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  1. #1
    Oni Member Samurai Waki's Avatar
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    Default Re: Interesting Mercenaries

    I've never known the AI to build Hashishins so it's unlikely you'll be able to find any as Mercs. A Unit that takes 6 (or 8...or possibly 4 ) turns to build, is unlikely to be disbanded.

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    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Interesting Mercenaries

    I tend to snap up any AP specialists, and polearms especially, so if I find longbows and billmen in my inn then they're recruited straight away! Also if I'm playing a Catholic faction I like to pick up some nice eastern hydrids (Ottoman infantry etc) or horse archers (esp SHC) for variety.

    I've been playing XL recently, and that gives a lot more variety in the merc pool, especially polearms
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    Philosophically Inclined Member CountMRVHS's Avatar
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    Default Re: Interesting Mercenaries

    If I have some cash to spare, I can't resist Billmen, Longbowmen, or Italian Infantry. I usually grab siege equipment too, especially catapults (never ballistas). Druzhina cav are very nice as they can dismount anytime into Feudal Foot Knights, but they're expensive.

    Other than that, I save the mercs for when I really need them; to fill out a Crusade, defend a weak province, or attack unexpectedly. In those cases I usually hire everything that's available, as cost isn't an issue in the case of Crusades and in the other cases I plan on disbanding them soon anyway.

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    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: Interesting Mercenaries

    Quote Originally Posted by CountMRVHS
    I usually grab siege equipment too, especially catapults (never ballistas).
    Yeah, I often will hire artillery crews, particularly mangonels and trebuchets (sometimes catapults). I like that they're often available long before I have the building requirements to train them myself.

    Quote Originally Posted by CountMRVHS
    Other than that, I save the mercs for when I really need them; to fill out a Crusade, defend a weak province, or attack unexpectedly. In those cases I usually hire everything that's available, as cost isn't an issue in the case of Crusades and in the other cases I plan on disbanding them soon anyway.
    Same here. I long ago found out the hard way, though, that one shouldn't put *too* many mercs into a Crusade. I once had a Spanish Crusade to Egypt made up almost half mercenaries....with disastrous results.
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    Default Re: Interesting Mercenaries

    I once got a Royal Knight mercenary who has +3 valour when I am playing as a Muslim faction.

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    Man with a Hat Member bedlam28's Avatar
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    Default Re: Interesting Mercenaries

    Hi guys,

    I'm assuming these you've listed are for BI or for MTW ?

    Do you have favourites for RTW ? and where to find them
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    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: Interesting Mercenaries

    Quote Originally Posted by bedlam28
    Hi guys,

    I'm assuming these you've listed are for BI or for MTW ?
    The units listed so far are mercenaries from Medieval.
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  8. #8
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Interesting Mercenaries

    Quote Originally Posted by Wakizashi
    I've never known the AI to build Hashishins so it's unlikely you'll be able to find any as Mercs. A Unit that takes 6 (or 8...or possibly 4 ) turns to build, is unlikely to be disbanded.
    The A.I. doesn't disband units as far as I know. Occasionally, a crusade gets disbanded and Teutonic Knights appear in your inn, but I think the majority of mercenaries are automatically generated. How else can you account for the proliferation of siege units when no siege engineer has been built?
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