CHAPTER XVII - THE B(I/U)G ONE!
We begin by resolving all the events per your request. First, the steel goes to the Templars, so they may make cheesy power metal with it.
After which we support the Hospitallers' claim to the Krak des Chevaliers...
...
but for some reason our heroes don't get the bonus skill point from the Templar rep threshold!
which is because
WE GOT CUCKED!
Yup, the choice might say "+2 fame", but, in fact, it gives only +1 Enjoy your free Templars
The Pope also sends us this reric as thanks. We send it back to him as thanks too.
Then I sell the noob Templars.
And all the items left in our coffers that nobody can use anymore.
Which lets us go full retard on final armour and weapon upgrades for the important units (knights and archers).
and also buy all the assets available for the mission.
In Baghdad, we get to deliver the killing blow to the Abbasid Caliphate. The enemy forces will once again be commanded by our good friend caliph Al-Nasir li-Din Allah.
Stay away from my lands, infidel. Stay away!
WARNING! TEMPORAL DISTORTIONS MAY OCCUR PAST THIS POINT
Welcome to Madinat Baghdad, ye Codex. We get a shitton of engineering points to set up our catapults. In fact, we can deploy all of them and still get 1 point left.
Here you can see both the walls and the moat. Looks p. dangerous!
The city certainly stretches far away.
Remembering the cavalry bumrush back at Jerusalem, I cover the flanks with our knights and put the bulk of our army in the middle.
Starting battle spawns two enemy mobs by the two bridges. One are 2x abbasid lancers + trebuchet + turk palace guards.
The other are 2x turk guards + lancers + trebuchet.
No seljuks in sight. Mighty suspicious!
Let the siege begin! Take no prisoners! Kill them all!
My intuition was correct, and soon three drop pod signals appear on the western flank.
But from the three drop pods, only 2 regiments spawn Saracen Horsemen and Seljuk Light Horsemen. Obviously, we murder them with ease.
Ah, classic sieging.
Once the outer wall is down, we sabotage one of the enemy trebuchets.
And get in closer to shoot out the defenders at the first bridge.
Poor suckers stand no chance. Moving past the bridge mobs them together and forcibly switches them to close array formation, which is extra unhelpful against archers.
And then there are our own trebuchets
None reach us alive.
The enemy bastions cover the other side of the moat almost completely, so taking this way would be most unwise.
Fortunately, our archers can camp themselves just outside the range of the other trebuchet and trigger the other mob to attack.
Effects are similar.
this place
was where the game crashed for the first time
You are weak, infidel. My forces will ultimately bring you to your knees.
Fortunately restarting and getting to this point again didn't take a lot of time.
The trebuchet needs taking care of. I send one light cavalry regiment ahead to run around in the open and bait its shots, while the other moves through the moat to chop it up.
Run run run, run away!
Taking out the catapult thrusts us into another set up phase in front of the inner wall.
Remove your army from sight of my castle walls, at once!
I deploy in a similar way as the last time. Knights cover the west bridge, everyone else covers the east.
and then I hit start battle, enemy units populated the map and the game crashed
I retried and it crashed again
I lowered all settings to minimum, retried and it crashed yet again
Watch your back, knight! Watch. Your. Back.
So I had another idea. Perhaps the issue here was the sheer number of units on the battlefield. So I kicked out two knight regiments to the reserves (Gascon Knights and Chevaliers) and limited the outer wall siege catapults to only 4.
Bombarding the outer wall with just 4 catapults took ages even on 4x gamespeed, but fortunately I could just pick up the guitar and pass the time.
And what do you know, it worked! Starting the battle didn't crash!
We can now inspect the enemy forces. There are 5 victory locations and 6 groups of kebabs defending them. Turk bowmen and palace guards by the main gate.
Abbasid lancers and turk bowmen on this square.
Bowmen and palace guards again
Nubian warriors and palace guards
Palace guards and bowmen
And finally nubians, lancers, bowmen.
HORY SHEET NO SELJUKS IN THIS MAP EXCEPT FOR THE HORSEMEN AT THE START. Which is also hilarious in its own way, because I remember in the Saracen campaign you can recruit light cavalry better than the seljuks - Mameluk Riders. The moment you realise this unit doesn't even appear in the Crusader campaign... and when you later realise Assassins appear on one map only... same as Circassian Riders... and Ayyubid bowmen...
Yeah, better not to dwell on this
However, we have to cap only 3 of these points, so steamrolling the dual-triple groups should be hella easy. Otherwise we might have even been in slight trouble!
Death is too good for you. You deserve worse.
At this point, Steam also refused to take pictures again. Fortunately, I still have my trusty Ultima Online Screenshot Utility at hand.
These folks started a bit too close for their own good
Not pictured: Wilhelm tries to trample incoming palace guards, but a dumbfuck catapult shoots a boulder directly into him, killing 4 of his men. Good job.
I am the skirmish master!
Once the wall is down, we can start shooting our way to victory.
Then I let the light cavalry mop up the bowmen.
But for some reason they take super high casualties while doing so
From there I proceed with knights only.
Going from two sides, the heroes catch the palace guards' attention while the knights templar ride into the bowmen.
Two points capped, one to go.
This one.
Short work.
It's a perfect home run!
That weapon oil sure is gonna be worth it now...
Well, it seems victory is ours and we've secured the Holy Land in the name of Christendom.
All that is left is chill out while rolling the credits
what
WHAT
NOOOOOOOOOOOOOOOO
well, you know what they say
it aint over till the fat lady sings
You play like a lame camel!
Upon another replay, it takes yet another 10 minutes to break down the walls. But somehow I miss one section and post my archers next to it.
Best part of this: the guard towers in the wall for some reason refuse to shoot our archers even though they are well within their range
Also, as you may notice, this time I kept our forces to the barest necessities, also kicking out the templars and longshields to the reserves.
So a few funny things happen along the way, including massive casualties that shouldn't have been there.
Am I to dispose of all our foes? Well, I expect nothing else.
Also, here you may witness 43 turk bowmen getting smashed to death by the charge of the knights templar. I think if I aimed the charge better, they would have all died
Final palace guards hit the dirt. Cap the point... and...!
AND...!
YES!
Death comes for me. I am not afraid... but maybe you should be!
VICTAREH!!!!
Credits start rolling and we bask in all the glory.
Once credits stop rolling and the game is supposed to return to the main menu, a final middle finger for Richard:
The Holy Land has been saved. We would never have managed it without God's own help. I think a final thanksgiving song is in order:
Thanks for reading.
We begin by resolving all the events per your request. First, the steel goes to the Templars, so they may make cheesy power metal with it.
After which we support the Hospitallers' claim to the Krak des Chevaliers...
...
but for some reason our heroes don't get the bonus skill point from the Templar rep threshold!
which is because
WE GOT CUCKED!
Yup, the choice might say "+2 fame", but, in fact, it gives only +1 Enjoy your free Templars
The Pope also sends us this reric as thanks. We send it back to him as thanks too.
Then I sell the noob Templars.
And all the items left in our coffers that nobody can use anymore.
Which lets us go full retard on final armour and weapon upgrades for the important units (knights and archers).
and also buy all the assets available for the mission.
In Baghdad, we get to deliver the killing blow to the Abbasid Caliphate. The enemy forces will once again be commanded by our good friend caliph Al-Nasir li-Din Allah.
WARNING! TEMPORAL DISTORTIONS MAY OCCUR PAST THIS POINT
Welcome to Madinat Baghdad, ye Codex. We get a shitton of engineering points to set up our catapults. In fact, we can deploy all of them and still get 1 point left.
Here you can see both the walls and the moat. Looks p. dangerous!
The city certainly stretches far away.
Remembering the cavalry bumrush back at Jerusalem, I cover the flanks with our knights and put the bulk of our army in the middle.
Starting battle spawns two enemy mobs by the two bridges. One are 2x abbasid lancers + trebuchet + turk palace guards.
The other are 2x turk guards + lancers + trebuchet.
No seljuks in sight. Mighty suspicious!
My intuition was correct, and soon three drop pod signals appear on the western flank.
But from the three drop pods, only 2 regiments spawn Saracen Horsemen and Seljuk Light Horsemen. Obviously, we murder them with ease.
Ah, classic sieging.
Once the outer wall is down, we sabotage one of the enemy trebuchets.
And get in closer to shoot out the defenders at the first bridge.
Poor suckers stand no chance. Moving past the bridge mobs them together and forcibly switches them to close array formation, which is extra unhelpful against archers.
And then there are our own trebuchets
None reach us alive.
The enemy bastions cover the other side of the moat almost completely, so taking this way would be most unwise.
Fortunately, our archers can camp themselves just outside the range of the other trebuchet and trigger the other mob to attack.
Effects are similar.
this place
was where the game crashed for the first time
Fortunately restarting and getting to this point again didn't take a lot of time.
The trebuchet needs taking care of. I send one light cavalry regiment ahead to run around in the open and bait its shots, while the other moves through the moat to chop it up.
Run run run, run away!
Taking out the catapult thrusts us into another set up phase in front of the inner wall.
I deploy in a similar way as the last time. Knights cover the west bridge, everyone else covers the east.
and then I hit start battle, enemy units populated the map and the game crashed
I retried and it crashed again
I lowered all settings to minimum, retried and it crashed yet again
So I had another idea. Perhaps the issue here was the sheer number of units on the battlefield. So I kicked out two knight regiments to the reserves (Gascon Knights and Chevaliers) and limited the outer wall siege catapults to only 4.
Bombarding the outer wall with just 4 catapults took ages even on 4x gamespeed, but fortunately I could just pick up the guitar and pass the time.
And what do you know, it worked! Starting the battle didn't crash!
We can now inspect the enemy forces. There are 5 victory locations and 6 groups of kebabs defending them. Turk bowmen and palace guards by the main gate.
Abbasid lancers and turk bowmen on this square.
Bowmen and palace guards again
Nubian warriors and palace guards
Palace guards and bowmen
And finally nubians, lancers, bowmen.
HORY SHEET NO SELJUKS IN THIS MAP EXCEPT FOR THE HORSEMEN AT THE START. Which is also hilarious in its own way, because I remember in the Saracen campaign you can recruit light cavalry better than the seljuks - Mameluk Riders. The moment you realise this unit doesn't even appear in the Crusader campaign... and when you later realise Assassins appear on one map only... same as Circassian Riders... and Ayyubid bowmen...
Yeah, better not to dwell on this
However, we have to cap only 3 of these points, so steamrolling the dual-triple groups should be hella easy. Otherwise we might have even been in slight trouble!
At this point, Steam also refused to take pictures again. Fortunately, I still have my trusty Ultima Online Screenshot Utility at hand.
These folks started a bit too close for their own good
Not pictured: Wilhelm tries to trample incoming palace guards, but a dumbfuck catapult shoots a boulder directly into him, killing 4 of his men. Good job.
Once the wall is down, we can start shooting our way to victory.
Then I let the light cavalry mop up the bowmen.
But for some reason they take super high casualties while doing so
From there I proceed with knights only.
Going from two sides, the heroes catch the palace guards' attention while the knights templar ride into the bowmen.
Two points capped, one to go.
This one.
Short work.
It's a perfect home run!
That weapon oil sure is gonna be worth it now...
Well, it seems victory is ours and we've secured the Holy Land in the name of Christendom.
All that is left is chill out while rolling the credits
what
WHAT
NOOOOOOOOOOOOOOOO
well, you know what they say
it aint over till the fat lady sings
Upon another replay, it takes yet another 10 minutes to break down the walls. But somehow I miss one section and post my archers next to it.
Best part of this: the guard towers in the wall for some reason refuse to shoot our archers even though they are well within their range
Also, as you may notice, this time I kept our forces to the barest necessities, also kicking out the templars and longshields to the reserves.
So a few funny things happen along the way, including massive casualties that shouldn't have been there.
Also, here you may witness 43 turk bowmen getting smashed to death by the charge of the knights templar. I think if I aimed the charge better, they would have all died
Final palace guards hit the dirt. Cap the point... and...!
AND...!
YES!
VICTAREH!!!!
Credits start rolling and we bask in all the glory.
Once credits stop rolling and the game is supposed to return to the main menu, a final middle finger for Richard:
The Holy Land has been saved. We would never have managed it without God's own help. I think a final thanksgiving song is in order:
Thanks for reading.