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The Jaculans' Squad

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Mod version:1
Game version:1.1.2
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About This Mod

A special tree of Vrandian-themed troops for MyLittleWarband. It is balanced in terms of tanks, but has economic disadvantages. Jacqueline Hammer and the Anvil of the Vrandian Theme Tree Troops for MyLittleWarband To my taste, the Vrandian Faction Troops Tree is not at its height. It's balanced, but it's not interesting. So for the sixth time, I decided to use MyLittleWarband for something useful (instead of creating a Doomsday warrior that I won't use many times). The changes in the Troop Tree are very similar to the vladian Troop Tree, but in general the troops of the 3rd and higher levels are stronger than the troops of this level. All units in levels 5 and 6 also receive a rich armor. Thanks to the MaGiC48x for its excellent Swadian Armory, Level 3+ crossbowmen have a 50% chance to replace the sword and shield with a two-handed ax and an additional stack of arrows. The infantry is almost unchanged up to level 3, but on level 4 it is divided into Landsknechts and Shield Carriers. The Shield Carriers are the base squads of the anvil with improved armor, better shields and a 50 percent chance of Francesca. The Vrandian generic theme is a lance, but it is only T3 and is not improved. These troops can withstand almost anything, but have limited offensive capabilities; they are aggressive infantry, the best of which are the Landsknechts, Vulgas, and Spades. They are less powerful, but more athletic and look like the royal guard from D&D. The Knights have undergone the most significant changes. Here the troops were balanced according to the economy of Iceland. First, more powerful horses appeared on the second level. You can still buy mounted soldiers, but upgrading to the third level will no longer be free. Second, the knights themselves have improved armor. The difference between them and the locals is that if you throw these guys on a Level 3 enemy squad, they're more than 50 percent likely to come out alive. This is mainly manifested in larger leg armor and better shoulder armor. Finally, the level 6 flag bearer knight was the absolute best heavy cavalry in the game. Modernized spears and horses. Your knight has finally begun to behave like a knight and ride a noble horse. Unfortunately, he'll ask you to pay for it. The vanguard was removed. With a noble cavalry with a taller tank, he is no longer needed. As a result, your hammers are the best in the game. They hit as hard and fast as level 6 kzits and tank as hard as the imperial troops. The anvil will finally be able to play its part and withstand the onslaught of the cusaits. Infantry doubles its experience in shooting and melee, as well as in the melee tree itself. With 50% more ammunition, and being tank-sized from armor rather than shields, they became slightly more resistant to fire. But you still need to keep the enemy away from the crossbowmen. They're not super-soldiers. The kingdom remains well defended and has many effective low-level soldiers. But their offensive power lies not in the wave of hay, but in the tactical use of their powerful but expensive hammers. As long as you don't have three towns, you can't put those troops in stacks of doom. In the early stages, do not expect steam rentals. To get these people to work in Ofenis requires a lot of specialized companions: It is very necessary to have a surgeon with the advantage of a veterinarian, as well as a few good captains; it is also good to invest in horses with the advantage of breeding, since they can get much more benefit, and you will also need much more funds to ride them. If you can afford to ride a noble horse, you also need a good governor. Requirements My small squad (of course.) Gloves and boots Swadian Armoury Extras: Capers, for those occasions when you really want to feel medieval. Note: Noble mounts do not seem to be required for the transition to the last level. I remember that in previous versions it worked, but now you can enjoy the knights without having to pay for the mounts. Perhaps I will make some layouts in the near future, depending on the availability of time for balance testing. Read my post about why the base tree of Vrandia is stupid. The following explanation may or may not contain sarcasm. Readers are encouraged to use their own judgment. I understand that the Vrandians must be the end of the hammer and anvil. Your anvil is not as hard as you expect, and your hammers are not as good as the imperial cataphracts. Cavalry, in particular, does not form a fist at prepared stations, and few do. This problem is similar to that of the Russian army in Ukraine. They have a large and modern army. But much of it is not modern, and the modern parts are small. To compensate for this, they do not allow skirmishes and do not allow infantry to carry weapons with shells. It is akin to sending armored Lancers into battle without refueling or infantry support (the story is about starboard roads, not politics). Perfect. On paper, this is a bad compromise, but in practice you gain something from it. Vrandian soldiers can give you a lot of benefits in early levels, and if they lack the means, they can stay with T3 crossbowmen. In my experience, new soldiers are rebuilding much faster than in other locations. This is because villages are safer than other places on the map. This means that despite being typical of Hammer & Anvil, they have to fight like other players. This is offset by the high availability of recruits and the economy that sustains them.

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Game Version *

1.1.2 (JaculanHammerandAnvil-5313-1-0-1679774729.zip)