The Grand Duchy of Lithuania Early Campaign

Map of The Holy Roman Empire in Medieval Total War 2, Stainless Steel ModLabelled as heathens by their neighbours, the Balts are some of the last remaining pagan worshippers in the region. Under the leadership of the great Mindaugas, they have been compelled to unify under the banner of the Grand Duchy of Lithuania. The new Grand Duchy achieved some early military success and earned respect as a true nation of the region. The gods have been with them so far, bringing hope that their culture and beliefs will continue to prosper through many Lithuanian generations.\n\nLithuania is locked in a bitter war with the Teutonic Order and their parent nation, the Holy Roman Empire. With no clear resolution in sight, it is likely that Lithuania will be forced to leave their pagan ways and convert to Christianity, or be slaughtered to the last man. However, Lithuania knows that many fear the greedy expansion of the Teutonic Order. By working to maintain peace with their other neighbours and through clever diplomacy, they may be able to form an alliance to destroy the common foe. Lithuania can draw much strength by holding to the old ways. Following the pagan Gods of Perkunas, Giltine, and Dievas will unleash religious warriors that instil fear in the hearts of all men. However, surrounded by Christian armies on all sides, the Lithuanians may be forced to change their ways to avoid death, enslavement, or exile at the hands of the Christians. Choosing the right time to convert from paganism to Christianity will be central to Lithuania’s long-term success. Lithuania’s strength in battle lies in its light cavalry and religious zealots, though both are lightly armoured and must use the cover of thick woods or skirmishing tactics. Surprise and speed will be Lithuania’s greatest assets, making good use of the open plains and thick woods prevalent in their home lands. Lithuania must use surprise and guerrilla tactics to weaken the heavier armies of their opponents, and then disappear as they had come – like ghosts.


The Grand Duchy of Lithuania Late and 1450 Campaigns

Labelled as heathens by their neighbours, the Balts are some of the last remaining pagan worshippers in the region. Under the leadership of the great Mindaugas, they have been compelled to unify under the banner of the Grand Duchy of Lithuania. The new Grand Duchy achieved some early military success and earned respect as a true nation of the region. The gods have been with them so far, bringing hope that their culture and beliefs will continue to prosper through many Lithuanian generations.\n\nLithuania is locked in a bitter war with the Teutonic Order and their parent nation, the Holy Roman Empire. With no clear resolution in sight, it is likely that Lithuania will be forced to leave their pagan ways and convert to Christianity, or be slaughtered to the last man. However, Lithuania knows that many fear the greedy expansion of the Teutonic Order. By working to maintain peace with their other neighbours and through clever diplomacy, they may be able to form an alliance to destroy the common foe. Lithuania can draw much strength by holding to the old ways. Following the pagan Gods of Perkunas, Giltine, and Dievas will unleash religious warriors that instil fear in the hearts of all men. However, surrounded by Christian armies on all sides, the Lithuanians may be forced to change their ways to avoid death, enslavement, or exile at the hands of the Christians. Choosing the right time to convert from paganism to Christianity will be central to Lithuania’s long-term success. Lithuania’s strength in battle lies in its light cavalry and religious zealots, though both are lightly armoured and must use the cover of thick woods or skirmishing tactics. Surprise and speed will be Lithuania’s greatest assets, making good use of the open plains and thick woods prevalent in their home lands. Lithuania must use surprise and guerrilla tactics to weaken the heavier armies of their opponents, and then disappear as they had come – like ghosts.


Infantry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


  • Levied Peasants

  • Light

    102

    Urban Militia

    Militia

    120

    100

    3

    2

    0

    2

    2

    (0+2+0)


    Mustering Hall

    Until the Heavy Mail Event in the early 13th century (1200-1215)


    Bonus Fighting Cavalry

    Combat Bonus in Woods

  • Ducal Speramen

  • Spearmen

    78

    Early Professional

    Average

    255

    205

    11

    3

    no

    3

    14

    (5+2+7)


    Drill Square

     


    Combat Bonus in Woods

    Good Morale

    Bonus fighting Cavalry

    Can Do Schiltrom

  • Ducal Axe Infantry

  • Heavy

    63

    Early Professional

    Superior

    315

    270

    13

    10

    0

    5

    10

    5+5+0


    Drill Square

     


    Bonus fighting Cavalry

    Excellent Morale

    Good Stamina

    Effective against Armor

    May Charge without Orders

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Lithuanian Noble Infantry

  • Heavy

    63

    Feudal

    Elite

    730

    480

    16

    9

    0

    4

    17

    (5+7+5)


    Fortress

     


    Combat Bonus in Woods

    Excellent Morale

    Good Stamina

    Frighten Nearby Enemy Infantry

    May Charge Without Orders

  • Peasant Infantry

  • Light

    76

    Rural Levy

    Peasant

    120

    100

    3

    1

    0

    4

    3

    (0+3+0)


    Mustering Hall

    after the Heavy Mail event in the early 13th century (1200-1215)


    Bonus Fighting Cavalry

    Effective against armor

    Combat Bonus in Woods

  • Lithuanian Noble Sons

  • Spearmen

    63

    Feudal

    Superior

    470

    360

    11

    5

    0

    3

    14

    (4+3+7)


    Drill Square

    after the Heavy Mail event in the early 13th century (1200-1215)


    Can Do Schiltrom

    Combat Bonus in Woods

    Goosd Morale

    Bonus fighting Cavalry

  • Lithuanian Regular Swordsmen

  • Heavy

    78

    Late Professional

    Superior

    1060

    225

    13

    6

    0

    4

    21

    (9+7+5)


    Armoury

    after the New Era Event of 1300.


    Excellent Morale

    Good Stamina

  • Lithuanian Regular Spearmen

  • Spearmen

    103

    Late Professional

    Superior

    1040

    270

    13

    4

    0

    4

    17

    (7+3+7)


    Barracks

    after the New Era Event of 1300.


    Combat Bonus in Woods

    Excellent Morale

    Bonus Fighting Cavalry

    Good Stamina

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Special Abilities:

Ranged Infantry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Levy Archers

  • Skirmish

    61

    Rural Levy

    Pesant

    80

    55

    3

    1

    80

    40

    1

    1

    0

    (0+0+0)


    Bowyer


    Can Use Flaming Arrows

    Combat Bonus in Woods

  • Lithuanian Skirmishers

  • Skirmish

    61

    Local

    Militia

    135

    100

    6

    10

    50

    4

    3

    2

    5

    (0+5+0)


    Garrison Quarters

    until the Full Plate event of the late 14th century (1380-1400).


    Combat Bonus in Woods

  • Lithuanian Archers

  • Skirmish

  • 61

    Local

    Average

    380

    120

    7

    3

    120

    35

    2

    2

    9

    (0+6+3)


    Practice Range

     


    Can Use Sharpened Stakes

    Combat Bonus in Woods

  • Ruthenian Archers

  • Skirnish

    62

    Early Professional

    Average

    255

    120

    9

    4

    140

    30

    1

    1

    7

    (2+3+2)


    Practice Range

     


    Combat Bonus in Woods

    Long Range Missiles

    Good Morale

    Can Use Sharpened Stakes

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Lithuanian Noble Sons

  • Heavy

    63

    Feudal

    Superior

    470

    360

    13

    12

    60

    2

    5

    3

    14

    (5+4+5)


    Citadel

    after the New Era event in 1300


    Combat Bonus in Woods

    Excellent Morale

    Good Stamina

    Javelins Thrown Before Charge

  • Lithuanian Regular Swordsmen

  • Skirmish

    76

    Late Professional

    Superior

    255

    150

    6

    10

    135

    20

    2

    2

    7

    (4+3+0)


    City Watch

    until the Full Plate event in the late 14th century (1380-1400).


    Combat Bonus in Woods

    Long Range Missiles

Cavalry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Ducal Cavalry

  • Light

    32

    Early Professional

    Superior

    415

    335

    15

    0

    6

    9

    5

    (2+0+3)


    Cavalry Stables

     


  • Excellent Morale

    Powerful Charge

    Can Form Wedge

  • Lithuanian Noble Cavalry

  • Heavy

    32

    Feudal

    Elite

    905

    600

    17

    9

    11

    8

    13

    (5+3+5)


    Castle

     


    Excellent Morale

    Frighten Enemy Infantry

    Powerful Charge

    Good Stamina

    May Charge Without Orders

  • Lithuanian Regular Cavalry

  • Heavy

    42

    Local

    Militia

    1700

    400

    17

    7

    12

    12

    17

    (9+3+5)


    Earl's Stables

    the New Era Event of 1300


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    May Charge without Orders

    Good Stamina

Missle Cavalry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Lithuanian Cavalry

  • Missile

    30

    Early Professional

    Average

    315

    150

    10

    2

    140

    50

    4

    6

    4

    (0+2+2)


    Stables

     


    Good Morale

    Can Form a Shooting Circle

    Good Stamina

    Long Range Missles

  • Noble Sons Cavalry

  • Heavy

    40

    Feudal

    Superior

    710

    450

    15

    12

    60

    3

    6

    4

    10

    (5+2+3)


    Castle

     


    Good Stamina

    Excellent Morale

    Can Form Shooting Circle

Artillery

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    .vs Soldiers:

    .vs Buildings:

    Range:

    Ammo:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Ballista

  • Siege/Missile

  • 21

  • 600

    150

    11

    55

    0

    280

    50

    6

    (3+3+0)


    Ballista Range


    Can Use Flaming Missiles

    Can Impale Several Men

    Very Long Range Missles

    Good Morale

    Ineffective against Buildings

    Can't Hide

  • Catapult

  • Siege/Missile

  • 21

  • 500

    150

    11

    55

    30

    300

    30

    6

    (3+3+0)


    Catapult Maker


    Can Use Flaming Missiles

    Inaccurate against Troops

    Very Long Range Missles

    Good Morale

    Area Attack

    Can't Hide

  • Mangonel

  • Siege/Missile

  • 21

  • 590

    200

    13

    63

    5

    250

    10

    9

    (2+7+0)


    Siege Works


    Can Use Flaming Missiles

    Inaccurate against Troops

    Very Long Range Missles

    Good Morale

    Area Attack

    Can't Hide

  • Trebuchet

  • Siege/Missile

  • 21

  • 700

    250

    13

    55

    60

    285

    30

    6

    (3+3+0)


    Siege Works

    after the "First Rudder" event in 1180.


    Can Use Flaming Missiles

    Inaccurate against Troops

    Very Long Range Missles

    Good Morale

    Area Attack

    Can't Hide

    Can launch rotting cows

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    .vs Soldiers:

    .vs Buildings:

    Range:

    Ammo:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Bombard

  • Siege/Missile

  • 31

  • 900

    250

    11

    45

    90

    325

    30

    6

    (3+3+0)


    Gunsmith

    Bombard are recruited in European Cities or Castles with a Gunsmith after the "Man-made Inferno!" Event of 1350.


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can Fire Grapeshot

  • Grand Bombard

  • Siege/Missile

  • 31

  • 1200

    250

    11

    63

    240

    375

    30

    6

    (3+3+0)


    Cannon Maker

    Grand Bombard are recruited in Cities or Castles with a Cannon Maker after the Death of Ibn al-Shatir in 1375.


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can't hide

    Can Fire Grapeshot

  • Serpentine

  • Siege/Missile

  • 23

    1100

    150

    11

    63

    30

    450

    36

    6

    (3+3+0)


    Cannon Maker


    Can Impale Several Men

    Long Range Missles

    Good Morale

    Can use Sharpened Stakes

Naval Units

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Cog

  • Light

    25

    540

    150

    15

    5

    8

    (0+8+0)


    Port


  • Holk

  • Light

    37

    710

    200

    15

    10

    12

    (0+12+0)


    Shipwright


  • Gun Holk

  • Light

    37

    840

    270

    14

    16

    16

    (0+16+0)


    Dockyard


Guild and Religious Order Units

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Giltine's Chosen

  • Heavy

    63

    Religious Order

    Superior

    635

    180

    14

    10

    0

    7

    14

    (9+5+1)


    Temple of Giltine

     


    Excellent Morale

    Good Stamina

    Frighten Enemy Infantry

    May Charge without Orders

    Bonus Fighting Cavalry

    Combat Bonus in Woods

    Effective Against Armor

  • Followers of Perkunas

  • Light

    77

    Religious Order

    Militia

    235

    100

    10

    8

    0

    4

    3

    (0+3+0)


    Sanctuary of Perkumas

     


    Combat Bonus in Woods

    Bonus Fighting Cavalry

    Effective Against Armour

    Frighten Enemy Infantry

    May Charge Without Orders

    Good Morale

    Good Stamina

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Dievas Guard

  • Heavy

    32

    Religious Order

    Superior

    1135

    150

    16

    8

    9

    7

    20

    (13+2+5)


    Temple of Dievas

     


    Excellent Morale

    Very Good Stamina

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Missile Attack:

    Range:

    Ammo:

    Melee Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Merchant Cavalry Militia

  • Missle

    30

    Urban Militia

    Militia

    225

    165

    9

    10

    50

    6

    5

    3

    6

    2+1+0


    Merchant's Guild

     


    Good Morale

    Can Form Shooting Circle