Since these are all side missions, might as well update it all fast.
I wonder if we'd still get that +1 templar rep for the intervention had we sold the island to the Hospitallers.
Anyways,
Welcome to Cyprus. Finally we're out of the damned deserts.
Our wicked foe are mostly lowest tier crusader units. Foot knights, vassals, spearmen, light cavalry and bowmen.
We have considerable advantage over all these chumps because they are all level 0, while our troops are all battle-hardened already.
In fact, there is a big snowballing effect in the game to begin with, since enemy units NEVER appear above level 0.
In the centre-north part of the map, there's this "guard post" on a hill surrounded by forests. Looks like a good place to dig in.
We immediately send our cavalry to cap it. The enemy has similar plans.
However, we get there much earlier, especially cuz the enemy AI panicked and just stood still at one moment. Probably didn't want to send its regiments to certain death.
Let's see if we can shoot them out with arrer boyz.
Nope, they gtfo the moment we get close.
Which gives us ample time to hide among the trees!
teehee
LEAVE NO ONE STANDING
Since technically we are still outnumbered, the best thing to do now is to make as many of them run as we can.
kekekekekeke
Hmm, bad news is our flanks are actually kind of exposed.
Even worse is that when you're fighting in a forest, it's VERY EASY to lose track of all units.
For example here there's an enemy cavalry regiment riding past our archers.
While here there are foot knights rushing right into them, and the only unit I have to engage them are the vassals...
Let us hope they can hold out long enough!
Also, well, in theory they should have boosts when fighting heavy infantry in a forest.
These motherfuckers just keep riding around despite my foot knights chasing them with haste on.
And now there are spearmen engaging my cavalry. Gotta retreat and regroup because it's gonna be a lot of really unnecessary casualties otherwise.
AND NOW THERE'S CAVALRY RIDING INTO MY BOWMEN
what a clusterfuck
Still, we're winning on almost all fronts... except for the vassals who are getting butchered by the foot knights.
I order them to gtfo.
BUT THE RETARDS REFUSE TO LISTEN AND KEEP RE-ENGAGING AS THEY RUN
RETREAT DAMMIT I TOLD YOU TO...
well nevermind
guess this marks our first lost regiment of useless cannon fodder
these idiots had it coming tbh
After that it's just a short mop up of the suckers that ran from the initial arrow barrages.
chop chop
Victaly!
Note the 3 level ups of the crossbowmen. They do ridiculous damage despite their short range.
Still, we've suffered many more casualties than I'd like, and we got no geld for the mission.
Nevertheless, level-ups
Cavalry can now choose between Charge
and Ranger. Picked the latter, should be very useful given the prevalence of deserts.
All the things the crossbowmen get to pick we already know. Took Ambush. Was pondering Haste too for them quick getaways, but it would be sort of silly.
Crusader archers can also now get flaming arrows
And masterwork armour. Flaming arrows ought to be good against heavier enemies.
The bowmen can also choose between masterwork armour and hiding. Hiding looks hilariously broken, so I took it without second thought.
Foot knights also get 2 new picks. Open field looks very nice but you have to remember there are next to NO open fields in this game. Everything that looks like an 'open field' is actually a desert.
Resilience is sort of a no-brainer.
Also, we got a new unit. I keep mixing up Crusader Elite and Crusader Knights, and actually so does this game - both the units have mismatched models and icons, which you can even see here. The crusader ELITE model in our army (currently selected) matches the icon of the crusader KNIGHTS in the recruitment screen. Meanwhile the model of the knights matches the icon of the elite. Crazy!
Anyway, the crusader elite are a light cavalry unit that is an improvement over normal "light cavalry" in all ways. We'll definitely find much use for these.
Looking through recently looted stuff, I see this. Manna from heaven! Selling this shit will be just enough to reinforce all our regiments (except Richard of course).
Also, the last mission put us over another rep threshold for the French. We can now recruit...
The 100% White Company of Saint Irenaeus the Martyr.
I'd like to say it's a shame the vassals kicked it in the last battle because they could be upgraded into these, but... the white company is only slightly less trash tier than the vassals
Anyway, before we proceed to our next mission, there's a new event!
Ruh-roh. The tyranny of choices!
- Pick templars and get a bunch of items for units + kaptin + rep.
- Pick papists and get rep + 2 permanent stat-increasing elixirs.
- Pick yourself and get a new reric + faith + piss off everyone else.
And finally the thing you've all been waiting for.
Traps, eh. I don't like the sound of that at all.
The crafty Teutons want us to launch a two-phased attack. We'll first send a vanguard of dudes to trigger the traps with their faces during the night, then get reinforcements in the morning and crush the enemy.
Two new assets (that we can't buy anyway) for this include: Exploration (reveal all enemies [including hidden ones like traps] on the map for 30 seconds) and Destroy Trap (select and remove one trap from the battlefield).
The careless Templars realise there is no time to be lost and want us to attack during the night only. However, this will mean leaving a bunch of our troops out of the battle.
Assets: Poison the wells and spread rumours.
The careful Papists prefer not to risk attacking during the night, and so they suggest waiting for everyone to assemble and then attack fair and square during the day.
Assets: Exploration and destroy trap.
Come one, come all, and drop in your votes.
- Who gets the piece of the HOLY CROSS
- Whose crever pran shall we employ for Armenia?
DISCUSS!!!