reality they are brutally effective warriors who practice their skills daily in tournaments and mock fights. On the battlefield, their steel plate protection makes them hard to kill, while their heavy horses and long lances mean that only the most firmly planted wall of spears can resist them.
Armour upgrade
Master Armourer A Master Armourer substantially improves the armour available to new and retrained units.
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Ownership factions
Denmark
Chivalric Knights heavy cavalry Elite warriors clad in steel plate armour, these men pack a ferocious charge, while being hard to kill.
France
Chivalric Knights heavy cavalry Elite warriors clad in steel plate armour, these men pack a ferocious charge, while being hard to kill.
Sicily
Chivalric Knights heavy cavalry Elite warriors clad in steel plate armour, these men pack a ferocious charge, while being hard to kill.
Rebels
Chivalric Knights heavy cavalry Elite warriors clad in steel plate armour, these men pack a ferocious charge, while being hard to kill.
Spain
Chivalric Knights heavy cavalry Elite warriors clad in steel plate armour, these men pack a ferocious charge, while being hard to kill.
Require buildings
No.
Card
Name
Initial quantity
Replenish rate
Maximum quantity
Experience
Requires condition
1
castle Earl's Stables Earl's stables allow for the recruitment of elite cavalry units.
Earl's Stables
1
0.5
4
0
Earl's stables allow for the recruitment of elite cavalry units.
2
castle King's Stables King's stables allow for the recruitment of the penultimate cavalry units.
King's Stables
1
0.7
6
0
King's stables allow for the recruitment of the penultimate cavalry units.
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Total War: Medieval II Factions Units Army Buildings Mercenaries Retinue Traits Regions Ranking Medieval II - Americas Medieval II - Britannia Medieval II - Crusades Medieval II - Tutonic
Total War: Medieval II - MODs Broken Crescent 1.05 Broken Crescent 2.02 Stainless Steel 5.1b Stainless Steel 6.1 Deus Lo Vult 5.7 Deus Lo Vult 6.0 HTF: Eagle of the Elbe 05 The Long Road 2.0 Lands to Conquer Gold DarthMod 1.4D: The Last Episode Das Heilige Romische Reich 06 Third Age 1.3 Third Age 1.4 Third Age 2.1 Third Age 3.1