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  1. #1

    Default Starting a templar campaign..

    So I decided to start a new templar campaign. I did one before, but it was on "easy" difficulty, but now I want a real challenge. However, I don't know which actions to take. My first thought was to call a crusade on Jerusalem and march there, leaving a general and two peasant units in my only wooden castle. However I didn't find an option for crusade in Jerusalem in the list of cities to call it on. So now I'm thinking of what to do. Should I take another city or try my best and attack Jerusalem with what I've got? Or maybe I should take Antioch and Damascus first? :hmmm:

  2. #2

    Default Re: Starting a templar campaign..

    I would focus on taking Antioch if you can, Antioch will give you a much needed boost in income, something that the Templars tend to need.
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  3. #3

    Default Re: Starting a templar campaign..

    The Fatamids usually go for Jerusalem right away. It would be hard to take in the begining without running out of supplies. In my last campaign as the Templars I took the city above Jerusalem, Antioch, Adana, Edessa, and the castle in between. My campaign lasted abot 60 turns. The turks declared war and sent stack after stack at me. It can get frustrating fighting archers with spearmen. Economy, and Religion, and Supplies are also problems.

    If I had to do it over again, I would convert castles into cities to help with my economy. You really can't recruit much in them anyways untill they are fortresses. Get your elite units from the chapter house guild that will be offered in Antioch. Also I would be more agressive. The Muslims will send forces that your spearmen cant defend against in a siege battle. Try reinforcing a besieged city with garrisons from other towns. Take the enemys bases before he takes yours. If you can take 3 settlements and only lose 1 in the process, you will eventually win. Good luck

  4. #4

    Default Re: Starting a templar campaign..

    I second antioch. Its one of the most profitable cities in the region. Sack it, then call a crusade on jerusalem

  5. #5
    helmersen's Avatar Praepositus
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    Default Re: Starting a templar campaign..

    I just wonder; I have not downloaded the patch 6.1 because I couldnt make "good" units, like feudal knights. Has this been "fixed", or is it still like that? This made the Templar campaign really hard, and kinda annyoing since you couldnt make any templar seargents.
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  6. #6
    Seether's Avatar RoTK Workhorse
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    Default Re: Starting a templar campaign..

    Quote Originally Posted by helmersen View Post
    I just wonder; I have not downloaded the patch 6.1 because I couldnt make "good" units, like feudal knights. Has this been "fixed", or is it still like that? This made the Templar campaign really hard, and kinda annyoing since you couldnt make any templar seargents.
    "Good" units for the western European factions (in particular), don't really come about until the late 1200's. That is when longbows and plate armor is introduced. Unlike the vanilla version, you aren't allowed to have such advances until they were roughly discovered in history. So until such times, you'll be messing with various archers, spearmen, light swordsmen and (with fortress or citadel, can't remember which) dismounted feudal knights, as well as different types on non-plated knights. Stainless Steel uses Real Recruitment, which encompasses the aforementioned recruitment limitations. So, in essence, there isn't really anything to fix except to not have RR.

  7. #7

    Default Re: Starting a templar campaign..

    Quote Originally Posted by helmersen View Post
    I just wonder; I have not downloaded the patch 6.1 because I couldnt make "good" units, like feudal knights. Has this been "fixed", or is it still like that? This made the Templar campaign really hard, and kinda annyoing since you couldnt make any templar seargents.
    This was do to a bug in the orginal 6.1 patch, it has been fixed.

  8. #8
    aduellist's Avatar Push the button Max!
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    Default Re: Starting a templar campaign..

    My initial moves are usually Antioch, Damascus, Adana and Aleppo. Edessa is a possibility if the Turks haven't grabbed it, but I'd wait until there's some decent build-up done at Aleppo so you can recruit some fairly robust units. Otherwise it's a bit far outside your defense perimeter and hard to support.

    Adana gives good support for forts in mountain passes, Aleppo same for fort at river crossing toward Edessa. That'll usually keep the Turks off you for a while.

    Antioch and Damascus will provide your economic engine. Tortosa will be your main recruitment center in support of Damascus. Build a fort in the middle of the Tortosa/Damascus/Aleppo triangle to provide a reserve force capable of supporting Aleppo or Damascus in case of an attack. Stock it with units from Tortosa.

    Quote Originally Posted by helmersen View Post
    I just wonder; I have not downloaded the patch 6.1 because I couldnt make "good" units, like feudal knights. Has this been "fixed", or is it still like that? This made the Templar campaign really hard, and kinda annyoing since you couldnt make any templar seargents.
    It depends on what sub-mods you use. RR and BGR both impose some recruitment restrictions. I user RR, but not BGR (personal preference). Heavy cavalry isn't so much an issue for the KT. You'll have order cavalry available soon.

    I'd also recommend Lord_Calidor's Knights Templar mini-mod, which changes the Templar roster and recruitment.
    Last edited by aduellist; November 24, 2008 at 01:40 PM.
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  9. #9
    Naked Emperor's Avatar Centenarius
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    Default Re: Starting a templar campaign..

    I would put Acre and Damascus after Antioch. Acre starts with a castle and is good to defend your southern border
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  10. #10
    The Noble Lord's Avatar Holy Arab Nation
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    Default Re: Starting a templar campaign..

    Quote Originally Posted by Naked Emperor View Post
    I would put Acre and Damascus after Antioch. Acre starts with a castle and is good to defend your southern border
    I do the similar thing when I play Templars.
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  11. #11

    Default Re: Starting a templar campaign..

    Heres a tip that will save you some supplies: Antioch and Damascus can be beseiged early with your starting forces. Against 3 seargent spearmen and 3 pilgrams, neither city will sally. (Acre will) You can conduct the seige without your generals to save supplies. Just move them in the turn before the siege ends. An army without supplies has its morale reduced and a general who runs out of supplies will lose command stars. Hope this helps

  12. #12
    The Noble Lord's Avatar Holy Arab Nation
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    Default Re: Starting a templar campaign..

    For some reason the logistical problems are very visible and they are major issue when you play the Templars, even though historically they were very rich.
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  13. #13

    Default Re: Starting a templar campaign..

    Thanx for your advice people! What I just did was blitzing Antioch, Dmascus and some small settlement north from Antioch. Than Pope called a crusade on Cairo and I took it as well. So now I'm planning to slowly take Egypt's territories, and as soon as I can call a crusade I'll call one on Jerusalem.

  14. #14

    Default Re: Starting a templar campaign..

    Remember they have better economy than you, more soldiers and the killing cavalry.Try to not be drastic, use a scavanger tactic with egiptians always and turks are never your friends, so dont be involved in 2 ways war.I ussualy take Antioch.Is very important, are 2 near wooden castles, small income but good buffer.Try to speculate distance and the triangulation tactic work very well.Beprepared to lose acre but this will keep egiptians busy a while.Dont take Jerusalim is like asking the muslim jihads.

  15. #15
    fafner's Avatar Foederatus
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    Default Re: Starting a templar campaign..

    I take Antioch first to stop the egyptians strike north. Second is Damascus. During my troops lay siege on Antioch my priests try to convert
    as many muslims to my religion as possible. I don´t like big garrisons and without the priests it takes to long to calm the conquered cities.
    "Ich leb und ich waiß nit, wie lang.
    Ich stirb und waiß nit, wann.
    Ich far und waiß nit wohin.
    Mich wundert, daß ich froelich bin."

  16. #16

    Default Re: Starting a templar campaign..

    I would take Antioch first, then Damascus and Acre. I found these cities to be the most important in my games. However I would suggest waging war with only one muslim faction, as it may become a bit difficult fighting against two muslim giants.
    Peace and prosperity to you noble sadiq

  17. #17
    aduellist's Avatar Push the button Max!
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    Default Re: Starting a templar campaign..

    Actually the Templars were almost always short of funds for supporting their military operations in the Levant and Iberia. Costs were always rising, as were demands. At the time of the Order's inception, it took the revenue of 40 acres to support one knight. By the time of the Hattin campaign, it took the revenue of 75 acres to support one knight.
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  18. #18
    The Noble Lord's Avatar Holy Arab Nation
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    Default Re: Starting a templar campaign..

    But later they became known for their wealth and financial power. They even invented early version of travelers checks.
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  19. #19
    Cooltosha's Avatar Semisalis
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    Default Re: Starting a templar campaign..

    Ok, this is what I do on H/H campaign.......and it goes rather well, plus that I have KTM mod from Lord Calidor.

    1. Send your diplomat to negotiate an alliance with the Papacy. That will give you enough Papal favor and Papal support for---

    2. ----To call a Holy Crusade against Antioch. If you start a Crusade, and get all your units in a Crusading Army, you will have one more pilgrim unit available. That force won't be attacked by Antioch defense force. Furthermore, it will enable you to capture the city without a fight. Just let them starve.

    3. If you capture Antioch immediately the next turn after you lay siege to it, you will be then quite able to quickly rebuild it, considering that you build a town watch, town guard and other militia buildings.

    4. If you do so, time pool for a new Crusade will open exactly at 1095 (the start of the real Crusade). And at that time you will have Jerusalem as a possible Crusade target. Call a Holy Crusade on Jerusalem.

    5. By 1099, you will be able to take Jerusalem, and take note that in Acre and Jerusalem provinces, you will have some real Crusader mercenaries, such as Crusader Knights, both mounted and dismounted. Also, with Antioch and Tortosa, you will have enough funds to support those forces.

    6. Get Jerusalem, not matter if Fatimids hold it. Although, sometimes, they don't succeed capturing it. As soon as you enter city, sack it, as you sacked Antioch. That will give you enough funds, as well as keeping vital buildings such as militia buildings undamaged.

    7. Keep 3 Templar Sergeant units as garrison in Jerusalem on High Tax Rate. Gather your remaining force and go to Acre. Capture it in the next turn, and just occupy it. Send in your Grandmaster, since he led your Crusades, and has high Chivalry, and thus will enable Acre to grow faster.

    8. With 2 Castles and 2 Cities, you will have reasonable economy and reasonable military.

    9. Even if those Fatimid s call a Jihad, move your heir to Jerusalem and protect it. With their Jihad broken, you will be safe to develop and kick ass.

    10. Enjoy the game, and wait to 1440.......get some Advanced Plate Armor, get Praeceptors and Solomon's Temple Guard........and conquer all.

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  20. #20
    Skooma Addict's Avatar Campidoctor
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    Default Re: Starting a templar campaign..

    Quote Originally Posted by The Noble Lord View Post
    But later they became known for their wealth and financial power. They even invented early version of travelers checks.
    Which was strictly against the rules at that time.

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