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"Character Building" my Generals

The_ArchpaladinThe_Archpaladin Senior MemberPosts: 169Registered Users
Since it looks like ToB is more or less "complete" now with DLC and patches and whatnot, I decided to ease back into it, and have been wondering how best to build my generals and other faction leader types as they grow in level. The most control I have seems to be which followers to level up, but I'm not sure if I should put all points into a specific follower or select one or two to split the points among. Are there any Followers who are better than others overall? Am I overthinking this?

Thanks in advance for any advice you may have. It feels good to get back into this game again!

Comments

  • nodulousnodulous Senior Member Posts: 916Registered Users
    I don't know about better, but I usually go for getting there fastest with the mostest. The quartermaster boosts move and reduces upkeep.
  • tak22tak22 Senior Member Posts: 2,386Registered Users
    Depends what you want them for.
    • Bards are useful for everyone (at least one point) to boost PO/replenishment.
    • Scribes obv. on governors.
    • Priests on anyone disloyal, and I've increasingly been using them on governors as well due to the movement penalty for enemies in the province.
    • Pillagers are very useful on generals (+supplies and raiding income for you, - morale and supplies for enemies).
    • Champions are useful on field generals since in TOB you will want to get your general into melee with just about any faction, but probably more essential for Welsh/Gaelic factions as their cav generals have many fewer men (+command and +armour important) and do a lot more charging.
    • Quartermasters are situational - necessary, at least in the early game, for factions up north (Sudreyar, Circenn, Strat Clut; less so but still useful for Mide) due to the large territories you have to defend with limited troops; but I've played without them just fine further south.
    • Forager's I've started using less, because of the food fluctuations when they enter/leave your territories (or die) but they can be a useful boost in the early game and the max level perk for cold immunity can be handy up north.
    • I've never used a siege engineer - in theory, if you had a dedicated siege army in the late game or a border province coming constantly under attack, a few points there could be useful; but I've never seen the need.
    As to whether you want to go with just one or two … up to you, and what your needs and wants are. There are some where the T5 perks are really worth it (again, mainly the forager; also scribes for governors) but most you can mix & match without missing out too much.

    It's also worth looking at how the different perks might fit together for particular builds. I tend to favour versatility so use a couple basic builds on my generals and governors, but there are some interesting possibilities for specializing, too. E.g. you could build a 'catch and kill' general with priest and quartermaster followers to slow enemies while speeding your own forces; or there's been an intriguing mention elsewhere on these forums of a 'raider' build focusing on a priest/pillager combo which focuses on disrupting the enemy on offense (+raiding, -enemy PO) and attrition on defense (-enemy movement, supplies, morale)
  • The_ArchpaladinThe_Archpaladin Senior Member Posts: 169Registered Users
    tak22 said:

    Depends what you want them for.

    • Bards are useful for everyone (at least one point) to boost PO/replenishment.
    • Scribes obv. on governors.
    • Priests on anyone disloyal, and I've increasingly been using them on governors as well due to the movement penalty for enemies in the province.
    • Pillagers are very useful on generals (+supplies and raiding income for you, - morale and supplies for enemies).
    • Champions are useful on field generals since in TOB you will want to get your general into melee with just about any faction, but probably more essential for Welsh/Gaelic factions as their cav generals have many fewer men (+command and +armour important) and do a lot more charging.
    • Quartermasters are situational - necessary, at least in the early game, for factions up north (Sudreyar, Circenn, Strat Clut; less so but still useful for Mide) due to the large territories you have to defend with limited troops; but I've played without them just fine further south.
    • Forager's I've started using less, because of the food fluctuations when they enter/leave your territories (or die) but they can be a useful boost in the early game and the max level perk for cold immunity can be handy up north.
    • I've never used a siege engineer - in theory, if you had a dedicated siege army in the late game or a border province coming constantly under attack, a few points there could be useful; but I've never seen the need.
    As to whether you want to go with just one or two … up to you, and what your needs and wants are. There are some where the T5 perks are really worth it (again, mainly the forager; also scribes for governors) but most you can mix & match without missing out too much.

    It's also worth looking at how the different perks might fit together for particular builds. I tend to favour versatility so use a couple basic builds on my generals and governors, but there are some interesting possibilities for specializing, too. E.g. you could build a 'catch and kill' general with priest and quartermaster followers to slow enemies while speeding your own forces; or there's been an intriguing mention elsewhere on these forums of a 'raider' build focusing on a priest/pillager combo which focuses on disrupting the enemy on offense (+raiding, -enemy PO) and attrition on defense (-enemy movement, supplies, morale)
    This is incredibly helpful! Thank you!
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