In this short video you will learn everything you need to know to be successful with the great steppe tribes, i hope you enjoy the guide
Full Video
Script
Here i will be discussing all about the faction, who they are, what they excesl and lack in, and how you can use them effectively.
into the history of the Khuzait Khanate
A century before the start of Bannerlord, the Calradic Empire extended all the way to the border of the Great Grass Sea. The steppe tribes on the border, were disunited. The Empire was able to keep the tribes fighting among
themselves by bribing chiefs and assassinating khans that were consolidating power.
two generations before the start of Bannerlord, the border tribes united in a confederacy under Urkhun the Khuzait. This confederation grew in power by conquering and raiding the most eastern extents of the Empire.The Empire no longer
had control over the tribes and fear their ever growing power.
Emperor Neretzes saw a solution to this and decide to kill two birds with one stone, he offered to hire the Khanate as mercernaries. Most of those who accepted were from the Khergit tribe. A young and extremely powerful clan looking for
glory and the primary playable clan from mount and blade warband.
During Neretzes folly also know as the fall of Empire, the leader of the Khergits Gotug was slain along with most of their house, this devestated the Khergits and led way for the Kuzait Tribe to once again lead their people.
The clans retreat into the steppe hills and now fully recovered, they march their armies into the fight for calradia.
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Occupying the far eastern side of the Map, the Khanate have one of the most secure positions for expansion into calradia.
They Occupy 6 Cities at the beginning of the game, putting them as the second weakest non empire faction in territory ownership right in front of the batanians but don’t worry, their thirst for expansion is high and their are plenty of
weak empire cities jusr ripe for their taking.
Also, its important to include all of their territory is only accessible through bridges, which from a strategic perspective gives many defendable chokepoints for any armies trying to cross into their lands.
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Over to the strengths and weaknesses of the faction
strengths. open field combat. I can noy stress enough how good they are in open fields The Khanate is the most powerful faction in the open with their high qaulity and qaunity horse archer and lancers.
they have superiority over any army with infantry dut to their mobility and harassment options.
if your going up against the Khanates you can only hope and pray your missle troops can stay safe long enough to fight off the horse archers and if they dont skrimish you to death, the enemies cycle charge on your front and back line
will. they are definetly a extremely dangerous and under rated faction.
another perk is Map Movement. if you take the beginning perk for an extra 10 percent movement speed with calvary units plus fielding an army of horsemen, you can be going around 6.8 to 7.8 on the map, even with large armies.
keep in mind an all infantry army speed is usually around 4.8 so you can catch up to any bandit group or army before they even have a chance of running away
The Khanaite also have access to arguelably one of the best weapons in the game, the Glaive. which will most likely one shot even heavy armored enemies and unlike the spear, it strikes in a sweeping motion providing much more roiom
for error. I highly reccomend getting one of these bad boys even if your not playing the Khanaite just because its that good.
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over to their weaknesses
The big one and probably the only thing that might stop you from playing them. seige battles. the Khanite much like in mount and blade warband are the worse seige defenders and attackers. it doesnt matter how many horse you buy,
they will not be avaliable in seige battes and the khanaite with weak armor and below average shields will take heavy losses by seige defenses. their archers might help if your defending but even then they will get out shot due
to their armor ratings compared to other faction’s heavy archers. when it gets time to start your empire, i would reccomend having a backup army garrisoned that you can use for seiges but if you don’t, just overwhelm the
enemy with at least 3:1 odds and you might have a chance.
with the big weakness out of the way, their is a few more things to point out. you need to actually buy a horse for your calvarymen, they don’t just get one like the old mount and blade games. this is going to make it diffcult
early game because you need to get recruits get them a horse and then get them another horse as they upgrade because they don’t like their first ♥♥♥♥♥♥ horse. this all starts to rack up expenses and to get a
all the way to a level 5 heavy horse archer, your looking at spending around 2000 gold which is insane compared to normal infantry being around 500. hope you have some big wallets.
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Next we will be covering the units used by the steppe tribes. starting off we have the Khuzait Nomad, this begining recruit is probably one of the worse with a short sword as their primary and rarely, they will spawn with a spear as a
off hand. dont expect much from them but make sure you have a steppe horse in your inventory if you plan on upgrading them, you can find these at horse villages on the map. up the first skill tree is the horse archer. these guys
are essiensial to your army and should make up at least 30% – 50%, the heavy archer at the end of the tree is the best horse archer not counting unique units which we’ll get to. the next line is the Kuzait Lancer. these guy are your
heavy hitters and cycle chargers, i would make sure to have a even blend of these guys and horse archers. the heavy lancer can really stand up to heavy empire calvary but usually you’ll have way more and just overwhelm them. the AI
usually make about 20% of their army calvary and your army will be 100% calvary. so you can do the math. moving over, the Kuzait infantry options. i won’t hit up hard on these guys because their below average unit, yes they can get
the job done and later rank do have some large shields but don’t expect great results from these guys, their stat line is just below par and the foot archers are beat by almost everyone except the sturgians.
moving on over to unqiue units, the Karakhuzait nomad, rider, and elder. these are pratically bandit versions of the Kuzaits and are only used my the Karakhuzait tribe. they are a mercenary group in the game and hate the other
kuzaits due to personal beliefs so if you join the Kuzait Khanate, expect to be fighting these guys and if you do take their units prisoner, they make pretty good subsistutes in your rank. moving over is the unit you need to know about
the Noble sons or more inportantly their final form the Khan Guard. the upgrade starts them out on a horse and slowly upgrades the unit into glaive welding heavy horse archers. with max unit stats in archery, spear, and horse riding
these guys are gods of versability. their archers skills surpass the regular heavy archer and their spear skills surpass the heavy lancer not to mention its a glaive which
has a way better kill rate then the lances. they don’t have sheilds so they get picked off during seiges but on horseback, hardly any unit can compete agianst them. get as much of these guys in your army as you can.
once you’ve made it to around clan teir one, noble sons will start spawning at certain villages so be on the lookout.
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Combat Tactics: Im going to keep this really simple, delgate delgate delgate. when you have an army of only horse lancers and archers. its best to just let them loose so they can do their thing
picture them like the swadian knights in mount and blade warband but instead of using the charge command,
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