I didn't plan on doing anything like this until the newest build was done, but if you are curious, here is how a Com 2, Int 1 Noble can get the Phalangites beat.
Note that this does end up with the deaths of Swinherd (Kala/Kalt), and Breden. Tweaking choices here and there might keep Kala alive, especially if you focus on putting more people on trap detail at the start.
Also given some of the random nature of stuff, numbers will vary, and you might have someone discovery your grain train.
Com 2, Int 1 Noble to beat the phalangites guide.
Com 2, Int 1 Noble - This is a min/max build, but you can play around with it. For fighting off the Phalangites. This build will be outdated when Havenstone puts up the last public build.
Just be aware this build will net you Swineherd, not de Firiac as you focusing on combat but no charisma raises Anarchy too much. This playthrough also will be using Breden, then driving him away. This allows you to add a lot of troops (his persuasion) but keep them from being poisoned later in the year.
When Breden asks what you hate.
- The division between nations (the final choice), giving a Max bump to Cosmopolitanism
- The corruption of the true Faith (you will want to be eclect)
When you arrive in the glen, be sure to teach them Combat Tactics
At the harrowing, choose:
We should try to execute them quickly and cleanly, while we have the upper hand. It's the only just punishment for their crimes.
It really doesn't matter, but I like to think I'm more in control of things.
When Breden asks about trust, say:
3. "Let's just say I'm a damned long way from ruling it out."
You will use him to recruit people, but then drive him away later.
Choose Zvad as your second in command
Koine as the language
I'd be happy to rob the rich and powerful, but it's rather more difficult than I'd guessed.
Rations, I usually pick: A healthy diet for all sick outlaws, and a subsistence diet for all healthy ones.
Note: If a mule run gets caught, you may have to change this.
No -- I want to be the one bringing us through the winter, even if it does mean wrangling a dozen different numbers.
Note: Yes, micromanaging time.
1. I don't want to sell any of our weapons or animals.
2. Buy 0 grain (we'll be raiding for the other)
3. Work with local merchants to smuggle goods over the Whendward Pass. (The boost that week for grain will be needed). Don't go raiding merchants for mules, as it will screw things up royally
4. Mule management. At this point, I have 0 mules in the sick tens. You should have 11 mules entirely (from the plundering of the market square). Sell 3 of them.
5. Scouting for nobles to raid: Noble estates. (10 scouts) (Not the merchants.)
6. Acquire more mules.
6a. Send scouts out to find Alastors or Ecclesiasts with mules you could steal. (15 scouts)
6b. Steal mules from yeoman farms. (20 bandits)
7. Raid the winter grain barns in the lowland farm country. (At least 7 bandits)
7a. Raid yeoman farms for grain and mules. You should have around 60 bandits; use them all.
8. Diet - I'm going to eat a healthy diet. It's vital for the leader to stay well and clear-minded.
9. I'll ask Breden. He's better than I am at calming desperate folk. (Raises spirits. Don't worry about him gaining influence since he will be gone later).
Buy around 50 bushels of grain. This number will vary, and you can supplement it with hunting.
- Buy grain for the yeomen whose stocks we robbed earlier in the winter. - This will require around 45-50 bandits.
- Scout for opportunities to raid the institutions of the Hegemony.
2a. Tax collectors -- a mission so sensitive it will require my personal involvement.
2b. Find a noble who has good insider information -- and will talk to me.
Note: As a noble, I actually like de Galis more. You can do things with the Telone though if you wish.
- Try to convince yeomen or merchants to give mules to the cause. (Requires me or Breden) - Send Breden to get 2 more mules.
- Whoever is left, have them set traps. Only around 20 people.
When choosing how to lead, pick: By me alone, in consultation with my deputy and anyone else I choose.
Buy around 50 bushels of grain. Alter as needed.
Big thing here is to get the needed mules from a raid you sent people out to scout in Week 1.
1. Acquire more mules.
1a. Steal mules from Alastors or Ecclesiasts. (15-30 bandits)
1b. Raid both. (50 bandits)
1c. I'll personally lead the raid. Bring Elery
1d. Her ideas seems ingenious to me. I base our plan on them.
1e. "Join us!" (The numbers added are necessary)
1f. I ask Breden to reassure them. (Once again, we are getting rid of Breden later, so might as well make use of him)
- I want to make or change a standing order (e.g. rations, mules, targeting). Sell 2 mules. Should be the last you need for feeding purposes.
- Change how we are using mules. You will have around 35/36 mules. Your sick need around 9 or 10. I usually assign 2 above this, to 12 mules...in case you have to run.
- Set whatever bandits is left to building traps.
Buy grain as needed. This point will mostly be building traps, and recruiting.
1. Acquire more mules. Send Breden. You might get 2, or just 1. If you only get 1, don't bother sending Breden after this. If you get 2, you can send him one more wee.
2. Build traps. 50 people
3. Recruit people. Whoever is left. If Breden is available, send him, otheriwse, Elery is fine. If you want a more warlike party, Radmar is a better choice, especially with helot only.
I usually send them to both helots and yeomen.
4. Double check mules, and have a slight excess since Theurges will arrive.
By this point, Radmar will arrive to complain about Breden. Don't worry, we will take care of that problem.
Buy grain as needed.
1. 50 people on trap detail.
2. Double check mules, just in case.
3. Send people out, with Breden
Buy grain as needed.
1. Smuggle the goods for Alaina.
2. 50 poeople on traps.
3. Recruit with Breden.
No need for a grain run this week.
1. Sell 1 mule, just to be on the safe side for grain costs.
2. 50 on trap detail.
3. Sabotage the Harrowers if you want to raise helot friendliness. However, it isn't necessary.
4. Recruit with Breden.
Buy grain as needed.
1. Rob Architelone. Bring everyone you can to minimize losses.
2. Deal with the Architelone and guards however you will.
3. Sell 2 mules for last grain needed. Definitely readjust the number of mules carrying the sick. You will get one final visit from Theurges, so go in excess.
4. Set 50 people on trap detail.
5. Recruit with Breden on the rest.
6. Do not eat the mules. You will be using them to supplement your already existing ones. The Theurges will show up after this.
Buy grain as needed.
1. 50 people on trap detail
2. Recruit with Breden
Buy grain as needed.
Now to dispose of Breden.
1. Raid noble estates. (30 bandits) Include Radmar if you wish.
1a. Lead the raid itself.
1b. I follow close behind.
1c. Try to hold the roof ledge long enough for more bandits to climb up and join me.
1d. Deal with the de Merre as you see fit. However, I usually am merciful to them. Also, I don't usually eat the horses.
1e. Accept them into our band.
Now you will be meeting with Zvad.
1f. After a long pause, I mutter, "But sometimes we need to rid ourselves of a threat, even before we're certain." (Note: Some other option may pop up, but basically choose the one which puts Breden in a bad light).
1g. I nod silently to Zvad.
- 50 people on traps
- Change how we are using mules. Remove all from the moving of the sick. You will have around 45 mules (give or take). Sell at least 26 of them. The mules from the Architelone help with this, and gives you plenty of cash (or a couple more as necessary).
- Recruit with the last batch. Elergy seems to do in a pinch.
Going into Spring: Your morale will be outstanding.
1. Buy forged weapons. A good chunk of the money you bought will be used here to match up with the number of adults you have.
2. Have Sybla train you.
3. Donate around 1500-2000 to helots if you wish. I do, tends to be cheaper than spies later in the year.
4. Pay for a diakon to visit. This is mostly to bump up religious favor, since your morale is already stellar.
5. Save your remaining silver.
6. A party will spring up, so choose: My vision is to free all four provinces, including Wiendrj, from the Thaumatarch's tyranny.
1. Be sure to have Linos declare you Eclect.
2. Getting rid of Breden means you can't get the Brecks gang, but a good part of your people won't be poisoned either.
When Hector strikes, be sure to choose:
3. The infatuation which you've never been able to escape, however unlikely a Keriatou-de Eramant marriage alliance.
Note: The only reason you do this is you want to have Calea give you detailed information on the invading forces.
4. First, I try to get a message to cousin Hector in secret. Surely the two of us can stop this before it escalates further.
Go through the various things, and pick:
"Tell me everything you know about Hector's veneurs and their raids -- and then, yes, I'll owe you."
At the end, you should be getting the Wiend recruits, and some religious ones for being Eclect.
Zvad will leave if you decide to stand and fight.
- Buy enough weapons for your forces.
- Spend 1000 drachem for helots. Spend 1000 drachem for yeoman. This makes them regard you as a helot.
- If you want, spend around 5000-6000 and Ecclesiasts believe you have the Angels on the side. You don't need to hire many spies with this.
In this playthrough, I ended up facing roughly 500 soldiers (496 to be precise). The more people you piss off, the larger that becomes.
My traps took out 420 people.
- Attack the supply train, then Theurges.
4a.I've got a mad idea for a trap that just might work. Note: Swineherd dies here.
4b. March through the night
- Rally the outlaws before they break.
- I run in search of a narrower passage.
- I turn and try to put its eyes out.
8. "Today, we destroy them!" I order my 171 (this number will vary) surviving followers to prepare for battle.
9. I lead the charge against them.