Hi there,
I would like the to share my ideas for effectivly playing the Crusaders in the early campaign of 6.3.
This guide is written for Very Hard Medium. Lusted AI, Real recruitment, Extra assimiliation and permanent watchtowers.
1. Introduction:
Do you want to play as a "High tech" faction in the early campaign (meaning that, once you are build up, your units rock)? Do you want to have a guaranteed need of epic Castle defenses? Do you nearly never want to be troubled by beeing excommunicated? Then the Crusader States may be the right thing for you.
You start with with three cities, Antioch, Edessa, and Jerusalem itself.
Around you are a lot of rebel settlements, to the south are the Fatimids. For now, rebels also hold the cities seperating you from the Seljuks.
Your starting army is very unique in that it largely consists of Mercenaries. Afaik, nearly none of those Mercenaries will be retrainable. So, use them wisely.
The imho by far most optimal starting strategy is to crush the Fatimids early on. This has several reasons:
-The Fatimids have more cities, and more castles, and the money to actually build stuff in them. Each turn you wait they get stronger.
-Gaza is practially next door from you capital.
-You want to deal with them before the inevitable Jihad on Jerusalem.
-Your starting army is quite harsh.
Starting actions:
-Recruit the Canons of the Holy Sepulcher in Jerusalem. Let your King stay in Jerusalem for one turn (the Title is awesome! As is the Pilgrim to jerusalem trait, just hope you dont get overflow bugs ;D ), let your Heir, with his own troops and troops from Jerusalem, Siege Gaza. Assault using multiple ladders (or via the Spy, if you are lucky). Take the army of Edessa, leave a single cheap unit there. Move them to Antioch, ignore the castle on your way. Hire a boat in Antioch.
In the second turn, assemble the armies of Antioch and Edessa, load them into ships and sail for Alexandria (Egyptian town furthest away from you), Meanwhile, you main army should progress towards Kairo.
Either of your armies will now likely meet the Egyptian main army.
-Egyptian form one big army to deal with your King+ Heir army. You should still be able to deal with them, as they wont have a lot of Mounted Archers yet. Some battlefield pointers:
-The Canons the main army has make total an utter mincemeat out of anything that is not a bodyguard charging them. Protect yourself from beeing charged by accompanying the Canons with Spearmen.
-The Amphibian army of Antioch+Edessa should have 3 or so Cilicians of Armenia. These shoot at longbow range. Treasure them and fire away.
Be not afraid to sacrifice Militias or Marinae in order to save/protect Armenian Archers, Crusader Knights or Knights of Lazarus. It will be a long time before you can rebuild any of them.
Nevertheless, the battles should not be particularly difficult.
Sack or Exterminate when you conquer. Otherwise unrest will tie you up for an extended period of time.
Building wise, I feel it is wise to prioritze the following things:
-Guilds of Saint John. Templar Knights are cheap upkeep wise, come from cities and look cool.
-Religios conversion, becoming the pope would be cool too.
-Anything that helps defense in Jerusalem. The Jihad will on average feature 3 Moor, 3 Kwarezmian and 5-6 Seljuck stacks, and they move really quickly.
Before you go temporally broke, make sure to:
-Get a diplomat for a nice alliance with the Romans. Occassionaly gift the romans money, their goodwill is highly usefull, treat the Romans like you would treat the pope with a normal Catholic faction.
-Sell your map to random Europeans
-I found that Merchants are kinda hard to make a profit of, since at turn 12, the extra 4 stars of the Byzanties, Kwarezmians and Seljuks will go for yours.
Afterwards, you will be locked in a semi eternal struggle with the Seljuks, Kwarezmians and Moors. Call Crusades (and dont join immidiatly, you waiting until the other Europeans arive can actually be usefull, and you could easily buy any settlement they take). It could be wise to call the Crusade on the moors, in order to let the Europeans deal with that front.
Spys will be of high imporantce. Spy where the AI is flunking the defense of their cities, and strike there. You dont have stakes, and no really great archers apart from the mercenaries you start with. Also, Templar spearmen are only available after the council of Troyes, so your spears will suck for time beeing.
So, how can you get the most out of your spear militias?
Basically, use the following tricks:
-Have Spearmen directly behind a think line of good combat troops (dismounted Hospitallers, Canons etc.).
In a combat, there is a certain effect due to "pushing", a Spear militia and a Canon push in the same way. If Cavalry is charging, make you good guys move behind, and your spears move into the front. The disorder will cost you some spears, but it should not hurt much more than usually.
-On defense, use Spearmen in Schiltron formation as "wave breakers" in front of you normal line. This normal line can also consist of other spearmen. Basically, the enemy will lap around the Schiltrons (who dont receive a malus from beeing surrounded), exposing his flanks and rears to your second line in the process, charge and profit.
-On smaller unit sizes (bigger unit sizes get excessivly unwieldy in castles), this also works well for castle defense.
Other random units:
-Kurdish/Turkish javelineers are suprisingly usefull and available. Their Javelin pack a punch, and the can reliably defend caste walls against Militias (and wreck some havoc with their spears).
-Marinae have 4 uses, Arrow Bait, Cavalry Bait, bait for infantry so that you charge the infantry in the rear with something else. They are also your main garrison unit early on. Exchange them for better Spear militias ;D