Naval combat in Mount & Blade II: Bannerlord“>Blade II: Bannerlord’s War Sails DLC introduces a thrilling new dimension to the game’s warfare, demanding fresh tactics and strategic ingenuity. In a remarkable demonstration of superior tactics, a force of just 100 elite Battanian Fian archers recently achieved a staggering victory against 500 Veteran Nord Vikings spread across eight Viking longships. This battle wasn’t won through brute force but through a cleverly executed strategy involving sacrificial decoy ships, positional mastery, and exploiting the AI’s limitations in the new aquatic environment. The engagement highlights a powerful and repeatable tactic for players looking to dominate the seas, turning overwhelming odds into decisive triumphs while minimizing losses. This article will deconstruct the key components of this successful naval tactic, providing a step-by-step guide to replicating this victory and adapting the principles to your own campaigns in Calradia’s coastal waters.
Understanding the Decoy & Archer Core Strategy
The victorious battle against the Viking fleet demonstrates a core tactical principle in War Sails: force multiplication through role separation. Instead of mixing your troops, you deliberately split your fleet into specialized units.
- The Decoy (or “Tank”) Ship: This is a smaller, faster, and more expendable vessel. Its sole purpose is to absorb the enemy’s initial assault. You load it with your heaviest infantry and best shield troops. Its job is to get grappled, tie up multiple enemy ships in melee combat, and survive as long as possible, acting as a physical buffer for your primary damage-dealer.
- The Archer Capital Ship: This is your flagship, typically the largest warship in your fleet. It carries exclusively high-tier archers (like the Battanian Fian Champions). Positioned safely behind or beside the decoy, this ship remains mobile and unleashes a constant, devastating barrage of arrows into the enemy masses clumped on and around your decoy vessel.
By separating these roles, you prevent your valuable archers from being drawn into a melee they will lose and allow them to operate with impunity. The enemy AI, focused on boarding the nearest hostile ship (your decoy), often ignores the true threat until it’s too late.
Step-by-Step Tactical Execution
Putting this theory into practice requires precise in-battle commands. Here’s how to execute the strategy from deployment to victory:
- Initial Deployment & Positioning:
- As the battle starts, immediately order your fleet to follow you (
F1>F2). - Sail towards a flank, preferably near a shoreline. Parking the flank of your large archer ship against the coast is a pro move, as it prevents enemies from surrounding that side and funnels them into a predictable approach path.
- As the battle starts, immediately order your fleet to follow you (
- Managing the Decoy and the Grapple:
- Position your decoy ship between your archer ship and the incoming enemy fleet.
- Actively use the grapple command (
Tby default) on your decoy ship to latch onto the first enemy vessel that gets close. This initiates a boarding action and stops both ships, creating a chaotic melee knot. - Crucially, order your archer ship to “hold fire” (
F4) briefly if it’s aiming at the grappled decoy to avoid excessive friendly fire, then command them to “fire at will” once the enemy pours onto the deck.
- The Kiting Phase:
- Once the main enemy fleet is engaged with your decoy, take direct control of your archer capital ship. Begin sailing backwards (S key) or in slow circles around the battle.
- Your goal is to maintain optimal archer range (about 50-100 meters). If an enemy ship breaks off to chase you, use your superior mobility to keep your distance. Your archers will whittle down its crew as it pursues.
- If your decoy ship is being overwhelmed, you can attempt to use your large ship to break its grapple by pulling away, potentially saving the remaining infantry.
- Exploiting AI and Environmental Chaos:
- The War Sails AI can struggle with pathfinding, especially near shorelines and other ships. Use this to your advantage.
- As seen in the battle, enemy ships will often crash into each other or run aground, breaking their formation and making them easy targets for your ballistae and archers. Your positioning near the shore actively encourages this chaos.
- Disengagement and Clean-Up:
- Once the enemy force is sufficiently depleted, you can choose to re-engage with your archer ship to board and capture remaining vessels or simply continue the archer barrage until you achieve victory.
- If you need to retreat to save your elite troops, use the “Flee” command (
F1>F7) for your ships. They will attempt to break grapples and sail to the map’s edge.
Optimizing Your Fleet: Unit Composition and Ship Choice
A perfect strategy requires the right tools. While the decoy-and-archer tactic is powerful, its effectiveness is magnified by careful selection of troops and vessels.
Ideal Unit Composition:
- For the Archer Flagship: Your priority is maximum ranged damage.
- S-Tier: Battanian Fian Champions are unparalleled. Their high rate of fire, accuracy, and powerful bows make them the definitive choice for ship-to-ship slaughter.
- Excellent Alternatives: Empire Palatine Guards, Aserai Master Archers, and Vlandian Sharpshooters are all formidable. Choose based on your faction alignment and availability.
- Avoid: Crossbowmen on ships. Their slower rate of fire and arc is less effective against the dynamic, moving targets of naval battles.
- For the Decoy “Tank” Ship: Your priority is survivability.
- S-Tier: Any top-tier shielded infantry. Legionaries (Empire), Oathsworn (Battania), Veteran Falxmen (with shields), Sturgian Heavy Spearmen, or similar. Their high armor and large shields allow them to withstand arrow volleys and prolonged melee.
- Key Role: These are not meant to kill efficiently, but to hold. Give them the order to “Stand Closer” (
F3>F2) to form a tighter shield wall on the deck, maximizing their staying power.
Choosing the Right Ships:
- Archer Flagship: You want the largest warship available (e.g., a Dromon or large Nordic Longship). The higher deck provides a better firing platform and allows more archers to shoot simultaneously. Size also makes it harder for enemies to board from multiple sides if they break through.
- Decoy Ship: A smaller, faster longship is ideal. It’s more maneuverable to get into position, and its lower value makes it expendable. Its smaller deck also funnels the enemy into a tighter kill zone for your archers.
Countering This Strategy and Adapting Your Tactics
What if you face an enemy using similar tactics, or your preferred playstyle is different? Understanding the counterplay is key to becoming a master admiral.
How to Counter a Decoy & Archer Fleet:
- Ignore the Decoy: This is the hardest but most effective counter. Use your fastest ship(s) to sail around the decoy at maximum speed, using islands or other ships as cover. Go straight for the archer flagship. Grappling and boarding it will neutralize its threat immediately.
- Overwhelm with Numbers: Split your fleet into multiple attack groups (
F6to delegate command). Send two or three ships to grapple and pin the decoy, while the rest of your fleet bypasses it entirely to swarm the main enemy vessel. - Ranged Superiority: If you have your own strong archer ship, engage in a long-range skirmish. Use maneuverability to stay at the edge of your range while pounding their archer ship. Your goal is to win the archer duel before closing for boarding.
Alternative Winning Strategies:
- The Full Ram & Board: For a more aggressive, Sturgian-style approach, outfit several fast ships with pure, high-tier infantry. Use the “Charge” (
F1>F3) command at the start. Your ships will ram and automatically grapple the nearest enemy, initiating an immediate and overwhelming melee across the entire line. Speed and shock are your allies. - The Skirmish Flotilla: Use multiple small, fast ships filled with archers. Never allow the enemy to grapple. Constantly kite, circle, and use the “Advance” (
F1>F4) command to keep distance while peppering the enemy. This requires excellent micromanagement but can whittle down a larger, slower fleet with zero losses.
Early-Game & Economic Considerations
You don’t need an army of Fian Champions to start winning at War Sails. The core principles scale down.
- Early Fleet: Your first “decoy” can be a raiding party boat filled with any infantry you have. Your “archer ship” might just be your main ship with 10-20 forest bandits or hired crossbowmen. The tactic remains the same: let the cheap ship brawl while your ranged troops support.
- The Prize of Victory – Profit: Naval battles are incredibly lucrative. As seen in the example, defeating 8 Viking longships nets you the ships themselves. You can:
- Sell them at a coastal town for a massive influx of denars (easily 100,000+ for a full fleet).
- Incorporate them into your own fleet, instantly boosting your naval power.
- This creates a powerful economic loop: win a battle → capture ships → sell for profit → fund a better army → win bigger battles.
Mastering these layers—from unit choice to counter-tactics and economic understanding—transforms the War Sails DLC from a novel feature into a central, game-changing pillar of your campaign in Calradia.
Faction Analysis: Naval Strengths and Unique Advantages
While the core tactics are universal, each faction in Bannerlord brings unique troops and ship styles to the seas, allowing for specialized approaches to naval warfare.
1. Battania: The Archer Kings of the Sea
- Strength: Unmatched ranged superiority with Fian Champions. No other faction can field a ship-based archer corps with such lethal efficiency.
- Tactical Style: The quintessential “archer flagship” faction. Their ideal strategy is the one outlined in this guide. Use a captured large ship as your platform and protect it with expendable infantry from other cultures.
- Weakness: Poor native heavy infantry for decoy ships. You’ll need to recruit or convert high-tier infantry from other factions (like Empire or Sturgia) to create an effective tank ship.
2. Sturgia & Nords (Vlandia for Coastal Nords): The Boarding Masters
- Strength: Top-tier heavy infantry and berserkers (Veteran Warriors, Huscarles, elite Nordic units). Their troops excel in the close-quarters chaos of deck fighting.
- Tactical Style: Aggressive swarm tactics. Use multiple medium to large longships loaded with shock infantry. Employ the “Full Ram & Board” strategy, overwhelming single enemy vessels quickly through sheer melee prowess. Their ships are often robust and good for ramming.
- Weakness: Generally weaker archers. They must close the distance quickly to be effective, making them vulnerable to skilled kiting fleets.
3. Empire: The Balanced Admirals
- Strength: Remarkable versatility. They possess excellent heavy infantry (Legionaries) for holding decks and very competent archers (Palatine Guards). Their late-game Dromon-style ships are among the largest and most formidable platforms.
- Tactical Style: Can effectively run the decoy-and-archer tactic using purely native troops. Also capable of fielding balanced fleets where each ship has a mix of infantry and archers, making them adaptable and less reliant on perfect micro-management.
- Weakness: They are a “jack of all trades,” meaning they don’t have the absolute peak specialists of other factions, but they have no critical naval weaknesses.
4. Aserai & Vlandia: The Skirmish Specialists
- Strength: Strong cavalry archers and skirmishers (Aserai Master Archers, Vlandian Sharpshooters). While not as potent as Fians in pure archery duels, they bring high mobility and versatility.
- Tactical Style: Excels in the “Skirmish Flotilla” approach. Use their maneuverable ships to maintain distance, pepper the enemy with arrows, and use hit-and-run tactics. They can effectively harass and weaken larger, slower fleets before moving in for the kill.
- Weakness: Their infantry, while serviceable, is not the best for creating an unbreakable decoy ship. They can struggle in a straight-up, static boarding engagement against dedicated infantry factions.
The Fleet Commander Character Build
To fully dominate the seas, your character’s skills and perks should complement your naval ambitions.
Essential Skills & Perks:
- Leadership:
- Discipline: Crucial for upgrading bandits into sea-worthy troops (e.g., Sea Raiders into Nordic Veterans).
- Authoritative Gaze (225): Increases your party size. More men = more ships = a larger fleet.
- Steward:
- Everything. A larger party from Steward directly translates to a larger naval force. Logistics perks reduce naval map movement penalties.
- Tactics:
- Captain perks that boost your troops’ stats when you are nearby are active in naval battles. Raiding Party (225) is incredibly powerful, giving a massive boost to your entire fleet’s damage when you have more ships than the enemy—perfect for the decoy strategy.
- Engineering:
- Siege Engineer (125): Doubles the hit points of your ships in naval battles. This is arguably the single most powerful perk for a fleet commander, making both your decoy and flagship exponentially more durable.
- Foreman (275): Reduces the building time for ships in towns, allowing you to rebuild your fleet faster.
Recommended Backgrounds: Start with backgrounds that give a boost to Tactics, Leadership, and Engineering. A “Navy” or “Command” focused origin is ideal.
Naval Terrain and Battlefield Mastery
The maps in War Sails are not empty oceans; they are dynamic battlefields. Mastering terrain is what separates a good admiral from a great one.
Key Terrain Features and How to Use Them:
- Shorelines & Beaches:
- Your Friend: As demonstrated, parking your flank against the shore prevents encirclement and can cause pursuing enemy ships to pathfind erratically or even run aground.
- Your Enemy: Getting your large flagship beached is a death sentence. Always be aware of your draft and keep a path to open water.
- Islands and Archipelagos:
- Use as cover to break line-of-sight with enemy archer ships while you reposition.
- Create choke points by sailing through narrow channels. An enemy fleet forced to line up single-file is easy prey for your archers.
- Ambush Tactics: Hide the bulk of your fleet behind a large island and send a single ship as bait to lure the enemy into a trap.
- Open Water vs. Coastal Waters:
- Open Water: Favors faster, more maneuverable fleets and kiting strategies. There is nowhere to hide and no environmental advantages.
- Coastal Waters: Favors the tactical defender. Use the coastline to anchor your formation and let the enemy come to you through predictable paths, where they can be disrupted by shoals and obstacles.
Victory in Bannerlord‘s War Sails DLC is a symphony of preparation, execution, and adaptation. By combining a optimized fleet composition with a deep understanding of faction strengths, commander perks, and the naval battlefield itself, you can transform Calradia’s seas from a contested frontier into your personal domain. Whether you command a flotilla of swift Sturgian raiders or a single, unbreakable Battanian fortress-ship, the principles of force projection, role specialization, and terrain mastery will ensure your banner flies over every wave.
Mount & Blade II: Bannerlord War Sails Guide: How to Win Ship Battles Easily – FAQ
What is the best overall tactic for winning ship battles in Bannerlord War Sails?
The most effective tactic is the Decoy & Archer Strategy. Use a small, expendable ship filled with heavy infantry to absorb enemy boarding attacks while your main warship, loaded with elite archers (like Battanian Fians), stays at a safe distance and destroys the enemy with ranged fire.
Which units are best for naval combat in War Sails?
For archers: Battanian Fian Champions are #1. For decoy ship infantry: high-tier shielded troops like Empire Legionaries or Sturgian Heavy Spearmen. Avoid cavalry and slow crossbowmen on ships.
How do I counter the decoy-and-archer tactic if an enemy uses it?
Ignore the decoy ship. Use fast ships to flank and directly assault the enemy’s archer flagship. Alternatively, split your fleet to overwhelm both ships simultaneously or engage in a long-range archer duel if you have superior ranged troops.

