Saladin/Counters (SHC)

Saladin has an all-round army composition that needs sturdy troops to handle. He likes to amp up the pressure with horse archers right from the outset, while he also attacks relatively frequently with Arabian swordsmen and assassins to divert your forces.
Crossbowmen are vital at providing fire support, remaining pretty much uncontested on top of walls and towers, nonetheless they may need support from other missile units in order to finish off and weaken enemy bowmen. Mangonels are also useful against dense groups due to their inaccuracy, slowly whittling them down. Saladin's assassins are generally attracted to gatehouses, so keep a few units there as well. Add some ballistae against any deployed fire ballista.
Saladin's castles are generally much better protected than those of most other AI lords. In fact, his troops get almost always a +25% morale boost, compounded by his mangonels and ballistae. His castles are generally fully packed with buildings, which makes him very vulnerable to fire.
In order to approach Saladin's keep, it is either recommended to use lots of horse archers (about 150 should do) to encircle the exterior, picking off the fragile Arabian bowmen and stationary defensive engines. Closing the gatehouse in a timely manner can also cut off Saladin from his economy and reinforcements. Optionally get a few fire throwers in position and have them lob Greek fire over the walls in order to clear the keep from the numerous Arab swordsmen, who tend to leave their positions, making the Lord even more exposed for the kill.
If you favour a more methodical approach, you can use catapults and slowly work your way towards the castle, crippling towers and leveling buildings in range. This will provoke numerous counterattacks from Saladin however in the form of Arabian bowmen and horse archers, who will wear down your siege engines over time, so make sure to protect them!
Category:Strategy Page