Crusader States Early Campaign

The Crusader States are the newest Christian Kingdom, being founded at the end of the First Crusade in 1099. Having recently inflicted massive defeats both on the Turks and the Fatimids, the states have some room to breathe for the moment. The Kingdom of Jeruslaem incorporate the city states of Antioch and Edessa as well the jewel of three religions-Jerusalem. The states are made up of western Christian Nobles, native Christians, Jews, Orthodox Christians and Muslims. As a result, a certain degree of religious tolerance must exist, the frankish troops and peasants are too few in number to have it any other way.\n\nThe Kingdom of Jerusalem is ruled by King Baldwin I,taking the throne after his brother, Godfrey, perished after just one year on the throne. Baldwin has a difficult time ahead as he faces serious manpower shortages, both for civically and militarily. Maintaining the alliance with the Byzantine Empire could prove to be a wise strategy in the face of the inevitable Muslim retaliation. A wise ruler would seek to bring the coastal cities under Crusader control before looking towards riche cities inland such as Damascus and Aleppo.
The Kingdom of Jerusalem relies heavily on the might of western troops to make of most of its army at the time. Military infastructure as well as capturing some strategic castles has to be a priority for the fledgling kingdom to survive in a hostile, new land. However pious, the strength of a new country should never be taken for granted.


Crusader States Late Campaign/ 1450 Campaign

Map of The Crusader States in Medieval Total War 2, Stainless Steel Mod

The Kingdom of Jerusalem, as a Crusader State, was founded at the end of the First Crusade in 1099. Incorporating the County of Tripoli and considered by many to be the jewel of the Crusader Kingdoms, Jerusalem is made up of Franks, native Christians, Jews, Orthodox Christians and Muslims. As a result, a certain degree of religious tolerance exists within Jerusalem, which is now ruled over by the Crusading Franks.
The Kingdom of Jerusalem is ruled by King Baldwin IV, also known as 'The Leper King', although partially crippled by Leprosy since childhood, Baldwin has proven to be a dynamic ruler and an astute general. However, Baldwin has a difficult time ahead as both the Turks, under Nur ad-Din, and the newly revitalised Egypt, under Salah al-Din, are intent on driving the European Infidels out of the Holy Lands. Maintaining and building alliances with Jerusalemís northern Christian neighbours, the Principality of Antioch and the Byzantine Empire could prove to be a wise strategy in the face of the growing Muslim threat.
The Kingdom of Jerusalem relies heavily on the might of its various knights including the Knights of Jerusalem and the mighty Constable of Jerusalem and his guards. Bolstering Jerusalemís forces are the powerful Knights Templar, who provide Jerusalem with a range of troops from its Order such as crossbowmen, sergeants, as well as the formidable Templar Knights, including the Marshall of the Templars himself.


Infantry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


  • Syrian Auxilliaries

  • Light

    60

    Local

    Militia

    180

    80

    7

    2 (Axe)

    0 (Blunt)

    1

    7

    (0+5+2)


    Mustering Hall

     


    Effective against Armor

  • Marinai

  • Light

    76

    Mercenary

    Militia

    145

    145

    8

    4 (Mace)

    0 (Blunt)

    3

    4

    (0+4+0)


    Town Watch

     


    Bonus Fighting Cavalry

    Good Morale

    Effective against Armour

    May Charge withouit Orders

  • Spearmen

  • Spearmen

    77

    Early Professional

    Militia

    140

    135

    9

    2 (Spear)

    0 (Blunt)

    2

    8

    (0+7+1)


    Garrison Quarters

     


    Bonus Fighting Cavalry

    Combat Bonus in Woods

    Good Morale

    Can Do Schiltrom

  • Light Men at Arms

  • Light

    61

    Early Professional

    Average

    280

    180

    11

    4 (Spear)

    0 (Blunt)

    3

    16

    (4+7+5)


    Drill Square

     


    Combat Bonus in Woods

    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:

  • Edessan Guard

  • Heavy

    78

    Urban Professional

    Superior

    905

    225

    13

    8 (Axe)

    0 (Blunt)

    5

    12

    (4+8+0)


    Militia Barracks

     


    Good Stamina

    Bonus fighting Cavalry

    Effective against Armor

    Excellent Morale

  • Dismounted St. Lazarus Knights

  • Heavy

    62

    Religious Order

    Elite

    760

    180

    16

    11 (Axe)

    0 (blunt)

    5

    15

    8+0+1


    Citadel

     


    Combat Bonus in Woods

    Excellent Morale

    May Charge without Orders

    Good Stamina

  • Foot Knights of Jerusalem

  • Heavy

    63

    Feudal

    Elite

    760

    480

    16

    9 (Sword)

    0 (Blunt)

    4

    18

    (4+9+5)


    Fortress

     


    Combat Bonus in Woods

    Excellent Morale

    Good Stamina

  • Templar Zweihander

  • Heavy

    63

    Religious Order

    Superior

    625

    120

    14

    10 (Sword)

    0 (Blunt)

    7

    15

    (6+9+0)


    Barracks

    after the Council of Troyes in 1128


    Bonus Fighting Cavalry

    Excellent Morale

    Good Stamina

  • Templar Heavy Spearmen

  • Spearmen

    78

    Religious Order

    Superior

    610

    135

    14

    4 (Spear)

    0 (Blunt)

    4

    17

    (6+4+7)


    Barracks

    after the Council of Troyes in 1128


    Excellent Morale

    Combat Bonus in Woods

    Goosd Stamina

    Bonus fighting Cavalry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Special Abilities:

  • Templar Squires

  • Heavy

    76

    Religious Order

    Superior

    505

    120

    14

    4 (Mace)

    0 (Blunt)

    3

    16

    (4+7+5)


    Drill Square

    after the Council of Troyes in 1128


    Effective Against Armour

    Combat Bonus in Woods

    Excellent Morale

    Good Stamina

  • Templar Serjeants

  • Spearmen

    78

    Religious Order

    Average

    420

    90

    12

    3 (Spear)

    0 (Blunt)

    3

    14

    (4+3+7)


    Drill Square

    after the Council of Troyes Event (1128).


    Bonus Fighting Cavalry

    Can Do Schiltrom

    Excellent Morale

    Combat Bonus in Woods

  • Urban Militias

  • Heavy

    76

  • Urban Militia

  • Peasant Militia

    170

    115

    6

    5 (Axe)

    0 (Blunt)

    3

    7

    (2+5+0)


    Militia Drill Square

    after the New Era event in 1300.


    Bonus Fighting Cavalry

    Effective against Armor

    Combat Bonus in Woods

  • Voulgier

  • Heavy

    77

    Late Professional

    Average

    675

    150

    11

    6 (Axe)

    0 (Blunt)

    5

    11

    (4+7+0)


    Armoury

    after the New Era event in 1300.


    Effective against Armor

    Can Form a Spear Wall

    Good Morale

  • Voulge Militia

  • Heavy

    78

    Urban Militia

    Militia

    290

    150

    8

    5 (Axe)

    0 (Blunt)

    4

    10

    (4+6+0)


    Militia Drill Square

    with a Militia Drill Square after the New era event of 1300. After the Full Plate event, can be recruited with a City Watch.


    Can Form Spear Wall

    Effective against Armor

    Good Morale

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Special Abilities:

  • Templar Guard

  • Heavy

    63

    Religious Order

    Elite

    945

    160

    16

    10 (Axe)

    0 (Blunt)

    7

    20

    (13+7+0)


    Armoury

    after the Full Plate event (1380-1400)


    Good Stamina

    Excellent Morale

    Bonus Fighting Cavalry

    Effective Against Armour

  • Pike Militia

  • Spearmen

    128

    Urban Militia

    Militia

    385

    250

    7

    2 (Spear)

    0 (Blunt)

    2

    0

    (0+0+0)


    Militia Barracks

    after the Full Plate event (1380-1400).


    Can Form Spear Wall

    Bonus Fighting Cavalry

    Very Long Spears

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 (Knife)

    1

    0

    (0+0+0)


    Bowyer


    Can Use Flaming Arrows

    Combat Bonus in Woods

  • Crossbow Militia

  • Skirmish

    61

    Urban Militia

    Peasant Militia

    115

    100

    3

    7

    100

    25

    1 (Knife)

    1

    0

    (0+0+0)


    City Watch

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


    Can Use Flaming Arrows

  • Archers

  • Missle

  • 61

    Early Professional

    Average

    255

    120

    9

    3

    160

    35

    2 (Sword)

    2

    8

    (2+6+2)


    Practice Range

    Available until the early 13th Century (around 1200-1215)


    Bonus Fighting Cavalry

    Combat Bonus in Woods

  • Templar Crossbowmen

  • 61

    Early Professional

    Elite

    415

    360

    13

    8

    130

    25

    5 (Sword)

    3

    12

    (6+6+02)


    Archery Range

    after the Council of Troyes in 1128.


    Combat Bonus in Woods

    Excellent Morale

  • Templar Longbowmen

  • Missile

    60

    Early Professional

    Superior

    290

    180

    11

    5

    190

    30

    4 (Sword)

    2

    11

    (6+5+0)


    Marksmen's Range

    after the Coat of Plates Event (1240-1260).


    Can Use Sharpened Stakes

    Combat Bonus in Woods

    Long Range Missiles

    Good Morale

    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:

  • French Foot Archers

  • Missile

    76

    Late Professional

    Average

    765

    125

    9

    4

    180

    30

    3 (Sword)

    2

    10

    (6+4+0)


    Marksmen's Range

    after the Full Plate Event of the Late 14th century (1380-1400).


    Can Use Sharpened Stakes

    Combat Bonus in Woods

    Long Range Missiles

    Good Morale

    Good Stamina

  • Arbalest Militia

  • Skirmish

    76

    Urban Militial

    Militia

    255

    150

    6

    10

    135

    20

    2 (Sword)

    2

    7

    (4+3+0)


    City Watch

    after the Full Plate Event (1380-1400)


    Combat Bonus in Woods

    Long range Missles

  • Arquebusiers

  • Skirmish

    75

    Urban Professional

    Average

    585

    140

    9

    14 (Firearm)

    90

    12

    3

    2

    11

    (7+4+0)


    Army Barracks

    with Army Barracks from the Spainish Inquesition (1481) to Pike & Shot event (1530). Also in Militia Barracks after First Watch Event (1510).


    Combat Bonus in Woods

    Good Morale

  • Late Arquebusiers

  • Skirmish

    75

    Urban Professional

    Average

    515

    140

    9

    18 (Firearm)

    110

    12

    2

    1

    9

    (4+5+0)


    Army Barracks

    after the Pike and Shot event (1530)


    Combat Bonus in Woods

    Good Morale

Cavalry

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Mounted Sergeants

  • Light

    31

    Early Professional

    Average

    305

    225

    13

    3 (Spear)

    6 (Sword)

    9

    10

    (2+3+5)


    Stables

     


  • Excellent Morale

  • Powerful Charge

  • Knights of Jerusalem

  • Heavy

    32

    Feudal

    Elite

    1105

    600

    18

    7 (Spear)

    8 (Axe)

    12

    13

    (6+4+3)


    Castle

     


    Excellent Morale

    Can Form Wedge

    May Charge Without Orders

    Powerful Charge

    Good Stamina

  • St. Lazarus Knights

  • Heavy

    31

    Religious Order

    Elite

    1115

    200

    18

    8 (Spear)

    9 (Axe)

    12

    14

    (8+3+3)


    Fortress

     


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    May Charge without Orders

    Good Stamina

  • Constable of Jersusalem

  • Heavy

    62

    Feudal

    Elite

    2595

    1200

    18

    6 (Spear)

    7 (Mace)

    14

    18

    (10+5+3)


    Militia Barracks

     


    Excellent Morale

    Powerful Charge

    Can Form Wedge

  • Templar Confrère Knights

  • Heavy

    32

    Religious Order

    Elite

    200

    1105

    18

    9 (Spear)

    8 (Mace)

    12

    13

    (6+4+3)


    King's Stables

    after the Council of Troyes in 1128


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    Good Stamina

    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:

  • Demi Lancers

  • Heavy

    41

    Late Professional

    Superior

    1525

    300

    15

    5 (Spear)

    10 (Sword)

    16

    15

    (11+4+0)


    Earl's Stables

    after the Rise of Shot event of 1530


    Good Morale

    Powerful Charge

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


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can Fire Grapeshot

  • Mortar

  • Siege/Missile

  • 21

  • 800

    250

    11

    63

    150

    300

    30

    6

    (3+3+0)


    Cannon Maker


    Can Use Sharpened Stakes

    Area Attack

    Very Long Range Missles

    Good Morale

    Can't hide

  • Great Cross

  • Light/Siege

    31

    Religious Order

    Elite

    250

    250

    16

    5

    0 (Blunt)

    4

    16

    (4+5+7)


    Siege Works

     


    Bonus Fighting Cavalry

    Combat Bonus in Woods

    Excellent Morale

Naval Units

  •  

  • Class:

    Soldiers:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Galley

  • Light

    25

    560

    150

    15

    8

    7

    (0+7+0)


    Port


  • War Galley

  • Light

    37

    740

    200

    15

    12

    12

    (0+12+0)


    Shipwright


  • Gun Holk

  • Light

    37

    840

    270

    14

    16

    16

    (0+16+0)


    Dockyard


  • Carrack

  • Light

    62

    1540

    350

    14

    30

    30

    (0+30+0)


    Naval Drydock


Guild Units

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Templar Foot Knights

  • Heavy

    63

    Religious Order

    Exceptional

    1030

    200

    18

    11 (Sword)

    0 (Blunt)

    4

    19

    (6+8+5)


    Templar's Major Chapter Housel

     


    Excellent Morale

    Powerful Charge

    May Charge without orders

    Good Stamina

  • Hospitalar Foot Knights

  • Heavy

    63

    Religious Order

    Exceptional

    1030

    200

    18

    9 (Sword)

    0 (Blunt)

    4

    21

    (6+10+5)


    St. John's Major Chapter Housel

     


    Excellent Morale

    Combat Bonus in Woods

    Very Good Stamina

  • Canons of the Holy Sepulcher

  • Heavy

    63

    Religious Order

    Exceptional

    940

    200

    18

    14 (Sword)

    0 (Blunt)

    7

    17

    (7+10+0)


    The Holy Sepulcher in Jerusalem

     


    Excellent Morale

    Bonus Fighting Cavalry

    Very Good Stamina

  •  

  • Class:

    Soldiers:

    Type:

    Quality:

    Recruitment Cost:

    Upkeep:

    Morale:

    Primary Attack:

    Secodary Attack:

    Charge:

    Defense:

    (armour+skill+shield)


    Building:

    Availability


    Special Abilities:

  • Knights Templar

  • Heavy

    31

    Religious Order

    Exceptional

    1450

    250

    20

    8 (Spear)

    13 (Sword)

    14

    19

    (10+4+5)


    Templar's Minor Chapter House

     


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    May Charge without orders

    Good Stamina

  • Knights Hospitaller

  • Heavy

    31

    Religious Order

    Exceptional

    1450

    250

    20

    8 (Spear)

    11 (Sword)

    14

    21

    (10+6+5)


    St. John's's Minor Chapter House

     


    Excellent Morale

    Powerful Charge

    Can Form Wedge

    Good Stamina