Yeah, I figured it would be easy enough to infer what kind of comments those were.
e: I just realized I was grinding for lordly plate armor for all seven of my companions on M&B Warband. Time to hang that game up for a bit.
This latest save of mine is pretty decent:
Income - Dye works in all cities
Gear (self and 7 heroes; 50% complete)
Head - Lordly winged great helmet.
Body - Lordly Plate Armor
Hands - Lordly Gauntlets
Feet - Lordly Iron Greaves or Plate Boots (identical AC)
Slot1: Masterwork Morningstar (1/2h)
Slot2: Reinforced Knightly Kite Shield (the steel shields have glitched resistance for some reason)
Slot3: Masterwork War Bow (or Masterwork Great Lance)
Slot4: Large Bag of Khergit Arrows (or Large Bag of Heavy Axes)
Horse: Champion Charger (I keep a champion courser on hand too for when I want to just sit back as a horse archer. nothing can catch up to one of those)
Substitute weaker bows or throwing gear for companions that can't hit the power draw or power throw prerequisites and still max their specialty.
As of now, at least all of them have plain plate armor. Not as great as thick or reinforced things like khergit elite and, coat of plates and cuir bouilli, but intimidating enough. I suspect that the extra weight also applies to charge damage. Since vanilla companions seem incapable of using lances properly, the morningstars are the next best thing, with the ability to bash through shields. The military hammer also makes a good swap if you need to take more people alive for whatever reason. Fairly unnecessary for the most part, but if I decide to declare myself king of some poor dumb castle, I'll need to split my party amongst the new government.
I haven't really built up an army with this save yet (tournament winnings, business profits, not being beholden to a king and the fact that I can solo most any bandit force on my own keeps me from having to), but I've found a decent sweet spot for non-'companion' forces:
Garrison
40% Rhodok Snipers or Veteran Crossbowmen
- at first glance, you might think that despite their damage, they fire too slowly to be at all useful. wrong; these guys obliterate shields, and aren't bad at melee if the enemy slips through
30% Vaegir Marksmen or Veteran Archers, and/or Sarranid Master Archers
- bows fire fast with decent accuracy, but shields can absorb an obscene amount of arrows. let the crossbowmen stumble the attackers under heavy bolts while the Vaegirs shoot anyone who's stunned
30% Nord Huscarls, Veteran Warriors or Sea Raiders
- ideally, you'd take the huscarls. If you're running low on funds, I'd try recruiting sea raiders from a prisoner pool. they're nearly as dangerous as huscarls, a lot cheaper and also have ranged attacks. the crossbowmen aren't bad at melee, but you need these guys to shove away some of the harder units if your walls are scaled
Travel
35% Nord Infantry
- Any level of Nord Warrior is worthy to fill your non-specialist ranks. The Nords blob like mad and are almost impervious to hit-and-run tactics or being bowled through by cavalry. The Sea Raiders are a great unit to have because of their versatility. Expect to encounter anything from two-handed weapons, chain mail, bows, javelins, throwing axes, swords, axes, shields and spears with them, while Nord regulars have a more uniform loadout.
20% Khergit Veteran Archers
- You're almost always going to face down horse skirmishers. Once these guys take them out for you, they can wheel about and finish off anyone out of reach of your army's other weapons, and do a good job at kiting about besides. Create a new category called horse archers and leave them in line with your other archers if it looks like you can kill everyone without having to lift a single blade.
10% Sword Sisters
- this game is sexist, and as such women work the profession of war for lower wages simply to keep their jobs. regardless, they're great shock cavalry. if you see any captured peasant women in bandit or deserter groups, don't hesitate to liberate and train them
10% Swadian Knights and Sarranid Mamluks
- both factions are about on par with the other when it comes to heavy cavalry. feel free to mix orders
5% Rhodok Veteran Spearmen
- a patch removed spears from the next step up (Sergeants), but this way is almost as good and cheaper besides. you don't need many; just enough to keep cavalry off your archers
10% Rhodok Snipers or Veteran Crossbowmen
- Ranged Rhodok units make a pretty awesome showing on the field. Alone, a single crossbow bolt isn't going to do much, but a dozen or so are going to shatter a few shields and open the way for your archers. The huge board shields on their backs help out your spearmen a lot if things start looking ugly for your archers.
10% Vaegir Marksmen or Veteran Archers and/or Sarranid Master Archers
- same principle with siege defense; let the snipers break shields and the marksmen take everyone else out
Finally, never conquer anything you aren't going to stuff with troops, unless you don't want it as your own or don't expect that the king will grant you the fief.
Anyway, Your thoughts, insights, and musings on this matter intrigue me.