A group of macemen of equal resource cost could swarm and outflank their targets, whereas knights cannot. However, their power being concentrated into small numbers mean they will likely take a lot of return attacks, which cuts their (or any unit's) offensive power in half. They are very fast and, cost for cost, perform well against any target in melee. It has virtually zero chance against a Royal Castle, fielding far too few attackers and circling around to a wide part of the moat. Even against a Motte and Bailey, the AI often tries to circle around back and fill in the otherwise decorative moat. The AI is downright awful at assaulting castles, and only has hope of winning against a wooden palisade or severely undermanned garrison.While their arrows are hitting your Stone Wall pikemen, your arrows are taking out their archers nearly for free. In field battles, you can set up a wall of pikemen and goad the AI into an archer duel. The AI is not terribly strong in most battles, unless your army lacks ranged units or you are badly outnumbered.Armor-Piercing Attack: Crossbowmen's attacks ignore enemy armor, making them particularly effective against pikemen.Averted for Crossbowmen, where one bolt is always one kill against any soldier. Annoying Arrows: Straight for Archer units, taking several arrows to kill stronger defensive units such as pikemen.The only practical use for an ally is to prevent them from openly attacking you, so it's often wise to ally with whichever noble is closest to you so you can build up your forces and take them down when they eventually call off the alliance. Aloof Ally: Any nobles you ally with will typically not send help to you when you ask, especially the Bishop.Advertisement: This game provides examples of:
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