Combat (Bannerlord)

Combat is quite different compared to earlier titles thanks to the new physics model introduced in Bannerlord. Everything from specific damage dealt, to whether a particular implement in a particular direction will block a blow from a particular weapon. Overview[] The new algorithms used in Bannerlord's combat system have a number of interesting effects that will determine your fighting style and choice of weapons. The following factors are all taken into consideration: The difference in vectors (velocity and direction) of attacker and target The impact point between target and weapon The actual portion of the target struck (arm, leg, body, head) and the amount of armor on each of those portions respectively The position and dimensions of the target's weapon or shield when parrying The distribution of a weapon's weight Whether or not the attacker is mounted (vector addition as well as - for melee attacks - the total kinetic energy of the rider, the weapon and the mount) Tactics[] (e1.6.3) Taking the aforementioned factors into account, there are a number of thing to keep in mind: As in previous titles, mounted attackers have incredible damage potential, but are equally vulnerable to damage if caught out. A lancer going full speed can easily incapacitate any enemy, even with a normal thrust, let alone if they couch the weapon. That said, a pikeman can brace at any time and a braced pike will almost certainly incapacitate any cavalryman. Lances in Bannerlord have an inherent reach disadvantage compared to any proper pike (one that can brace) and so attempting to deploy some types of heavy cavalry, such as Vlandian Banner Knights or Khuzait Heavy Lancers can be very risky if the enemy is prepared and wary. However, other heavy cavalry, such as Cataphracts use very long 'lances' that are functionally pikes; These can outreach most types of polearms in a thrust, but cannot couch for the charge. It's by no means a hard counter, but they could fair better circumstantially. Hits with two-handed weapons tend to exceed the listed base damage as a matter of course. This is because the wielder tends to end up closer to the centerline of the attack (having to hold the weapon in both hands), putting more of their weight into each blow. In many cases, the damage bonus can be quite substantial, even killing certain enemies in a single blow. This really widens the opportunities for two-hand weapons to shine from the rather niche cases in earlier titles, though as always, the wielder is still far more vulnerable to ranged weapons than if they were equipped with a shield. That said, for the player and heroes specifically, there is a perk late in the tree that allows them to deflect projectiles with a timed, two-handed parry. Weapon handling improves when a weapon is used without a shield. Transitioning between attacking and parrying is faster. Therefore, especially in duel scenarios, there is a very real choice for the combatant to make about the advantages and disadvantages. And as always, carrying a shield does decrease the movement speed and acceleration of the combatant due to the extra weight. And using a polearm with a shield confers substantial disadvantages in a duel compared to using them in a battle formation. However, it is very important to note that some polearms used without a shield actually have less reach, because of how the character holds the weapons (nearer to the center of the shaft). Projectile weapons provide a distinct tactical advantage, especially against unshielded targets, but shielded targets are very well-protected, even while not actively blocking; Any shield that is held in a hand is an impenetrable surface and a perk in the character skills also allows a shield worn on the back to block projectiles. Therefore, in particularly projectile-rich environments - say the middle of a siege assault - it can be beneficial to certain heroes and the player to be equipped with two shields at a time to increase their endurance. It's also worth mentioning another perk that increases not only the character's effective blocking area for a shield, but also troops under their command! Thrusts and overhead attacks limit the area threatened by the weapon during the swing. This means that occasionally, the player can entirely avoid an attack simply by moving to the side and can spend that time riposting to quickly take the initiative, perhaps even ending the fight then and there. Horizontal slashes have less reach than a thrust, so charging an opponent and then quickly sidestepping can place you outside their attack, leaving them exposed to a counterattack if one is quick enough. Parrying and blocking, even with a shield, must be done in conjunction with proper footwork and rotation. Just because the defense is aimed in the proper direction, this does not mean the attack will be deflected; If the weapon or shield is rotated away from the point of impact, the blow will still land successfully. This is doubly true when defending against certain weapons, such as the Bill, that actually have a curving point at the tip that can still do damage even if the attack is ostensibly deflected. That said, shields are more forgiving; As long as the block is held and the shield itself is interposing, the blow will be rebuffed. However, blocking in the wrong direction causes additional damage to the shield's integrity when struck. Proper shield handling can help improve overall mobility and cadence. For example, waiting to block until absolutely necessary allows the wielder to cover distance more quickly and stay aggressive. Of course, when being targeted by a number of projectile weapons, this tactic becomes decidedly dubious. Remember that blocking 'down' is the best way to cover the largest area with a shield when directly facing the attacker - very important when stopping projectiles. Trivia[] The combat system in Bannerlord was to some degree based on an ideas in an article written by George Turner[1][2]. ↑ Mount&Blade II: Bannerlord#cite note-physics1-2 ↑ Mount&Blade II: Bannerlord#cite note-3