Turn Companions Into a Command Structure
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The official description lists the moving parts of a campaign together: raise armies, recruit companions, manage your fiefdom, and command and fight alongside your troops in huge real-time battles.
Companions are specialists, not luggage
Companions are named as part of establishing your clan rather than as extra bodies. In practice that means giving each one a job the army needs, whether that is a wing of cavalry or a detachment holding a line, instead of keeping them wherever you happen to be standing.
Raise the army before you need it
The store describes raising armies to lead into battle, which is a preparatory act rather than a reaction to a siege. Building a party you can afford to keep, with troops that match your style, is what makes the next campaign a choice rather than an emergency.
Command and fight in the same battle
Because the publisher puts commanding and fighting alongside your troops in one sentence, the battle is split between giving orders and taking your own fight. Decide before the engagement which half you will spend the opening on, and let the army hold its shape while you do it.
The personal half of that plan is growing one combat style. The financial half is income before war.
