Deeds of Arms and Chivalry is a modification for Mount & Blade: Warband which focuses on the Hundred Years War between France and England, specifically during the early 15th Century.

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Report RSS HHY german basinet 3 preview (view original)
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HenryofMonmouth
HenryofMonmouth - - 39 comments

We usually don't see high quality modern reproductions of bascinets with such high verveilles, and personally I've seen few historical examples, but that's probably just me not having seen enough. Why do you think people rarely make these?

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AsherNitin
AsherNitin - - 306 comments

That's because these are, strictly speaking, an older pattern, more from the 1350s. The design is certainly not obsolete, just that one would not expect to see it among the main factions. I brought back an older pattern of helmet with high attachments because the other German helmets, the klappvisors, are also as old. They help to give the German mercenaries a flamboyant, slightly alien look.

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itruvor
itruvor - - 124 comments

The weapon and armor models are simply amazing. But the question is - will the mod turn into a purely visual one? How is the gameplay going? Is it possible to kill a heavily armed knight with a first blow with a wood hatchet?
'-)

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AsherNitin
AsherNitin - - 306 comments

We haven't modified the current gameplay, since we have no major complaints. The overall stats and combat dynamic are fairly well-balanced. I am greatly in favor of an overhauled combat system, using stamina like in VC, but that is not for this release. This release will be mostly aesthetic and asset-oriented.

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IjustWant2bPure Creator
IjustWant2bPure - - 54 comments

this actually isn't true- there have been gameplay changes (just off the top of my head) regarding routing, arrow damage, morale, and literally the stats of all weapons and armor, and i'm sure more. Almost all assets are being replaced and therefore have new stats that are consistent and balanced relative to eachother. So no, a wood hatchet will do almost nothing against a heavily armored knight.

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AsherNitin
AsherNitin - - 306 comments

Oh, ok, i thought we were yet to assign new stats to various items.

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itruvor
itruvor - - 124 comments

Thanks for the answer. That was what worried me, since a couple of dozen heavily armed warriors could easily put a hundred light infantry to flight. For the same reason, the accuracy of the bows has always bothered me ...

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itruvor
itruvor - - 124 comments

I wonder how, in your opinion, a tired warrior should behave? Just like in VC?

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AsherNitin
AsherNitin - - 306 comments

my idea was this: we incorporate stamina, as a slider, just like in VC. but in VC, stamina was used incorrectly. they got the physiology wrong (i would know, i'm a physician). so, in vc, walking and fighting would not drain stamina. running would. so you could stand in line and give and take blows endlessly with no drain on stamina, but running a hundred meters left you gasping for air.

now this is weird, since for athletic-types, training is universal. throughout history. so a man in armor should be able to run some distance without fatiguing. on the other hand, fighting should fatigue the person, since giving and taking blows basically activates MANY more muscle groups in your body, esp the rarely counted intrinsic muscles of the abdomen (including the back). anaerobic metabolisms would be activated quicker, O2 hunger would set in faster.

so what i wanted to do was this: let armor have more weight, which would affect your walking speed. but let it have more protection, which would make you near immune to all damage, cutting/piercing/crushing.

but let there be fatigue, as a variable, and every successful weapon hit against your armor should drain some stamina. every swing you take should drain your stamina. every time you block should drain it too. because these 3 things take energy by recruiting major muscle groups. oh, also simply holding up your shield should drain stamina, because it WOULD, in real life.

and so when stamina gets lower, first your ability to initiate a hit should go, then your ability to block should go, then your ability to stand and walk, so your fighter should go into a kneeling position. once the agent is in a kneeling position, armor stats should drop to 20% of the original stats. this makes sense to me, because defense should be dynamic, depending on the armor and the wearer. but once the wearer curls up, spreading the overlapping defense layers to expose more of himself, it should be easier to bypass his armor, yes?

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AsherNitin
AsherNitin - - 306 comments

So what would be the gameplay result?

consider a knight walking toward the player, amidst a storm of arrows. hits begin to register. first his weapon drops from a hitting stance to more of a blocking stance, then that drops too, he keeps walking, then he stops walking and kneels to catch his breath/take cover. this makes sense to me, since rigorous experimentation now tells us arrows rarely pierced plate armor outright. but they certainly managed to convert their kinetic energy INTO the target. we do know from the accounts that english archery disrupted the french advance at azincourt. so this would be a decent way to do it, by forcing advancing men to drop out of line, falter, slow down, and eventually arrive at the melee line too tired to take a swing.

now also consider a knight fighting say 4 light troops at the same time. he might kill one or two right at the outset, but the registered blows against him would count, and he would take more and more hits until he would kneel and then the survivors would dispatch him.

so another thing i propose is blunt/crushing weapons have MUCH more weight and have a greater effect on depleting stamina. so, two blows from a pollhammer should drive a knight to his knees.

now, what behavior would this induce in the player, once he understands this dynamic? he would become more mindful of his surroundings, taking care to not go all rambo on the enemy. he would not let himself get surrounded, and would pace his fighting, rotating himself in and out of the line of melee. he would not mindlessly hammer at the enemy, but would take his time, gauge his strikes.

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itruvor
itruvor - - 124 comments

AsherNitin, thanks for the clarification... In principle, the idea is clear, but... I am very confused and worried about 2 points: "armor stats should drop to 20% of the original stats" and "two blows from a pollhammer should drive a knight to his knees."
Personally, I am of the opinion that the person depends on the armor, not the armor depends on the person, and the properties of the armor should not correlate with the physical condition of the warrior. And one more thing... 2 pollhammer hits are too few to open a "tin can" since we will move away from the reality of hand-to-hand combat in this variation... you look at the buhurts of modern knights, right?

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AsherNitin
AsherNitin - - 306 comments

The functionality of armor greatly depends on the person's physical condition, since it is an active system, with weak points that can be accessed if the wearer does not resist. When fatigued in-game, if the knight kneels, that would be the equivalent of exposing these weak points, through which finishing blows can be applied. In real life, too, if you could pin down and immobilize a knight, he was done.

Buhurt is a relatively bad representation of actually fight techniques, since the focus is completely unhistorical. The focus is to be the first person to land a blow, or to land more blows than the other person. This causes them to fight in often completely unrealistic ways, more offense-oriented than defense oriented. The complex, conservative moves seen in Fiore's manuscript is replaced with simpler, riskier moves. The armor, too, is heavily over-padded, turning lean and lithe fighters from the manuscripts into waddling sumo wrestlers. Real knights with bladed weapons fought more conservatively, and also dressed for this, in close-fitting, thinly-padded armor than gave them less passive protection than a buhurt teddy-bear costume.

Anyone can wildly swing a weighed stick to hit another man. It takes skill to kill without getting hurt or killed in return, to live long enough to repeat this action.

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itruvor
itruvor - - 124 comments

All the same, he should have left the opportunity to hide behind a shield, as in the bannerlord ... where this protection can be broken through.

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motherLore
motherLore - - 14 comments

I wonder what the advantages of scale over mail, or the other way around, were. It comes as a genuine surprise how scale survived that long.

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AsherNitin
AsherNitin - - 306 comments

I personally theorize this was scale over mail, which the romans did experiment with as an elite armor, now reborn and purposed for aventails. The advantages are obvious: they give better defense against blunt force trauma, and contrary to most internet theorists, scale armor is in fact NOT that vulnerable to an upward blow delivered against the grain of the scale. Disadvantages would be lower modularity (affecting ease of repair), higher weight and less flexibility.

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Description

German basinets. Read previous two image descriptions for a better understanding.

Made by AsherNitin.