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  1. #1

    Default Castle Garrisons for MTW

    Just wondered what sort of castle garrisons other players use for provinces likely to be attacked by the AI. Yes I know it tends to happen rarely if at all but I've been trying out different strategies for a while.

    In my current French hard/early campaign I own the western area and the resurgent Byzantines the east with a few scraps left in between. Well the Byzantines have some pretty huge armies with lots of Varangian Guards left (the year being 1305!) and 9* natural leaders. However, I control the seas and thus can pick and choose where to attack. As such I sent out moderate sized forces to draw off the Byz armies and raid his best provinces. Thus a moderate sized force was able to seize Serbia and capture the castle. By this time most of the Byz armies were north of the Black Sea so I headed for Constantinople taking Bulgaria and Greece on the way. However, I lacked sufficient forces to secure all the new territory so I left small garrisons in the Citadels after trashing the troop building and economic resources. Eventually I ended up with a large force in Constantinople and garrisons in Serbia, Bulgaria, Greece and Nicaea. They each comprised a Chilvaric sergeant and two units of halberdiers, tho I should have used two CMAAs in place of the fancy spearmen. They had supplies for about three years which gave me a chance of relieving them. after a few years the Byz had a crack at the Bulgarian Citadel. Out of curiousity I held off sending in a relieving force and waited to see if the AI would assault. The next year he tried with an unbalanced force heavy on missile troops but led by one of his 9* Jedi. 100 Slav warriors and 40 Byz Lancers perished forcing the gate and then Byz lancers stormed through. 50 Chiv Sergeants faced them with Halberdiers poised to take them in flank and routed them. He then thew in some Spearmen which were routed as well followed by his Kataphract General at full strength. Well he minced up the halberdiers forcing me to send in my reserve halb unit and eventually I got the 9* hero and his forces legged it.

    All in all casualties caused by fighting units were roughly equal but the castle defences, inclduing demi-culverin towers, added on another couple of hundred. Not bad for a 2* general leading a hadful of halbs and Chiv spearmen! He even got a good assault defender bonus which I've never seen on any general, AI or player, before.

    Any other views on good units for castle sieges? CMAAs would seem useful for general fighting capability and morale alongside halbs for anti-armour/cavalry roles. Missile units don't seem necessary with the inherent castle defences. I was gonna use CK's but I had lost quite a few in combat and you don't get an option to eat their horses!

  2. #2
    Backordered Member CrossLOPER's Avatar
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    Default Re: Castle Garrisons for MTW

    Chivs...

    It all depends. If the province is deep in your territory, there's no need to worry all that much and you can have a few militia units to stand guard. However, more sensitive areas need a minimum of four or five units. Usually a ranged unit, a couple of foot units and a cavalry unit will do well, but there is no need to follow this model precisely. It's best to have a few good, strong, regional armies anyway.
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  3. #3
    Camel Lord Senior Member Capture The Flag Champion Martok's Avatar
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    Default Re: Castle Garrisons for MTW

    CrossLOPER pretty much has the right of it: it all depends.

    For garrison duties in the more secure interior provinces, a militia unit or two will usually suffice. If you're looking to garrison a border province that can both withstand a protracted siege AND repel a castle assault, then the best setup is usually a combination of CMAA's, Halbs, and/or Chivalric Foot Knights. Which precise combination of units you use depends, however: on cost, availability, and the size of the castle you're garrisoning. (Citadels & Fortresses can house 3-4 units without starving immediately; but Forts & Keeps can only hold 1 or maybe 2 units for any length of time.) In the end, you just have experiment a bit and see which combination works best for you!

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  4. #4

    Default Re: Castle Garrisons for MTW

    My garrison usually consists of 1 spearman(Chivalric Sergeant), one swordman(Chivalric men-at-arms), and one armour piercing(usually axeman, or best if it is also good against horses, example Jannisay Heavy Infantry, billmen, halbadier, etc). Usually the computer send spearman to assault your castle so swordman is a must. Spearman can hold back horses while the armour piercing flank and cut the horses to pieces.

  5. #5
    Kavhan Member Kavhan Isbul's Avatar
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    Default Re: Castle Garrisons for MTW

    Everything has been said, except that keeping a depleted high valor heavy cavalry unit as a general may also help. In such situations lonely horsemen tend to turn into jedis, especially if they have a virtue such as great warrior, killer instinct, pride, etc. It happens all the time for the AI, and it has happened to me once on expert. If the AI has too many units, then the time limit will be extended and finally, your few infantry units will eventually get depleted and tired, and subsequently destroyed. In that case a lonely Jedi who holds off seemingly forever may be your only chance of getting to the end of the time limit.
    Such cavalrymen are perhaps the only garrison worth it maintaining when expoecting a siege in a keep. Otherwise the keep will probably only hold out for two years at the maximum even with 60 or so men inside. That assumes of course that you can only keep several men in a province without causing a rebellion. I do not think maintaining a garrison for the purpose of a siege in a fort is worth it - forts for a year at the maximum with anything more than 20 men inside and besides, if the AI storms it, it can simply break through the wall quite quickly, and there is no pitch and very few arrows causing damage to its units.

  6. #6

    Default Re: Castle Garrisons for MTW

    Castle garrisons? Whatever for? You need a defense army in provinces that share a border with other factions. Either you win the field battle, then you don´t need a castle garrison, or you lose it, then whatever is left of your army retreats to the castle anyways, either to be starved out or (hopefully) relieved.

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