Mount&Blade/Vaegirs: Difference between revisions

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==Combat strategies==
==Combat strategies==
As one of the two original factions, the Vaegirs have a more developed troop tree than any faction other than the Swadians. Vaegirs boast accurate archers and durable knights, but the correct use of a varied party is still the key to victory.
As one of the two original factions, the Vaegirs have a more developed troop tree than any faction other than the Swadians. Vaegirs are very adaptable, but the correct use of a varied party is still the key to victory. Vaegir infantry are pretty tough and use a variety of weapons, and a group of them will often spawn with a mix of axes, swords, and bardiches. They also tend to have wages that are a bit lower than other factions and make more use of two-handed weapons than other infantry. They do have a few weaknesses though, most notably in the Vaegir Guard's tendency to spawn without a shield, leaving them vulnerable to archers. Vaegir Knights, while not as strong as their Swadian counterparts, are still very capable of making quick work of the opposition, and are a bit faster. They are more likely than Swadian Knights to be using a two-handed weapon, meaning more power but also the lack of a shield. The Vaegir Knights aren't quite the best, but still very useful, and a group of them is still a nightmare for unmounted units. Vaegir Marksmen are the best archers in the game. They are the most accurate and until the addition of the Sarranids in Warband they were also the fastest. Groups of them can take down enemies quickly and they are extremely dangerous when they are defending Vaegir castles. The only disadvantages they have compared to their [[Mount&Blade/Nords|Nord]] counterparts is their worse performance in melee combat and their higher costs.


===Against infantry===
===Against infantry===
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