mountandblade
Charge

Battles are a large and frequent part of the Mount&Blade series. They help you progress through the game by generating experience, money, renown, loot, prisoners, and can directly increase weapon proficiencies.

Battles can be conducted in either of two ways:

To start a battle, you can attack the enemy or wait to be attacked. You can also join a battle already in progress between two other parties, but at least one of the parties must be either an ally or a neutral party and the other must be an enemy; you cannot join a battle between two enemies. There are some mods that allow you to join any battle, including one between two enemies.

At the end of the battle, you will receive the after action report which will tell you the casualties, allow you to take prisoners, and collect loot.

Terrain

The terrain of a battle varies, depending on where the battle takes place on the overland map.

Different terrain requires different tactics and formations.

Commands

A small army formation

A small army formation

Using commands is another way to improve your chance of victory or to reduce your losses.

Using the number keys (default setting) you can select a portion of your army (such as your infantry, cavalry, or archers) and give them an order with the Function keys (F1-F11 with default settings) to hold a position or follow the player etc.

If you hold Shift, you can select more than one troop type at the same time.

Hit the Backspace key during the battle to see a list of all the available commands.

Unit Type

Orders

Note: The above hotkeys are for classic Mount&Blade - Warband provides a different and broader set of options.

Formations

(With Fire & Sword only)

Tactics

Victory

There are many things to consider when planning a battle, including your surroundings, your army composition, and your own style of play. These factors will determine your best course of action.

Here are some basic tactics that can be very useful.

Neutralizing enemies is not the only way to the victory. In Warband and With Fire & Sword, enemy units may flee the battle if their morale is reduced to a certain value.

Morale

Enemy units have their own morale value, which is determined by recent battle outcomes.

Enemies will not start running from battle until at least 45 seconds have passed.

Ranged Combat

Archers and crossbowman are much more effective when positioned on hills.

Troops without ranged capability can avoid volleys of projectiles by being positioned behind hills.

Infantry

With heavily armored troops on foot, a slow advance can be best at times, such as against large numbers of ranged enemies.

Foot soldiers of any kind can benefit from being in a compressed formation when fighting cavalry.

Cavalry

Cavalry can be used to distract an enemy army while your other troops relocate.

If you order your infantry to hold position and keep formation, only their cavalry will charge and their infantry and archers will reach you much later. This will prevent your army from breaking up (when your advantage is similar/higher, this is always true).

Outnumbered

Defeat

If your advantage is miserable, any type of any troops of any kingdom will charge mindlessly against you.

Some less obvious strategies can win you fights that are insanely in enemy favor.

Autocombat (Simulated Battles)

Warband

One way to fight battles is just ordering your troops to attack without you (more or less the same mechanics is also used for resolving battles between 2 NPC parties). In this case, the game simulates a battle. It's done in several repetitive rounds, each of which consists of the following steps:

  1. Calculating strength of both parties which is done by summing up strength of all non-wounded units. A unit's strength equals to ((unit_level + 4)^2)/50 but no less than 1. So a level 4 Peasant's strength equals 1 while a level 27 Sarranid Mamluke's strength equals 19.
  2. Using total strength numbers from both parties to respectively inflict damage (killed & wounded) on both parties. This part is done by game engine and the exact execution is unknown but generally at this step the game favors large parties (even if they consist of low-level units) over small parties (even if it's elite units) which resulted in a popular myth that autocombat doesn't take units' levels into account. It does, it just doesn't give them enough "credit".

If neither of 2 parties is defeated after the 2nd step, their remaining strength is recalculated and the process is repeated until 1 of 2 parties runs out of battle-ready units.

Tips and Trivia

See Also