User blog comment:Hyena42/WG4: What and What NOT to Do For the Aspiring Conqueror: The Company You Keep/@comment-5156759-20130805014048

Quality guide, as usual, you hit the nail on the head and it's quite amusing how little in your guides most villains in Redwall books actually cover. As usual, I have a few things of note. While in an ideal world the corsair and the general would complement each other, I feel that they would instead quarrel and bicker over every little thing, differing in opinions on almost everything. Perhaps they might even reach the point where they fight each other, or try to have each other killed.

With the seer, caution is vital. Though you should trust their council and take heed of their prophecies, don't treat them as guarantees either and don't always seek to try and stop them as that may very well be the thing that allows them to work.

The bow beast point is one that I feel is unappreciated; an expert archer by himself is of course of great use, but a hundred well-trained bowmen would be of an even greater one. Too often have warlords lost to the Redwallers due to being outranged by squirrels and shrews and otters, or being cut down by a badger in Bloodwrath. No matter how angry one is, though, they can hardly attack if they have a hundred arrows in their body.

The only thing I might disagree with in this is the uniforms; I feel that some vermin, especially the more free-willed ones like corsairs and clans from the north would be opposed to getting rid of their traditional garb/having to wear the same clothes every day. A hierarchical reward system is one thing, but forcing them to wear the same clothes is quite another. There are different, more effective ways of bonding.