Bannerlord mechanics

Tactics guide

Bannerlord v1.5.7 · checked 2026-11-12 · updated 2026-11-13

This guide explains what the Tactics skill and every Tactics perk really do: how auto-resolved battles are decided, which perks help your troops in battles you fight yourself, what the army, siege and governor perks change, and which perks behave differently from their tooltips. It is for game version v1.5.7. Most Tactics perks change the auto-resolve simulation, which is in the base game. The battle halves for captains (troop speed, damage dealt and taken, morale loss) live in the SandBox module. NavalDLC extends the agent damage, agent stats, army management, battle morale, military power, party impairment and security models, and extends and replaces parts of the bandit density, combat simulation, party size limit, party speed and troop sacrifice models. Most Tactics perks carry the tooltip line "Land only" and do nothing at sea, the Tactics skill does nothing in naval battles, and a few perks show "Reduced effect at sea". StoryMode extends the bandit density and party size limit models in the story campaign.

For exact formulas, edge cases and links to the game code, see the deep dives: Battles (auto-resolve advantage and damage, battle morale, troops lost getting away or breaking a siege), Combat agent stats (troop movement speed), Combat damage (captain damage perks), Party and map (party size, army speed, cohesion and influence costs, disorganization), Sieges (bombardment and destroyed engines), Settlements (security) and Characters and politics (influence and hideout crew size).

Who holds the perk. Each half is read from one hero, and the role decides who:

What the verdicts mean.

No Tactics perk is unused or ui_only.

What unlocks what

Every 25 points of Tactics opens a new pair. You pick one perk of each pair; the other is locked for that hero. Tactics 275 has a single perk.

Tactics Perk A Perk B
25 Loose Formations: your infantry takes less auto-resolve damage from archers Tight Formations: your infantry deals more auto-resolve damage to riders
50 Decisive Battle: damage and troop speed on plains, steppes and deserts Extended Skirmish: damage and troop speed in snow and forests
75 Horde Leader: +10 party size; slower army cohesion loss Small Unit Tactics: +1 troop in hideouts; speed for small formations
100 Coaching: more damage, in auto-resolve and in battle Law Keeper: more damage against bandits
125 Improviser: no disorganized morale penalty; fewer losses breaking a siege Swift Regroup: shorter disorganization; fewer troops left behind
150 Call To Arms: faster army members; cheaper calls to your army On The March: weaker enemy walls in auto-resolve; stronger walls as governor
175 Make Them Pay: +25% bombardment damage to enemy ranged engines Pick Them Off The Walls: chance to double casualties when you destroy an engine
200 Elite Reserves: tier 3+ troops take less auto-resolve damage; formation takes less damage Encirclement: damage when you outnumber the enemy party; cheaper cohesion boosts
225 Besieged: damage when defending a siege; influence for capturing settlements Pre Battle Maneuvers: influence from battles; advantage from out-skilling the enemy
250 Counter Offensive: damage when defending or outnumbered Gens d'armes: cavalry damage to footmen; town security
275 Tactical Mastery: damage for every Tactics point above 200 (no alternative) —

How auto-resolve battles use Tactics

When a battle is auto-resolved ("send troops"), the game simulates it hit by hit. Two numbers matter.

Side advantage = (1 + flat adds) × (1 + sum of percentage bonuses)

Damage of one simulated hit = base hit × (1 + sum of all perk percentages + morale term)

The damage perks only apply when both the striking and the struck troop come from mobile parties. Almost all of them are "Land only" in the tooltip and do nothing when the striking party is at sea; each perk below says so.

Tier 1 (Tactics 25): Loose Formations or Tight Formations

Loose Formations

Tight Formations

Which one? Tight Formations raises your infantry's damage to mounted troops; Loose Formations lowers the damage your infantry takes from ranged troops. The secondaries differ only in which formation orders they cover.

Tier 2 (Tactics 50): Decisive Battle or Extended Skirmish

Decisive Battle

Extended Skirmish

Which one? Pick by where you fight: Decisive Battle for open ground, Extended Skirmish (the bigger damage number) for forests and snow.

Tier 3 (Tactics 75): Horde Leader or Small Unit Tactics

Horde Leader

Small Unit Tactics

Which one? Horde Leader's +10 party size applies always; its cohesion half needs you to lead an army. Small Unit Tactics adds one hideout troop and speed for formations of at most 15.

Tier 4 (Tactics 100): Coaching or Law Keeper

Coaching

Law Keeper

Which one? Coaching applies to every fight; Law Keeper has bigger numbers but only against bandits.

Tier 5 (Tactics 125): Improviser or Swift Regroup

A party can become disorganized for a while (6 hours by default). Disorganized troops start battles with 20% less morale, unless they are attacking a siege.

Improviser

Swift Regroup

Which one? Swift Regroup halves the troops you leave behind when getting away and shortens disorganization after raids and siege assaults; Improviser cancels the disorganized morale penalty and cuts losses when breaking into or out of a siege.

Tier 6 (Tactics 150): Call To Arms or On The March

Call To Arms

On The March

Which one? Call To Arms helps an army commander gather parties; On The March helps a besieging army commander in auto-resolve, or a governor defending a town or castle.

Tier 7 (Tactics 175): Make Them Pay or Pick Them Off The Walls

These perks work during the bombardment phase of a siege, before the assault.

Make Them Pay

Pick Them Off The Walls

Which one? Make Them Pay adds 25% to every shot at enemy ranged engines. Pick Them Off The Walls only acts when an enemy engine is destroyed and its crew casualty roll succeeds, and then doubles those casualties with a 25% chance.

Tier 8 (Tactics 200): Elite Reserves or Encirclement

Elite Reserves

Encirclement

Which one? Elite Reserves protects your tier 3+ troops in auto-resolve and the captain's formation in battle; Encirclement adds damage when your party has more healthy men than the party being hit, and cheaper cohesion boosts for an army commander.

Tier 9 (Tactics 225): Besieged or Pre Battle Maneuvers

Besieged

Pre Battle Maneuvers

Worked example. Your party leader has Tactics 200 and Pre Battle Maneuvers; the enemy leader has Tactics 120, so the difference is 80 points:

Your party leader has Tactics 200 and Pre Battle Maneuvers; the enemy leader has Tactics 120. A field battle on land, auto-resolved.

Step Source Stage Change Running value
Base Side advantage in simulated battles base 1.0000
1 Pre Battle Maneuvers add +0.8000 1.8000
2 Simulation advantage factor +20% +0.3600 2.1600
Result Side advantage in simulated battles 2.1600

With these inputs, side advantage in simulated battles is 2.1600.

Pre Battle Maneuvers adds 0.8000, far more than the tooltip's 1% per 100 points, and the Tactics skill then adds 20% on top. Your side's advantage is 2.1600, and every simulated hit of your side is multiplied by it before the damage perks.

Which one? Pre Battle Maneuvers' secondary grows with every point your Tactics is above the enemy leader's, and its primary raises battle influence; Besieged helps when you defend a siege assault or capture a settlement.

Tier 10 (Tactics 250): Counter Offensive or Gens d'armes

Counter Offensive

Gens d'armes

Which one? Counter Offensive adds auto-resolve damage when your party defends a field battle or is outnumbered; Gens d'armes helps the mounted troops of a captain's formation in battle, plus +1 daily security for a governor.

Tier 11 (Tactics 275): Tactical Mastery

Tactical Mastery = 0.5% × (army leader's Tactics − 200)

Worked example. You lead an army on land with Tactics 275, Tactical Mastery and Coaching. One of your own party's troops hits an enemy:

You lead an army on land with Tactics 275, Tactical Mastery and Coaching. A troop of your own party hits an enemy troop; both sides are at morale 50 and the base hit before perks is 20. Inputs: random 0, striker power 1, struck power 1, striker advantage 1.

Step Source Stage Change Running value
Base Damage of one simulated troop hit base 20.0000
1 Coaching factor +3% +0.6000 20.6000
2 Tactical Mastery factor +37.5% +7.5000 28.1000
Result Damage of one simulated troop hit 28.1000

With these inputs, damage of one simulated troop hit is 28.1000.

75 points above 200 give +37.5%, and Coaching adds +3% on top, so the hit does 28.1000 instead of 20.0000.

Skill effects

These come from the Tactics skill itself, no perk needed.

Stacking auto-resolve damage perks

All damage perks that apply to the same hit are added together. A party leader with several of them gets the sum.

Worked example. Your party leader has Tight Formations, Decisive Battle, Coaching and Encirclement. One of your infantry hits an enemy rider on a plain, and your party is larger than the enemy party:

Your party leader has Tight Formations, Decisive Battle, Coaching and Encirclement. One of your infantry troops hits an enemy cavalry troop on a plain; your party has more healthy men than the enemy party, and neither is at sea. Both sides are at morale 50 and the base hit before perks is 20. Inputs: random 0, striker power 1, struck power 1, striker advantage 1.

Step Source Stage Change Running value
Base Damage of one simulated troop hit base 20.0000
1 Coaching factor +3% +0.6000 20.6000
2 Decisive Battle factor +5% +1.0000 21.6000
3 Encirclement factor +5% +1.0000 22.6000
4 Tight Formations factor +10% +2.0000 24.6000
Result Damage of one simulated troop hit 24.6000

With these inputs, damage of one simulated troop hit is 24.6000.

The four percentages are added together and applied once, so the hit does 24.6000 instead of 20.0000.

What the skill level itself does

The game also reads your Tactics level directly, without any perk. Effects that depend on any skill level are listed once in the skills guide.

What it affects What the level does Level needed Conditions Verdict
AI clan hero score for leading a new lord party AI clans pick who leads a new lord party by the score 3 × Tactics + 2 × Leadership + Scouting + Steward + One Handed + Two Handed + Polearm + Riding (raw levels of the candidate). — — works
AI governor choice score of a hero AI clans pick a governor by the score 0.3 × Tactics + 0.9 × Charm + 0.8 × Engineering + 2 × Steward + 1.2 × Trade + Leadership (raw levels). — — works
Team AI tactic options in field battles The attacking side gets +2 tactic options at Tactics 20 and another +2 at Tactics 50 (the best party leader's Tactics on that side). Tactics 20 and Tactics 50 Mission: field battle; party: attacker side works
Team AI tactic options in field battles The defending side gets +3 tactic options at Tactics 20 and another +3 at Tactics 50 (the best party leader's Tactics on that side). Tactics 20 and Tactics 50 Mission: field battle; party: defender side works
AI clan strength value of a hero as a commander A hero's value as a commander (AI clan strength and marriage barter value) adds Tactics + Steward + Trade + Leadership. — — works
Success chance of sending troops into a hideout The chance that sending troops into a hideout succeeds is (Tactics + Roguery) ÷ (325 + Tactics + Roguery). — Hero: main hero works
Tavern keeper companion recommendation score For this recommendation type the score is the candidate wanderer's Leadership + Tactics. — — works

Who the perks work for

Who counts as you, a relative or a wanderer, and why some halves skip one of them, is explained in the Skills guide.

Every other Tactics perk half and skill effect works for every hero: you, relatives and wanderers.

Perk Half Works for Where the hero has to be
Improviser secondary only you party leader
Swift Regroup secondary only you party leader
On The March secondary relatives and wanderers, not you governor
Make Them Pay secondary relatives and wanderers, not you governor
Pick Them Off The Walls secondary relatives and wanderers, not you governor
Gens d'armes secondary relatives and wanderers, not you governor
Decrease the sacrificed troop number when trying to get away — only you anywhere: the hero's own bonus outside battle

All Tactics effects

Every effect site of the Tactics perks, skill effects and skill level. Values are what each site applies; a value that grows with skill is shown at the perk's required skill (skill effects and skill levels: per skill point). ×N marks N identical sites.

Perk Half Game number Stage Value Conditions Verdict
Loose Formations primary Damage of one simulated troop hit factor -10% Mission: simulation; role: party leader; troops: infantry works
Loose Formations secondary Morale loss of the casualty's side when an agent falls factor -25% Formation: line or loose or circle or scatter; role: captain differs
Tight Formations primary Damage of one simulated troop hit factor +10% Mission: simulation; role: party leader; troops: infantry; victim: mounted works
Tight Formations secondary Morale loss of the casualty's side when an agent falls factor -25% Formation: shield wall or square or skein or column; role: captain differs
Decisive Battle primary Damage of one simulated troop hit factor +5% Mission: simulation; role: party leader; terrain: plain or steppe or desert works
Decisive Battle secondary Agent max movement speed multiplier factor +5% Role: captain; terrain: plain or steppe or desert works
Extended Skirmish primary Damage of one simulated troop hit factor +10% Mission: simulation; role: party leader; terrain: snow or forest works
Extended Skirmish secondary Agent max movement speed multiplier factor +2% Role: captain; terrain: snow or forest works
Horde Leader primary Party member size limit add +10 Role: party leader works
Horde Leader secondary Army daily cohesion change factor -5% Role: army commander works
Small Unit Tactics primary Maximum troops the player brings into a hideout add +1 Mission: hideout; role: party leader works
Small Unit Tactics secondary Agent max movement speed multiplier factor +5% Role: captain works
Coaching primary Damage of one simulated troop hit factor +3% Mission: simulation; role: party leader works
Coaching secondary Blow damage after attacker amplifications factor +1% Role: captain works
Law Keeper primary Damage of one simulated troop hit factor +10% Mission: simulation; role: party leader; victim: bandit party differs
Law Keeper secondary Blow damage after attacker amplifications factor +4% Role: captain; victim: bandit works
Improviser primary Agent initial battle morale factor +20% Role: party leader differs
Improviser secondary Troops lost breaking into or out of a besieged settlement factor -25% Party: main party; role: party leader works
Swift Regroup primary Disorganized state duration (hours) factor -15% Role: party member works
Swift Regroup secondary Troops sacrificed to get away from an encounter factor -50% Party: main party; role: party leader works
Call To Arms primary Party map speed factor +10% Party: in army; role: army commander works
Call To Arms secondary Influence cost to call a party to an army multiply ×0.85 Role: army commander works
On The March primary Fortification advantage in simulated sieges factor -20% Mission: simulation; role: army commander works
On The March secondary Fortification advantage in simulated sieges factor +20% Mission: simulation; role: governor; settlement: under siege works
Make Them Pay primary Bombardment damage of a ranged siege engine shot factor +25% Role: engineer; settlement: under siege; siege side: attacker; siege engine: target ranged engines works
Make Them Pay secondary Bombardment damage of a ranged siege engine shot factor +25% Role: governor; settlement: under siege; siege side: defender; siege engine: target ranged engines works
Pick Them Off The Walls primary Crew casualties when a siege engine is destroyed multiply ×2 Role: engineer; settlement: under siege; siege side: attacker differs
Pick Them Off The Walls secondary Crew casualties when a siege engine is destroyed multiply ×2 Role: governor; settlement: under siege; siege side: defender differs
Elite Reserves primary Damage of one simulated troop hit factor -20% Mission: simulation; role: party leader; troop tier: at least 3 works
Elite Reserves secondary Blow damage after victim reductions factor -5% Role: captain works
Encirclement primary Damage of one simulated troop hit factor +5% Mission: simulation; role: party leader works
Encirclement secondary Influence cost of an army cohesion boost factor -10% Role: army commander works
Besieged primary Damage of one simulated troop hit factor +10% Mission: simulation; role: party member; settlement: under siege works
Besieged secondary Influence gained by a clan through GainKingdomInfluenceAction factor +50% Role: personal differs
Pre Battle Maneuvers primary Influence gained by a clan through GainKingdomInfluenceAction factor +25% Role: party member works
Pre Battle Maneuvers secondary Side advantage in simulated battles add +0.01 × tactics difference Mission: simulation; role: party leader differs
Counter Offensive primary Damage of one simulated troop hit factor +10% Mission: simulation; role: party leader works
Counter Offensive secondary Damage of one simulated troop hit factor +10% Mission: simulation; role: party leader works
Gens d'armes primary Blow damage after attacker amplifications factor +2% Role: captain; troops: mounted; victim: on foot works
Gens d'armes primary Hero power modifier in simulation add +0.06 Mission: simulation differs
Gens d'armes secondary Daily security change of a town or castle add +1 Role: governor works
Tactical Mastery primary Damage of one simulated troop hit factor +37.5% at skill 275, +0.5% per point Mission: simulation; party: in army; role: army commander differs
Simulation advantage — Side advantage in simulated battles factor +0.1% per point Mission: simulation; role: party leader differs
Decrease the sacrificed troop number when trying to get away — Troops lost breaking into or out of a besieged settlement factor -0.1% per point Hero: main hero; role: personal works
Decrease the sacrificed troop number when trying to get away — Troops sacrificed to get away from an encounter factor -0.1% per point Hero: main hero; party: main party; role: personal works
Skill level (any skill) — Agent effective skill in battle base skill value — works
Skill level — AI clan hero score for leading a new lord party add +3 × tactics skill + 2 × leadership skill + scouting skill + steward skill + onehanded skill + twohanded skill + polearm skill + riding skill — works
Skill level — AI governor choice score of a hero add +0.3 × tactics skill + 0.9 × charm skill + 0.8 × engineering skill + 2 × steward skill + 1.2 × trade skill + leadership skill — works
Skill level (any skill) — Skill a hero inherits on coming of age base +1 per point — works
Skill level — Team AI tactic options in field battles add +2 × min(1, floor(skill / 20)) + 2 × min(1, floor(skill / 50)) Mission: field battle; party: attacker side works
Skill level — Team AI tactic options in field battles add +3 × min(1, floor(skill / 20)) + 3 × min(1, floor(skill / 50)) Mission: field battle; party: defender side works
Skill level — AI clan strength value of a hero as a commander add +tactics skill + steward skill + trade skill + leadership skill — works
Skill level (any skill) — Heir selection points of a clan member add +5 — works
Skill level — Success chance of sending troops into a hideout add +skill / (325 + skill) Hero: main hero works
Skill level (any skill) — Maximum troops lost on an issue's alternative solution multiply ×max(0.2, min(0.8, trunc(issue required skill / skill) × 0.1)) Hero: player clan works
Skill level (any skill) — Days an issue's alternative solution takes add +2 × min(10, trunc(issue required skill / skill)) Hero: player clan works
Skill level (any skill) — Failure risk of an issue's alternative solution add -0.005 per point Hero: player clan works
Skill level (any skill) — Troops required for an issue's alternative solution multiply ×max(0.2, min(1.2, issue required skill / skill)) Hero: player clan works
Skill level (any skill) — Skill is high enough for a perk reset override on Hero: player clan works
Skill level (any skill) — Gold cost to reset the perks of a skill add +40 per point Hero: player clan works
Skill level (any skill) — Persuasion success multiplier factor min(0.2, floor(skill / 250) × 0.2) Hero: main hero works
Skill level — Tavern keeper companion recommendation score base +1 per point — works

Practical tips