RTWunitguideFH3.5

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RTW Unit Guide Version 3.5 Version 3.5 Version 3.5 Version 3.5 Author: Forlornhope AKA F Author: Forlornhope AKA F Author: Forlornhope AKA F Author: Forlornhope AKA Forlornhop3, Trueforlornhope orlornhop3, Trueforlornhope orlornhop3, Trueforlornhope orlornhop3, Trueforlornhope This guide is dedicated to This guide is dedicated to This guide is dedicated to This guide is dedicated to FrogBeastEgg FrogBeastEgg FrogBeastEgg FrogBeastEgg who inspired me to write it who inspired me to write it who inspired me to write it who inspired me to write it with her amazing MTW guides with her amazing MTW guides with her amazing MTW guides with her amazing MTW guides, and to , and to , and to , and to April April April April my love my love my love my love. Hello and welcome to my unit guide for Rome: Total War and its expansions. This guide includes information on every unit in the RTW series, how best to use them, general information on how to use each class of unit, a glossary of Total War related terms and more! Devour this guide and make it a part of yourself and you will know how to use every unit. Note that this guide does not focus on the campaign. It just focuses on units and tactics and how to use them in battle. Note: The data files and the game differ on the listed price for units sometimes, which might have made some unit upkeep costs inaccurate. If you see an inaccuracy contact me and I’ll correct it and credit you Copyright This guide is exclusively the property of Allan Curtis aka Forlornhope, Forlornhop3, Trueforlornhope and sites I CHOOSE to allow to host it. Do not sell, make mass copies of, make derivative works of, bundle or charge access to this guide. This guide will remain free and may not be sold, except when I deem it allowable. Any breach of copyright will be met with the full extent of the law. I take my work very seriously and I will find you if you steal it as this took a long time to write. If you want to use it on your site CONTACT ME FIRST and make sure I’m credited. Contact You can contact me via PM on TWC as Forlornhope.(with a period). My Xfire is DarknessofFate

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Rome total war guide

Transcript of RTWunitguideFH3.5

  • RTW Unit Guide Version 3.5Version 3.5Version 3.5Version 3.5

    Author: Forlornhope AKA FAuthor: Forlornhope AKA FAuthor: Forlornhope AKA FAuthor: Forlornhope AKA Forlornhop3, Trueforlornhopeorlornhop3, Trueforlornhopeorlornhop3, Trueforlornhopeorlornhop3, Trueforlornhope

    This guide is dedicated to This guide is dedicated to This guide is dedicated to This guide is dedicated to FrogBeastEggFrogBeastEggFrogBeastEggFrogBeastEgg who inspired me to write itwho inspired me to write itwho inspired me to write itwho inspired me to write it with her amazing MTW guideswith her amazing MTW guideswith her amazing MTW guideswith her amazing MTW guides, and to , and to , and to , and to April April April April my lovemy lovemy lovemy love....

    Hello and welcome to my unit guide for Rome: Total War and its expansions. This guide includes information on every unit in the RTW series, how best to use them, general information on how to use each class of unit, a glossary of Total War related terms and more! Devour this guide and make it a part of yourself and you will know how to use every unit.

    Note that this guide does not focus on the campaign. It just focuses on units and tactics and how to use them in battle.

    Note: The data files and the game differ on the listed price for units sometimes, which might have made some unit upkeep costs inaccurate. If you see an inaccuracy contact me and Ill correct it and credit you

    Copyright

    This guide is exclusively the property of Allan Curtis aka Forlornhope, Forlornhop3, Trueforlornhope and sites I CHOOSE to allow to host it. Do not sell, make mass copies of, make derivative works of, bundle or charge access to this guide. This guide will remain free and may not be sold, except when I deem it allowable. Any breach of copyright will be met with the full extent of the law. I take my work very seriously and I will find you if you steal it as this took a long time to write. If you want to use it on your site CONTACT ME FIRST and make sure Im credited.

    Contact

    You can contact me via PM on TWC as Forlornhope.(with a period). My Xfire is DarknessofFate

  • Contents

    1. Prelude 1.1 Glossary 1.2 General unit notes 1.3 Veteranacy

    Unit Guide

    2. RTW

    2.1 Legions 2.2 Missiles 2.2.1 Skirmishers 2.2.2 Infantry Archers 2.2.3 Slingers 2.2.4 Others 2.3 Spearmen 2.4 Phalanx 2.5 Swordsmen 2.6 Axemen 2.7 Cavalry 2.7.1 Light Cavalry 2.7.2 Heavy Cavalry 2.8 Generals Bodyguards 2.8.1 Early Generals 2.8.2 Late Generals 2.9 Camels 2.10 Horse Archers 2.11 Javelin Cavalry 2.12 Chariots 2.12.2 Chariot Archers 2.13 Elephants 2.14 Artillery 2.15 Peasants, Militia and others 2.16 Mercenaries 2.16.1 Infantry 2.16.2 Missiles 2.16.3 Cavalry 2.16.4 Missile Cavalry

    2.16.5 Camels

    3 BARBARIAN INVASION 3.1 Notes on BI 3.2 Legions 3.3 Missiles 3.1.1 Skirmishers 3.1.2 Infantry Archers 3.1.3 Slingers 3.1.4 Crossbows 3.4 Spearmen 3.5 Swordsmen 3.6 Axemen 3.7 Cavalry 3.7.1 Light Cavalry 3.7.2 Heavy Cavalry 3.8 Generals bodyguards 3.9 Camels 3.10 Horse Archers 3.11 Javelin Cavalry 3.12 Chariots

  • 3.13 Elephants 3.14 Horde Units 3.15 Artillery 3.16 Peasants and Non Combatants 3.17 Mercenaries

    4 ALEXANDER 4.1 Notes on Alexander 4.2 Swordsmen 4.3 Spearmen 4.4 Phalanx 4.5 Missiles 4.5.1 Skirmishers 4.5.1 Archers 4.5.2 Slingers 4.6 Cavalry 4.6.1 Light cavalry 4.6.2 Heavy Cavalry 4.7 Axemen 4.8 Chariots 4.9 Generals bodyguards 4.10 Elephants 4.11 Horse Archers 4.12 Noncombatants 4.13 Mercenaries

    5.0 OUTRO 5.1 Version Info 5.2 Thank You and Credits

    Glossary

    These are terms I tend to use in this guide and that are used elsewhere when talking about both Rome and other war games.

    ALX/Alex: Alexander the other RTW expansion pack, involving Alexander The Greats unification of Persia.

    Artillery: A heavy war machine unit that fires large missiles from far away and can fire over walls and such. Onagers are artillery. Archers do not count as artillery.

    BI: Barbarian Invasion the Expansion pack to RTW, involving the later years of the Roman Empire

    CA: Chariot Archers or Cavalry Archers. It is better to refer to Cavalry archers as Horse Archers or HA to prevent confusion with chariot archers. Also means Creative Assembly, the development team that created the Total War series.

    Counter Fire: Fire directed at missile units by a missile unit, as most missile units themselves have poor armour and are easy prey for missiles.

    Flank: The sides of a unit. Charging into the flank is much, much more effective than charging directly into the front. It is also a verb meaning to flank a unit i.e. going around their side.

    Focus fire: Targeting all missiles at a particular unit, or group of units to weaken them

    HA: Horse Archers. You shouldnt refer to these as CA for Cavalry Archers as it can be confusing to some, thinking you mean Chariot Archers.

  • Skirmish: A unit firing missiles and staying out of melee. Skirmish mode, which all missile units have makes them run back to avoid melee if the enemy gets close.

    RTW: Rome Total War. If you dont know what this is why are you reading this?

    TWC: Total War Centre a cool forum and TW website where I host this guide and Im a member of.

  • General unit notes

    Formations

    Wedge

    My! What a large wedge you have!

    Wedge formation draws cavalry up into a tight triangular formation, with the units leader at the front on the point. This means if you do this with a unit led by a captain he will be the first into the enemy and isolated and at risk of being killed. When a unit charges in wedge formation it focuses the entire charge on a small frontage and tends to bust though the centre of the unit. Usually though this isnt of much use, as the front of the unit gets isolated and destroyed and the back of the wedge takes longer to make it into melee and are slower to start actually killing. In a standard formation more men charge into the enemy to do damage and more men are in the melee faster letting them kill more enemies faster. Really wedge isnt much use for anything and its best not to use it, particularly with captain led units, unless you want him to die. Try to charge straight with this formation as its easy to lose cohesion if you try to move them any other direction but straight.

  • Cantabrian Circle

    When crop circles go bad.

    The Cantabrian circle is an ability useable by almost all horse archers, though it works better with lighter units. In this formation the cavalry gallop around in a small tight circle constantly moving and the ones nearest the front as they near the enemy fire their missiles and then reload as they move further form the enemy. The result is a constant stream of missiles onto the enemy and the cavalry constantly moving, making them a tougher target for return fire. Cavalry archers are vulnerable to counter fire and need every advantage they can get when it comes to ranged duels with foot archers. If you cant or dont want to charge the archers and fight them hand to hand, or you are using weak horse archers against powerful archers and they couldnt win in melee the Circle is the next best thing. Its also useful when you want constant fire on a unit rather than larger, slower vollies. When you use the Circle you should keep the units circling apart; so they dont get bunched up and become an easier target. Cavalry fatigue quite quickly since they are always moving in this formation, so use it wisely.

  • Testudo

    Crunchy on the outside, deadly on the inside.

    Testudo is a formation usable by post Marian Reforms legions. The formation causes the unit to close in very close into a deep, thin formation and arrange their shields to cover their front, top and sides. This makes them basically impervious to missile fire. Any missiles besides artillery missiles will simply bounce off their shell of shields. The formation is excellent for protecting your troops in sieges or just combating archers. If the AI doesnt have any melee units they will actually send their archers into melee since even it knows its not going to do a thing with archers. If it has melee units it will send them in to force the legions to change to standard formation while it pelts you with missiles. When a melee starts, the legion will break the formation and start fighting in melee. While the formation is the best way to defence against missiles, the rear of the unit is not covered. A unit shot in the rear will still take lot of causalities, just like if the unit was shot in the back normally. Units also turn very slowly in testudo and they march slowly and cant run. They also fatigue slowly in testudo even if the unit isnt moving. Dont leave a unit in testudo when they dont need to be, or you will tire them for no reason.

  • Loose formation

    The brown undies are appropriate for this.

    A unit in loose formation spreads out into a looser formation, with space between each solider. This helps the unit resist missiles, as the space in the formation means there is a chance missiles may harmlessly hit the ground between men instead of hitting one of your soldiers. The formation doesnt actually have any hard coded effects, like raising defence or the like it simply works on a physical level: by reducing the chance a missile will hit one of your soldiers. The formation is useless in melee however as men tend get into melee slower and the charge has less people impacting. The unit is also very vulnerable to cavalry charges as the unit seems to lack mass and allows cavalry to ride right into their flanks and rip them up and flank individual soldiers. Only use this formation when youre under fire. Loose formation is also good for fodder units stood around solely to absorb missiles to allow them to survive just that little bit longer. It comes in handy also for light cavalry trying to catch horse archers as they can cover more area and it makes it easier to catch the horse archers and force them to commit to melee.

  • Ready Status: If a unit is stationary and an enemy comes close enough, youll see an animation where the unit will prepare, they might raise their swords/spears and shields or skirmishers will raise their javelins, ready to throw them, if they are not on fire at will. The units state will change from Idle to Ready when this happens. In this state, units resist charges better and you should always try to have your troops stationary if youre going to receive a cavalry charge with units like legions, if you arent counter charging.

    Force melee: If you are using a unit with missiles, like archers or legions holding alt and right clocking on an enemy unit will force them to charge straight into melee. This is useful for forcing archers to stop skirmishing and fight back or getting legions into melee quickly to help other units instead of waiting for them to throw their pila.

    Armour Piercing: Axe, Falx, elephant melee attacks, artillery and mace units are armour piercing, to name some. These units ignore half their enemies armour and thus are devastating to those units. This is shortened to AP in the guide. Note that Armour is included in the units defence statistic in this guide. I wanted to show armour separately as it governs resistance against missiles.

    Charge Bonus: When a unit charges, its charge rating is added to the units attack for the duration of the charge. After the unit stops charging and the soldiers start standing and fighting the charge bonus fades. Thus the first attack a unit makes on an enemy unit will usually have the charge bonus behind it and will often kill. Note that a unit must reach full speed to deliver its charge bonus so they need room to run.

    Combat bonuses: Some units get bonuses to attack in certain terrain. Most of the time this is easy to guess. Units that have a desert home such as Egyptian Peasants, Desert Axemen and the like get a bonus to attack in deserts, and get a penalty in terrain they would not be used to like woods or snow. This penalty can affect battle quite a bit and ranges from +3 to -3 to their attack. Cavalry suffer a huge penalty in forests as they get -6 attacks. Keep cavalry out of the trees!

    Missile fire: The effectiveness of missiles dependent on where the unit is hit.

    Units have two statuses for defence against missile fire, as defence skill is only taken into account in melee: armour and shield.

    The front: If a unit is attacked from the front its shield attribute comes into effect, as the units shield is facing the fire. Units attacked from the front also receive a bonus to their shield effectiveness, as shields count for double the protection when shot from in front. This makes men much harder to kill from the front as a shield often gives a large amount of defence and the fact its doubled for frontal hits makes them almost impervious to missile fire if they are armoured as well. The units armour also protects it.

    From the right side: The right side is where soldiers hold their weapons; in their right hand. They therefore cannot block missiles coming front the right as their shield is in their left hand, so the unit has only its armour rating for defending, making it easier to kill. You should always try to attack from the units weapon hand if not from behind.

    From the left side: The unit still has its shield to block attacks as it is held in the left hand, as well as their armour. This time however the shield just counts for its full value, not double. Attacking from the left is rather ineffective but much better than from in front.

    The rear: Attacking a unit in the rear gives them only their armour rating for defence, and is by far the easiest way of killing troops. Compounding this is the fact that units armour only counts for 60% of its actual value when struck from behind. Units hit in the rear will take very heavy casualties from missiles and you should always target them.

  • Thus if you have a unit under missile fire and its impossible for them to attack the firer, like heavy infantry being attacked by horse archers, turn them to face the fire and leave them stationary. This way they can protect themselves from the missile fire with their shields and if the unit is stationary it braces behind the shield, which seems to also raise their defence a bit. If theres room you should also put the unit into loose formation. See formation section for details. Never allow your units to be shot from behind as they will die very quickly.

    Ammo: Ammunition carried by each man in a unit: Javelins: 6 BI Spearmen Javelins: 3 Slingers: 40 Archers and Elite Archers: 30 Head Hurlers: 6 Chariot Archers: 60 Horse Archers: 40 Elite Horse Archers: 30 Javelin Cavalry: 6 Elephant Archers: 60 Legions: 2 BI legions: 2 Head Hurler: 6 Crossbows: 20 Ornagers: 30 Heavy Ornagers: 30

    Range: Unit ranges are expressed as numbers so its easy to tell relative ranges of units. Archers: 120 Trained Archers: 140 BI Elite archers: 160 RTW Skirmishers: 50 BI Skirmishers: 55 Crossbows: 70 Throwing axes: 45 RTW Legion pila: 35 BI Legion pila: 45 Head hurlers: 40 Ballistae: 180 Scorpions: 250 Ornagers: 300 Heavy Ornagers: 300 Slingers: 80 Elite slingers: 120

    Fatigue: Fatigue is a major factor in battles. Fatigue doesnt really begin to show its effects until a unit hits Tired as they start to move much more slowly and their morale is lowered. Very tired has a large effect on morale and exhausted, a huge one. Exhausted units rout much faster and move very slowly. Lighter troops such as skirmishers and missiles tend take longer to get tired than heavily armoured troops. Cavalry have a lot of stamina but heavy cavalry get tired faster than light cavalry. Heavily armoured units and units from cooler climates fatigue quickly in deserts and desert units fatigue more slowly. This effect is actually because of two attribute units have called Stat_Heat and Hardy or Very Hardly attribute, but heavy units still get tired faster. Shooting bows causes some fatigue. To restore units stamina let them stand still and dont move them. The unit will gradually recover stamina, the rate they recover depends on if they have the hardy or very hardy stat or no stat. The hardier the unit the faster it will get its stamina back.

    Disciplined and Impetuous: These attributes are usually found on elite or crazy units. Roman troops usually have disciplined because of their training while the crazier barbarian troops like Berserkers or elite ones like Chosen Swordsmen have Impetuous to represent their warrior ethos. Both these traits make the unit resistant to morale shocks so things like frighting weapons such as fire arrows or the general dying dont affect them as much. Impetuous troops may charge without orders. If you have them close to an enemy, say you send your cavalry to flank the enemy and they pass close by them while on their way past you may sometimes see them charge into melee when you didnt order them to. That is caused by the impetuous trait.

    Morale: Morale is vital to units and to winning battles. A units morale is its willingness to fight. Each unit has a morale value, how high it is depends on the unit. As youd expect elite troops like Praetorian cohorts have high morale and untrained units like peasants have low morale. As a unit takes losses and gets into a bad situation their morale drops. Winning a battle and being in a strong position and the like raise morale. When morale gets too low the unit breaks and starts fleeing. It becomes uncontrollable and starts fleeing back to the side of the battlefield it entered from. Units with good morale and who are disciplined, have a chance to rally. Weaker troops like peasants once they break will flee a long way before rallying, if they do at all. Elite troops unless they have been utterly decimated will rally rather quickly as soon as they are away from the enemy. Routing troops have effectively no defence and any attack to them will usually kill them. Routers will occasionally hit back at an enemy trying to attack them from the front and they can actually kill the odd person with that attack.

    If a unit breaks, but cant rout as its surrounded or blocked somehow, it will fight to the death: the unit sits there and fights as normal but they seem to be a lot weaker, the soldiers will not attack as often and they seem to die much more easily.

    Units are far more vulnerable to morale drop if the general is dead, they rout much faster from all things.

  • What follows is a list of factors and how severely they impact a units morale. The more disciplined and the more elite a unit is the less these factors bother them.

    Negative effects

    Losing in melee: Moderate. If the unit has taken a lot of casualties that and this will be enough to make them rout

    Casualties: None, to high, depending on number. Less effect on morale than losing a battle. If a unit has taken a lot of casualties, but starts winning a melee they will often stay and fight.

    Threatening enemy troops: Moderate. If an enemy is at a units flank or rear, even if they are not attacking it will drop the flanked units morale.

    Flank attack: Moderate. Getting hit in the flank will cause quite a lot of casualties, so this can rout lesser units

    Rear attack: High. Getting hit in the rear will cause a truckload of casualties and, coupled with the penalty for the rear attack will insta-rout even tough units.

    Proximity to the enemy general: Low to high. This is kind of ambiguous, but being close to the enemy general seems to have an effect on morale, though its countered if you general is also close. If your general is dead the effect is much more pronounced. Its enough to rout already battered units. This is one of the reasons most units lose to generals bodyguards.

    General/Captain death: Very high, to moderate depending on discipline. The general dying is how many a battle will end and become a slaughterfest, the generals death has a huge effect on morale at first, often causing a mass rout; the effect is largest close to the general and radiates out losing intensity, at the time of his death. You could call it a shock effect and then that effect slowly decreases over time till it affects units to a much lesser degree, if they havent routed off the field yet that is.

    Fire attack: Low. Getting hit with fire attacks, e.g. fire arrows or flaming artillery missiles will apply a morale penalty, but its not that big and unless the unit has been already beat up it shouldnt do much.

    Artillery fire: Low. Getting hit by siege weapons, such as Ballistae or Ornagers and having that missile kill at least one person will lower a units morale as they are panicked by artillery fire.

    Routing friends: Moderate/large. If a unit can see friendly units routing, they will take a morale drop which is quite large.

    Fighting a cavalry unit: Low. Some infantry units sometimes seem to get a morale message about being worried about fighting enemy cavalry, even if they are Spearmen. It seems to have little or no effect on morale.

    Dismayed at the loss of the battle: This only happens when most other units on the units side have routed/are routing and its clear the battle is unwinnable, they will have a morale message saying this. It doesnt seem to have too much of an effect, but that late in a battle it hardly matters.

    Intimidated by nearby enemy: This state comes from being close to enemy units that scare the enemy. For example Berserkers scare enemy infantry, lowering their morale with this state and elephants scare everything.

  • Positive effects

    Proximity to General: Moderate to very high. Units close to your general receive a morale bonus, depending on how good a general he is and what traits he has, you can tell because their morale state will say (Sprits lifted by the generals encouragements). Thus it is good to keep the general close behind fighting units, especially with low morale troops.

    Winning a melee: Moderate. Just the opposite to losing a melee, being on the winning side of an ongoing melee will encourage your troops to keep fighting.

    Secure Position: Low. If a unit has its flanks covered by friendly units it will get a morale bonus. This means if you have a line of spearmen, the ones in between the units on the end will get a morale bonus. The end ones will not.

    Routing enemies: Moderate. If a unit can see routing enemy units they will be happy and get a morale bonus.

    Hill: Low Being on a hill will make units feel safe, probably because they can see around them more and will give them a morale bonus.

    Glad to be hidden: Low. If a unit is hiding, such as in a forest they will get a morale bonus.

    Generals Rally: High. The generals rally special ability greatly raises nearby unit morale for about 30 seconds and can put units from wavering to steady.

  • Veteranacy

    Units that fight in RTW can get more experienced, though this system seems a bit odd. Sometimes units which fought great and killed loads while taking few casualties get no experience and units that got decimated do. I have seen a unit gain experience in battle when it did nothing but march a bit and didnt actually fight, so just being in a battle gives a unit some experience. Note that killing routers only gives 1/5 of that units original XP gain for killing them. Experience is shown by chevrons ( ) on the unit card and the actual unit will have one smaller square flag for each point of Veteranacy.

    This is a raw unit with no experience. This unit has the maximum 9 experience or three gold chevrons

    The unit starts with no chevrons, unless it was produced from a settlement with an experience giving temple. After a bit of combat experience, the unit can get bronze chevrons once it gets three bronzes a bit more experience gives it silver ones then the cycle continues till it gets a golden chevron after a load of battle experience, three gold chevrons is the maximum and it is a very, very powerful unit able to hold its own against twice as many enemies.

    Actually getting units to this experience level is very tough as they will take casualties getting to it. Its much easier to get missile units experience because they can get kills without having their own men at risk as well like melee units do. Experience affects missile attack as well as melee attack.

    The flags also indicate equipment upgrades. From the back of the unit the vet flags start at the right and with three gold chevrons or 9 experience there's nine flags from right to left if you give them bronze weapons and armour there's 12 flags so the next three count for their upgraded armour. With fully upgraded weapons and armour (gold) and gold chevrons the unit has 15 flags 9 for vet and six to show each level of upgraded weapons and armour.

    Note that since experience grants defence skill bonuses, not armour, experienced units are still just as vulnerable to missile fire, because defence skill does not protect against it. Keep your veteran troops out of missile fire and let lesser units take it.

    Experience is better than armour and weapons upgrades. Armour and weapon upgrades just upgrade armour and attack, not actually skill; they do not raise morale either. Defence skill is also useful in any melee fighting from any direction and isnt affected whatsoever from AP attack.

  • Abilities

    War Cry

    War Cry is an ability usable by most barbarian melee infantry. The ability causes the unit to taunt the enemy and raises their attack by 10 for 30 seconds. It also raises morale for the duration. The animation of the war cry must finish for the ability to take effect which takes ten seconds. Moving the unit or getting them to take another action before the animation finishes cancels the war cry effect. When the ability is active youll see the units soldiers bang their shields and taunt like the pre battle animations, making it easy to know if its still active. The Warcry can only be done out of melee, the icon is unavailable in melee combat. All infantry that can do Warcry should; as it gives them a nice bonus that offsets their often low defence by allowing them to kill more enemy faster, reducing the amount of enemies that survive to cause damage.

  • Fire Arrows

    Fire arrows are an ability of foot archers. When activated the unit fires flaming arrows rather than normal ones. Fire arrows cause a small morale drop and can set constructed siege equipment alight. Another main use of fire arrows is that they scare elephants, like all fire attacks and have a chance of making them run amok. When you are fighting elephants always use fire arrows. Archers shoot fire arrows slower than normal arrows, about 3 times as slowly, when an archer raises his bow to shoot it takes about two seconds for him to loose his arrow with normal arrows. For fire arrows it takes about 7 seconds; the loading animation is the same and happens at the same speed. This makes normal arrows far more effective for actually killing soldiers as the archers fire faster. Use fire arrows to lower morale and damage siege engines.

    Siege engines also have flaming shot. Flaming shot has an area affect attack against troops and will kill a lot more on a direct hit as the missile explodes and hits many troops. You should always use flaming missiles if you are targeting troops. Flaming missiles also set fire to buildings they hit, the fire will burn until the building reaches 100% damage then it will collapse into a pile of rubble, meaning it must be rebuilt on the campaign map. Flaming missiles are also more inaccurate than standard projectiles.

  • Rome: Total War

    All roads lead to war in RTWtrio. Whenever its plotting Sat your successes, or a hairyyour skull after that ambush you failed to seeEurope is not a friendly place.

    Pull on your Lorica Segmentata and sharpen that gladius because its time to civilize those barbarians.or build a pyramid of Roman skulls.

    Rome: Total War

    ds lead to war in RTW, the original game of the Rometrio. Whenever its plotting Senate members brooding jealously at your successes, or a hairy, stinking barbarian drinking out of your skull after that ambush you failed to see, Roman era Europe is not a friendly place.

    egmentata and sharpen that gladius time to civilize those barbarians.or build a

    man skulls.

    game of the Rome enate members brooding jealously

    stinking barbarian drinking out of Roman era

    egmentata and sharpen that gladius time to civilize those barbarians.or build a

  • Legions

    Pila is a huge equalizer in battles.

    The legions are the heart of the Roman factions armies, as well as high level troops in a few other factions. They are heavy infantry armed with swords, a large shield and a number of pila; heavy javelins. They are all disciplined and almost all are highly trained, so it will take a LOT to get them to rout and they obey orders very quickly. All Roman legions have great morale and the later ones have insane morale so they will always be your anchor in battle.

    Pila are AP and are devastating to anything at close range: they go though amour like paper and will cause a lot of casualties to any unit; even the generals bodyguard will feel the pain. When a legion unit is ordered to attack, it will throw one volley of pila and then charge into the melee. This is effective because the rain of very damaging missiles will sap the enemys morale and dwindle their numbers, making the ensuing melee much easier for the legions to win. If you hold alt so the cursor is a sword, the unit will charge straight into the melee, which is useful when you need to help a friendly unit in need. Throwing pila takes a while and the troops are vulnerable to melee attacks while in the throwing animation. If the target unit pulls back out of range when the unit is just starting its throw animation, the unit will play it but not actually throw the pila. If you arent saving the ammo its a good idea to turn on fire at will and halt the legions near the enemy so they throw all their pila into them before starting the melee. This will cause tons of causalities and make the battle much easier.

    All legion troops regardless of faction are very well armoured and have good to excellent morale. Legions will always be your main force when playing as the Romans. Just make sure to keep them away from AP attacks as they are always well armoured and will be seriously beat up by AP units.

    Legion troops are best used in shallow formations of 2-4 ranks. That way more men can get into the killing zone with their charge bonus and in the melee there will be more men attacking at once sooner; this also helps to prevent the first few men hitting the enemy, being outnumbered and dying.

    Defeating Legions: Legions are never really easy to defeat unless you can flank them. Pin them with infantry then smack into their back with heavy cavalry to slaughter then or use AP units to fight them head on. Most factions infantry cannot stand up to legions head on, so you usually use just use cavalry to flank. Cavalry archers can also wreck legions by shooting them in the rear.

  • Armenian Legionaries Attack: 7 Missile attack: 11 DefenceFactions: Armenia

    Armenian Legionaries are basically crappier versions of Early Legionary Cexactly the same, except palette swapped and with a slightly different shieldPrincipes, but with less morale, though they are still Romans at their own game because it wontbounds ahead of the other steppe infantrycrush them with ease and they are still quite a useful unit as they have great infantry and they still have the pila. Armenian legionaries are definitely worth usingthem and use legion tactics and youll be fine with some support.

    Early Legionary Cohort Attack: 9 Missile attack: 13 DefenceFactions: Roman

    These are you first post Marian Reforms legions.legions: better stats, much better morale, better trainingyour Hastarti/Principes when they are available.pila. They are effective against pretty much anything except later legions or tough cavalry and are quite cheap and have very good morale. Still you should upgrade to the standard legion cohort when you can.They are the first legions Rome get that can form testudo

    Early Legionary First Cohort Attack: 9 Missile attack: 13 DefenceFactions: SPQR (as a reward), Roman (only trainable in Rome)

    This is basically a huge version of an Early Legionary Ca legionary eagle, though you cant actuallyWith so many men in the unit it can be a real job for the enemy to by so much and are very good troops. You only get First CSenate or by training them at Rome ONLY. No other cities can train Fiof your line to affect as many troops as possible with the morale boost and make sure they arent routed or you will lose the eagle, suffer a morale drop and give the commanding general can form testudo.

    Hastati Attack: 7 Missile attack: 11 DefenceFactions: Roman

    Hastati are the first legions Roman factions getare well armoured for early infantry and muchcan slaughter any other factions early infantry, even Huse lots and lots of Hastarti, usually half your army will be them in the early periodrounded and can do anything the situation requires. They also have huge morale comparedearly troops and will not rout unless most of them are deadLegions. Their upkeep is quite expensive

    Defence: 16 Charge: 2 Armour: 7 Cost: 500 Upkeep: 220

    crappier versions of Early Legionary Cohorts. They look almost except palette swapped and with a slightly different shield, but they

    , but with less morale, though they are still disciplined. Dont go about trying to beat the wont work and they will lose. That said, they are leaps and

    bounds ahead of the other steppe infantry (besides Heavy Spearmen, that Armenia also have)they are still quite a useful unit as they have great defence for that region

    infantry and they still have the pila. Armenian legionaries are definitely worth using, just be careful with them and use legion tactics and youll be fine with some support. They cant form testudo.

    Defence: 17 Charge: 3 Cost: 610 Upkeep: 220

    legions. They are much better in every way than the earlier legions: better stats, much better morale, better training, better everything. You might as well disband your Hastarti/Principes when they are available. They still use a gladius, large shield, and a numbpila. They are effective against pretty much anything except later legions or tough cavalry and are quite cheap and have very good morale. Still you should upgrade to the standard legion cohort when you can.

    that can form testudo, a huge advantage.

    Defence: 17 Charge: 3 Armour: 7 Cost: 1010 Upkeep: 310, Roman (only trainable in Rome)

    Early Legionary Cohort with 242 troops rather than 161. It also actually see it which provides a morale boost to all

    it can be a real job for the enemy to fight, as they can outnumber any unit very good troops. You only get First Cohorts in the campaign as gifts from the

    LY. No other cities can train First Cohorts. Put them in the of your line to affect as many troops as possible with the morale boost and make sure they arent routed

    suffer a morale drop and give the commanding general very

    Defence: 14 Charge: 2 Armour: 5 Cost: 440 Cost: 170

    are the first legions Roman factions get. They carry the basic gladius large shieldmuch better trained than other factions early troops

    early infantry, even Hoplites if they can get behind themof Hastarti, usually half your army will be them in the early period, as they are well

    rounded and can do anything the situation requires. They also have huge morale comparedearly troops and will not rout unless most of them are dead, as they are disciplined like all Roman

    Their upkeep is quite expensive early on so watch out. They cant form testudo

    Upkeep: 220

    ohorts. They look almost have the stats of

    Dont go about trying to beat the they are leaps and

    that Armenia also have) and will for that regions

    just be careful with They cant form testudo.

    They are much better in every way than the earlier better everything. You might as well disband

    still use a gladius, large shield, and a number of pila. They are effective against pretty much anything except later legions or tough cavalry and are quite cheap and have very good morale. Still you should upgrade to the standard legion cohort when you can.

    Upkeep: 310

    ohort with 242 troops rather than 161. It also has see it which provides a morale boost to all troops close by.

    hey can outnumber any unit the campaign as gifts from the

    Put them in the centre of your line to affect as many troops as possible with the morale boost and make sure they arent routed

    very bad traits. They

    Cost: 170

    shield and pila. They early troops. Hastarti

    oplites if they can get behind them. You should as they are well

    rounded and can do anything the situation requires. They also have huge morale compared to other , as they are disciplined like all Roman

    They cant form testudo.

  • Numidian Legionaries Attack: 7 Missile attack: 11 DefenceFactions: Numidia

    Numidias only decent infantry unit, these will be the core of your armies if you play as them.the ability to form testudo. They are only as tough as Their morale is also lower. They cant form testudo

    Principes Attack: 7 Missile attack: 11 DefenceFactions: Roman

    These are an upgrade of Hastarti. They havetheres not much to say; use them like Hastatestudo

    Legionary Cohort Attack: 9 Missile attack: 13 DefenceFactions: Roman

    Legionary Cohorts are an upgrade of Early Legionary cohorts almost the same except they have much better the Lorica Segmentata the classic legionary up missiles as they wont take much damage at to take them out of it before the melee begins and to stay away from form testudo

    Legionary First Cohort Attack: 9 Missile attack: 13 DefenceFactions: SPQR, (as a reward) Roman (only trainable in Rome)

    The same as the Early Legionary First Cohort,Cohorts Legionary First Cohorts are very This unit can be a real boon to use. As with the earlyform testudo. These units cost a lot to keep so if you have one, use it!

    Praetorian Cohort Attack: 12 Missile attack: 16 DefenceFactions: Roman

    These are incredibly tough post Marian Reformsfile legions, are slightly tougher and have the same morale.other unit besides generals bodyguards. Just keep them far away from also very expensive and their upkeep is VERY high. So if you make these units, use tin towns as garrisons loses you loads of money.

    Other than that this is just a Legionary Cohortabsolutely no other option and grind though massive

    Defence: 16 Charge: 2 Armour: 7 Cost: 500 Upkeep: 220

    these will be the core of your armies if you play as them.They are only as tough as Principes, so dont expect them to be They cant form testudo

    Defence: 16 Charge: 2 Armour: 7 Cost: 490 Upkeep: 170

    have slightly more armour and the same morale. Other than that Hastati and remember they are slightly better. They cant form

    Defence: 22 Charge: 3 Armour: 12 Cost: 740 Upkeep: 210

    Legionary Cohorts are an upgrade of Early Legionary cohorts surprisingly enough. Again they are they have much better defence, having upgraded from the earlier chain mail

    the classic legionary armour. Use them in the same way. Also use them to soak take much damage at all especially if you put them in testudo.

    to take them out of it before the melee begins and to stay away from armour piercing attacks.

    Defence: 22 Armour: 12 Charge: 3 Price: 1010 Upkeep: 310a reward) Roman (only trainable in Rome)

    Legionary First Cohort, except with the better stats provided by tough to kill as theres so many of them and they are so tough.

    As with the early version, be careful not to lose the eagle. These units cost a lot to keep so if you have one, use it!

    Defence: 23 Charge: 3 Armour: 12 Cost 810 Upkeep: 320

    Reforms legions. They have much better attack than rank and and have the same morale. These troops will devastate

    . Just keep them far away from armour piercing unitsalso very expensive and their upkeep is VERY high. So if you make these units, use them! in towns as garrisons loses you loads of money.

    ohort on speed, you can expect them to not breakthough massive amounts of enemies. They can form testudo.

    Upkeep: 220

    these will be the core of your armies if you play as them. They lack expect them to be amazing.

    Upkeep: 170

    morale. Other than that They cant form

    Upkeep: 210

    enough. Again they are earlier chain mail to

    Also use them to soak if you put them in testudo. Just remember

    piercing attacks. They can

    Upkeep: 310

    provided by Legionary so many of them and they are so tough.

    , be careful not to lose the eagle. They can

    Upkeep: 320

    They have much better attack than rank and devastate just about any

    piercing units. They are hem! Leaving them

    break until there is They can form testudo.

  • Silver Shield Legionaries Attack: 9 Missile: attack 13 DefenceFactions: Selucia

    With the same stats as Legionary Cohorts,battle line and help make the Seleucids one of the best factionsShield Pikemen to compensate for the phalanxes low mobility.attacks such as what the Egyptians and their

    Urban Cohort Attack: 14 Missile attack: 18 DefenceFactions: Roman

    These guys are like gods in armour. Hugeand cool looks make these the best infantrydefeat them soundly, if they are in phalanxfighting to the death, even if surrounded, they can massacre other infantry and they can rip cavalry up. use. Use them for anything at all if youre Spartan Hoplites. If you arent Rome theserear and AP units. Melee, even with insaneThey are cheap for how good they are. Use

    Defence: 22 Charge: 3 Armour: 12 Cost: 710 Upkeep: 260

    ohorts, except slightly less morale these are a great addition to your battle line and help make the Seleucids one of the best factions. Use them in conjunction with Silver

    hield Pikemen to compensate for the phalanxes low mobility. They are allergic to armourand their many Axemen use. They can form testudo.

    Defence: 24 Charge: 3 Armour: 12 Cost: 860 Upkeep: 320

    Huge morale the best in the game, awesome defencethe best infantry in the entire RTW series, except Spartan Hoplites which

    if they are in phalanx. Their morale is so high that they almost neverthey can massacre generals bodyguards, they crush most

    up. These troops are a nightmare to face and an Roman; they will completely annihilate anything

    Rome these will stop you like a wall. Kill them with artilleryen with insane numbers of troops will result in you taking

    cheap for how good they are. Use them, love them. They can form testudo.

    Upkeep: 260

    these are a great addition to your . Use them in conjunction with Silver

    armour piercing They can form testudo.

    Upkeep: 320

    defence, huge attack series, except Spartan Hoplites which

    Their morale is so high that they almost never break, usually they crush most

    mare to face and an absolute boon to anything, besides artillery, shots in the

    insane causalities.

  • Swordsmen

    When you need a wall of men to stand fast and take and give pain think swordsmen.

    Swordsmen are pretty basic troops and are quite common. They are usually the infantry of the line for most factions along with spearmen. The ones that get stuck in and dish out and take causalities, they tend to have good morale, attack and defence and are usually balanced stat wise. When using swordsmen you should have them in a thin formation with few ranks as then more swordsmen can make contact with their charge bonus and ensue the maximum amount of enemy die on contact. Swordsmen are very vulnerable to heavy cavalry charges as they have no way to resist them and will tker many causalities from a direct charge. Its best to let spearmen take cavalry charges as they are desgined for taking down cavalry. If you are going to be receiving cavalry charges with your swordsmen, put them in a deep formation; say 5 ranks to try to resist and absorb the charge and allow the swordsmen to cut the cavalry to pieces after their charge has been stopped. Just make sure that you have other units to support them in melee as the swordsmen will have lost alot of men from the charge. Once they are in melee you shouldnt pull them back, as swordsmen are made to sit in a melee and not move until they or the enemy is dead, though they often have enough morale to be able to turn and fall back, without it turning into a rout. Use swordsmen as your do everything troops. Use them to plug gaps, reinforce wavering units, hold enemies in place and generally as soldiers, as they are good at everything. Just remember some swordsmen arent that well armoured particularly barbarian ones, and try to watch out for cavalry charges, as even with many ranks they will still take quite a few casualties, since most swordsmen lack the armour to resist charges. Missiles are also a major threat.

    Defeating Swordsmen: Swordsmen are best defeated by massed archer fire, especially cavalry archers and by cavalry charges from any direction. Swordsmen have no defence against charges so a powerful heavy cavalry char will kill many of them especially get you charge them while they are fighting another unit.,

  • Arcanii Attack: 12 Defence: 15 Armour: 7 2 Hit Points: Cost 900Factions: Roman

    Arcanii are high level Roman troops only trainable in huge cities. There are 64 men per unit on large sizes. They can hide anywhere. They have 2 hit rather than a sword and shield and lack pila. Arcanii will lose to later roman legions as they are outnumbered because of their smaller unit size and the Praetorian and Urban Cstats. The idea with Arcanii is to take advantage of their ability to hide anywhere and put them off to the side of a battle where they can later fall upon enemies from behind and crush them. That sort of opportunity doesnt come often in RTW because the can be useful, as they are still very strong and well dont use them instead of your legions as legions are much more useful.arent disciplined.

    Bastarnae Attack: 14 Defence: 6 Charge: 6 Factions: Thrace

    Bastarnae are born flankers. They have a high attackarmour. They do have two hit points which gives them a lot of staying power. They can crush earlier legionary cohorts without too many problems but their They are also fast which helps them flank. Make sure tovery fast. Their low armour and high attack makes them very effective against axemen. They are impetuous.

    Bull Warriors Attack: 13 Missile attack: 17 Defence200 Factions: Spain

    Bull Warriors are ridiculously powerful infantry. They are one of the few infantry units with 2 hit pointsthey have a very high attack, decent defencemorale is also the same as Urban Cohorts and they are They are Spains late game line troops and will rip apart most other barbarian infantry:points give them plenty of staying power and their high attack ensures they dish out a lot of damage. They are however the most expensive infantry in the gamerather light for such an uber melee unit, but it is a blessing when going against they do not lose much and they still have enough the sword wielding Bull Warriors. If you are Spain make as many of these units as you can and use them along with Scutarii as your late game forces.

    Chosen Swordsmen Attack: 13 Defence: 17 Charge: 4 Factions: Gaul, Britannia, Dacia

    Chosen Swordsmen are basically Swordsmen on steroidsarmour, and keep the large shields making them quite tough.morale as Urban Cohorts so they wont be running anywhere.factions but will still be crushed by legion trarent facing Romans though they will crush most opponents themselves.should, though its not as vital with this unit as it is with lower

    : 7 2 Hit Points: Cost 900 Upkeep: 160

    oman troops only trainable in huge cities. There are 64 men per unit on large sizes. They can hide anywhere. They have 2 hit points a trait which few units share and use two swords rather than a sword and shield and lack pila. Arcanii will lose to later roman legions as they are

    it size and the Praetorian and Urban Cohorts still have betterstats. The idea with Arcanii is to take advantage of their ability to hide anywhere and put them off to the side of a battle where they can later fall upon enemies from behind and crush them. That sort of opportunity doesnt come often in RTW because the units start closer together than in MTW. Still Arcanii

    as they are still very strong and well armoured and will beat many lesser troops. Just dont use them instead of your legions as legions are much more useful. They have great morale but

    : 6 Charge: 6 Armour: 2 2 Hit Points Cost: 790 Upkeep: 130

    Bastarnae are born flankers. They have a high attack and morale with very low defence. They do have two hit points which gives them a lot of staying power. They can crush earlier

    legionary cohorts without too many problems but their defence is still low and youre better off flanking. them flank. Make sure to keep them away from missile

    and high attack makes them very effective against armour

    Defence: 12 Charge: 4 Armour: 5 2 Hit Points Cost: 1150

    arriors are ridiculously powerful infantry. They are one of the few infantry units with 2 hit pointsdefence and a huge missile attack equal with Urban

    morale is also the same as Urban Cohorts and they are impetuous: They use pila like the legions do.They are Spains late game line troops and will rip apart most other barbarian infantry:

    er and their high attack ensures they dish out a lot of damage. They are however the most expensive infantry in the game, besides Spartan Hoplites rather light for such an uber melee unit, but it is a blessing when going against armourthey do not lose much and they still have enough armour to resist missiles. Cavalry is still a danger to the sword wielding Bull Warriors. If you are Spain make as many of these units as you can and use them

    te game forces.

    : 17 Charge: 4 Armour: 7 Cost: 680 Upkeep: 210 Factions: Gaul, Britannia, Dacia

    Chosen Swordsmen are basically Swordsmen on steroids: they are way better at everything, have more large shields making them quite tough. They are impetuous and have the same

    morale as Urban Cohorts so they wont be running anywhere. They are the best sword unit for these factions but will still be crushed by legion troops, and very tough infantry, like Bull Warriors. When you arent facing Romans though they will crush most opponents themselves. They can War Cry and you should, though its not as vital with this unit as it is with lower defence units.

    oman troops only trainable in huge cities. There are 64 men per unit on large points a trait which few units share and use two swords

    rather than a sword and shield and lack pila. Arcanii will lose to later roman legions as they are ohorts still have better

    stats. The idea with Arcanii is to take advantage of their ability to hide anywhere and put them off to the side of a battle where they can later fall upon enemies from behind and crush them. That sort of

    units start closer together than in MTW. Still Arcanii ed and will beat many lesser troops. Just

    They have great morale but

    Upkeep: 130

    defence and almost no . They do have two hit points which gives them a lot of staying power. They can crush earlier

    is still low and youre better off flanking. keep them away from missiles or they will die

    piercing units like

    5 2 Hit Points Cost: 1150 Upkeep:

    arriors are ridiculously powerful infantry. They are one of the few infantry units with 2 hit points, attack equal with Urban Cohorts, their

    : They use pila like the legions do. They are Spains late game line troops and will rip apart most other barbarian infantry: their two hit

    er and their high attack ensures they dish out a lot of damage. and their armour is

    armour piercing units as to resist missiles. Cavalry is still a danger to

    the sword wielding Bull Warriors. If you are Spain make as many of these units as you can and use them

    they are way better at everything, have more and have the same

    They are the best sword unit for these arriors. When you

    They can War Cry and you

  • Druids Attack: 13 Defence: 14 Charge: 4 Factions: Britannia, Gaul

    Druids are well armoured barbarian infantry with sickles. They have a great attack and good and very high morale. They have a Chant special ability that raises the morale of nearby troops and lowers enemy morale. They come in very useful for the mostly low morale barbarian troops and should be used like Screeching Women: keep them to the rear of the battle line, right behind the hardest fight and chant to keep your men fighting longer and the enemy rif you listen closely you have to wonder how humans can make those sounds. It really sounds cool.They are effective in melee themselves however so dont hesitate to throw them into it if you need an extra push, unlike Screeching Women they can more than handle themselves in melee.their chanting will be lost since they have to stop to

    Iberian Infantry Attack: 7 Defence: 8 Charge: 2 ArmourFactions Carthage, Spain

    Iberian Infantry are basic swordsmen; they can be recruitedCarthage youll be using a lot of them at the beginning.crap for a melee fighter, as they have almost no they usually wont last too long before fleeing as they take causalities quickly and will run after enoughArmour upgrades are much encouraged for this unit. These units cannot handle head on assaults against pretty much anything besides spear unitsuse them to flank to mitigate their lousy defencecan afford hordes of these units to swarm the enemy with, also their upkeep is rather alot for such a weak unit. Always use as many of these troops as you can.

    Naked Fanatics Attack: 12 Defence: 5 Charge: 5 Factions Gaul, Germania, Dacia, Spain

    Naked Fanatics are an odd unit to say the least. Clad only in loinclothswith long swords. They have, as youd imagine no them armour upgrades). This is coupled wiimpetuous. They also have the war cry ability to pump them up for a few seconds. This unit will kill fast and die just as fast, the low defence ensuring any decent opponents will whittle the unit down in no time. The way to use fanatics is to flank with them, that way they can kill enat least kill enough to prevent the fanatics getting slaughtered. The War Cry ability really makes a difference to fanatics. When I first tested them: five units of Gaulish fanatics vs. five units, they suffered an average defeat with about 200 kills vs. 600 deaths. The next time I tried it with War Cry used just before the charge and they routed the axemen and then used it again before engaging the last of them and got a heroic victory with 640 kills and abokilling first really counts with fanatics. Dont try and use them to hold a line or they will die very fast.

    Scutarii Attack: 9 Missile attack: 13 DefenceFactions: Spain

    Scutarii are must have troops for Spain. They are one of the few units to usetroops and they have a good attack and defencethey are also untrained, but they are impetuouslegion troops: try to throw as many vollies as possible by halting them and turning on fire at willthem along with Bull Warriors as your main Spanish battle line troops. They are tough enough tin line as swordsmen.

    : 14 Charge: 4 Armour: 7 Cost: 480 Upkeep: 90

    ed barbarian infantry with sickles. They have a great attack and good . They have a Chant special ability that raises the morale of nearby troops and

    enemy morale. They come in very useful for the mostly low morale barbarian troops and should be used like Screeching Women: keep them to the rear of the battle line, right behind the hardest fight and chant to keep your men fighting longer and the enemy routing faster. Chanting is also fun to listen to

    to wonder how humans can make those sounds. It really sounds cool.They are effective in melee themselves however so dont hesitate to throw them into it if you need an extra push, unlike Screeching Women they can more than handle themselves in melee.their chanting will be lost since they have to stop to fight in melee.

    Armour: 2 Cost: 240 Upkeep: 170

    Iberian Infantry are basic swordsmen; they can be recruited from the beginning of the game, and as Carthage youll be using a lot of them at the beginning. They have a decent attack, but their crap for a melee fighter, as they have almost no armour and small shields. Their morale is also low, so

    ually wont last too long before fleeing as they take causalities quickly and will run after enoughupgrades are much encouraged for this unit. These units cannot handle head on assaults

    against pretty much anything besides spear units, missiles and the lightest cavalry. You should instead defence. Their incredible cheapness helps them along, as you

    e units to swarm the enemy with, also their upkeep is rather alot for such a Always use as many of these troops as you can.

    : 5 Charge: 5 Armour: 0 Cost: 430 Upkeep: 130 Factions Gaul, Germania, Dacia, Spain

    Naked Fanatics are an odd unit to say the least. Clad only in loincloths, but using large shields they fight as youd imagine no armour whatsoever and low defence

    upgrades). This is coupled with a very good attack and high morale, as they are war cry ability to pump them up for a few seconds. This unit will kill fast

    ensuring any decent opponents will whittle the unit down in no time. The way to use fanatics is to flank with them, that way they can kill enough of the enemy to rout them or at least kill enough to prevent the fanatics getting slaughtered. The War Cry ability really makes a difference to fanatics. When I first tested them: five units of Gaulish fanatics vs. five D

    ered an average defeat with about 200 kills vs. 600 deaths. The next time I tried it with War Cry used just before the charge and they routed the axemen and then used it again before engaging the last of them and got a heroic victory with 640 kills and about 200 deaths. Getting in and killing first really counts with fanatics. Dont try and use them to hold a line or they will die very fast.

    Defence: 12 Charge: 4 Armour: 5 Cost: 430 Upkeep: 140

    Scutarii are must have troops for Spain. They are one of the few units to use AP pila, just like legion defence. Their morale is a good deal lower than legions and

    impetuous giving them staying power. You should use Scutarii like try to throw as many vollies as possible by halting them and turning on fire at will

    them along with Bull Warriors as your main Spanish battle line troops. They are tough enough t

    ed barbarian infantry with sickles. They have a great attack and good defence . They have a Chant special ability that raises the morale of nearby troops and

    enemy morale. They come in very useful for the mostly low morale barbarian troops and should be used like Screeching Women: keep them to the rear of the battle line, right behind the hardest fight

    Chanting is also fun to listen to to wonder how humans can make those sounds. It really sounds cool.

    They are effective in melee themselves however so dont hesitate to throw them into it if you need an extra push, unlike Screeching Women they can more than handle themselves in melee. The effect of

    from the beginning of the game, and as but their defence is

    Their morale is also low, so ually wont last too long before fleeing as they take causalities quickly and will run after enough upgrades are much encouraged for this unit. These units cannot handle head on assaults

    . You should instead Their incredible cheapness helps them along, as you

    e units to swarm the enemy with, also their upkeep is rather alot for such a

    but using large shields they fight defence (unless you get

    th a very good attack and high morale, as they are war cry ability to pump them up for a few seconds. This unit will kill fast

    ensuring any decent opponents will whittle the unit down in no time. ough of the enemy to rout them or

    at least kill enough to prevent the fanatics getting slaughtered. The War Cry ability really makes a Desert Axemen

    ered an average defeat with about 200 kills vs. 600 deaths. The next time I tried it with War Cry used just before the charge and they routed the axemen and then used it again before

    ut 200 deaths. Getting in and killing first really counts with fanatics. Dont try and use them to hold a line or they will die very fast.

    Upkeep: 140

    , just like legion Their morale is a good deal lower than legions and

    should use Scutarii like try to throw as many vollies as possible by halting them and turning on fire at will. Use

    them along with Bull Warriors as your main Spanish battle line troops. They are tough enough to stand

  • Swordsmen Attack: 10 Defence: 12 Charge: 4 Factions: Gaul, Britannia

    Swordsmen are a huge improvement on Spear Warbands with much better morale.decent troops about equal to Hastarti. In a custom battle with one unitthey only just lost and the melee remained even, it was only because they got pilaed while charging and once in melee that they lost. They make a good infantry line troop able tone out. Make sure to use War Cry before charging. They have large shields to offset their low Their low armour makes them effective against AP attacks like Germanias copious Axemen.War Cry. When going against Roman troops consider using fodder units to take the pila then attacking the engaged unit with your Swordsmen. Pila dishes out tons of damage and its much better if skirmishers or some other expendable unit takes it.

    Woad Warriors Attack: 13 Defence: 4 Charge: 5 Factions: Britannia

    Woad Warriors are like Naked Fanatics, but with even better attack and even worse the same morale. They are fast for infantry which asection above for more and use Woad Warriors in the same way.should.

    : 12 Charge: 4 Armour: 3 Cost 460 Upkeep: 170

    Swordsmen are a huge improvement on Spear Warbands with much better morale. They are tough n a custom battle with one unit of Swordsmen vs. a unit of

    they only just lost and the melee remained even, it was only because they got pilaed while charging and once in melee that they lost. They make a good infantry line troop able to take a decent beating and dish one out. Make sure to use War Cry before charging. They have large shields to offset their low

    makes them effective against AP attacks like Germanias copious Axemen.oman troops consider using fodder units to take the pila then attacking

    . Pila dishes out tons of damage and its much better if skirmishers or some other expendable unit takes it. They are impetuous.

    : 4 Charge: 5 Armour: 0 Shield: 2 Cost: 380 Upkeep: 130

    but with even better attack and even worse defencefast for infantry which aids them in flanking. Read the Naked Fanatics

    section above for more and use Woad Warriors in the same way. They can use War Cry and always

    They are tough wordsmen vs. a unit of Hastati

    they only just lost and the melee remained even, it was only because they got pilaed while charging and o take a decent beating and dish

    one out. Make sure to use War Cry before charging. They have large shields to offset their low armour. makes them effective against AP attacks like Germanias copious Axemen. They can

    oman troops consider using fodder units to take the pila then attacking . Pila dishes out tons of damage and its much better if

    defence. They have ids them in flanking. Read the Naked Fanatics

    They can use War Cry and always

  • Axemen

    Who needs can openers?

    Axemen are rather specialist troops. Some of them are against heavily armoured foes. They usually have high attackthey should all be used as flankers if possible.You should deploy axemen in long thin formations like swordsmen to ensure the maximum amount of troops make contact with their charge bonus. With axemen this is important because they tend to have low defence and they need to be able to kill enough of the enemy to quickly because of their low armour. All axe units, besability and as mentioned above the need to get in and kill the enemy firWar Cry very useful.

    Defeating Axemen: Axemen can be defeated much like swordsmen: charge them from any direction with cavalry and shoot them with massed missile fire. Low armour high defence skill swordsmen are also effective as axemen tend to have lower attack than elitewear them down as axemen tent to be lightly armoured.

    Axemen Attack: 11 Defence: 9 Charge: 5 Factions: Germania, Scythia

    The ground floor for Axemen, these units are essential for these factions survival against Romes legions as they are heavily armoured and the Axementhough it looks like they should, but have troops. Their defence is low and you should try to get them some They can use War Cry and should before every melee if possible to increase their chances of survivalThis is Scythias only infantry so get used to them.

    Some of them are armour piercing making them very effective They usually have high attack and morale coupled with low

    they should all be used as flankers if possible. Getting them armour upgrades is also a very good idea. d deploy axemen in long thin formations like swordsmen to ensure the maximum amount of

    troops make contact with their charge bonus. With axemen this is important because they tend to have and they need to be able to kill enough of the enemy to prevent them getting slaughtered

    . All axe units, besides Screeching Women have the War Cability and as mentioned above the need to get in and kill the enemy first makes the attack bonus from

    : Axemen can be defeated much like swordsmen: charge them from any direction with cavalry and shoot them with massed missile fire. Low armour high defence skill swordsmen are also effective as axemen tend to have lower attack than elite swordsmen and the swordsmen can gradually wear them down as axemen tent to be lightly armoured.

    : 9 Charge: 5 Armour: 3 Price: 450 Upkeep: 170

    The ground floor for Axemen, these units are essential for these factions survival against Romes legions ed and the Axemen can chop them up. They do not pierce armour

    very good morale and still have a good attack to hurt most is low and you should try to get them some armour upgrades or flank with them.

    They can use War Cry and should before every melee if possible to increase their chances of survivalThis is Scythias only infantry so get used to them.

    piercing making them very effective coupled with low defence so

    upgrades is also a very good idea. d deploy axemen in long thin formations like swordsmen to ensure the maximum amount of

    troops make contact with their charge bonus. With axemen this is important because they tend to have prevent them getting slaughtered

    omen have the War Cry special st makes the attack bonus from

    : Axemen can be defeated much like swordsmen: charge them from any direction with cavalry and shoot them with massed missile fire. Low armour high defence skill swordsmen are also

    swordsmen and the swordsmen can gradually

    The ground floor for Axemen, these units are essential for these factions survival against Romes legions armour even

    attack to hurt most upgrades or flank with them.

    They can use War Cry and should before every melee if possible to increase their chances of survival.

  • Chosen Axemen Attack: 18 Defence: 6 Charge: 5 Factions: Germania

    Germanias elite axe units, Chosen Axemen have a huge attack coupled with a very low shields or armour. Unsurprisingly they have huge morale and are handed axes and have a very high kill chance with every attack. They utterly shred take a lot of casualties themselves, due to their you do Naked Fanatics, use War Cry, use them as deadly flankers if possible, get them upgrades and keep them away from missiles. Chosen Axemen has the best attack in the game and should rip apart most units if you can prevent them dying too quickly. They are also awesome to watchtheir attacks really look painful!

    Desert Axemen Attack: 10 Defence: 10 Charge: 4 Factions: Egypt

    Desert Axemen are fast, cheap troops withand work well against any infantry. They are not AP however. You will use these as your infantry of the line for Egypt and you should make tons.

    Falxmen Attack: 13 Defence: 10 Charge: 5 Factions: Thrace, Dacia

    In game the Falx is considered an axe so it belongs in this section

    Falxmen are good line infantry for these factions, tho they are rather uncommon since few factions use them. They have a great attack and a good charge for infantry,also die quite quickly and you must keep them away from missiles. Falxmen are also great flankers as they only need a second or two of hitting the enemy from bea lot of casualties. You can charge straight with Falxmen and still do a ton of damageunits however.

    Night Raiders Attack: 14 Defence: 10 Charge: 6 Factions: Germania

    Night Raiders are another good Germania axe unit. They scare nearby infantry and have a very good attack and just about excusable defence for an axe unit, as well as high morale.for Germania, however they do not pierce and expect them to win alone. The morale penalty they causethem with Berserkers for a morale crushing army that also owns in melee.as with all barbarian troops its highly encouraged, as it makes them much more effective.

    : 6 Charge: 5 Armour: 0 Cost: 580 Upkeep: 200

    Germanias elite axe units, Chosen Axemen have a huge attack coupled with a very low Unsurprisingly they have huge morale and are impetuous. They wield giant two

    handed axes and have a very high kill chance with every attack. They utterly shred armourdue to their very low defence. You should use Chosen Axemen like ry, use them as deadly flankers if possible, get them

    upgrades and keep them away from missiles. Chosen Axemen has the best attack in the game and ost units if you can prevent them dying too quickly. They are also awesome to watch

    : 10 Charge: 4 Armour: 3 Cost: 370 Upkeep: 200

    with, some armour and small shields. They have good morale work well against any infantry. They are not AP however. You will use these as your infantry of the

    : 10 Charge: 5 Armour: 3 Cost: 500 Upkeep: 170

    In game the Falx is considered an axe so it belongs in this section. It does not pierce armour.

    Falxmen are good line infantry for these factions, tho they are rather uncommon since few factions use ey have a great attack and a good charge for infantry, although with their lack of shields they

    also die quite quickly and you must keep them away from missiles. Falxmen are also great flankers as they only need a second or two of hitting the enemy from behind with their ultra deadly weapon to inflict a lot of casualties. You can charge straight with Falxmen and still do a ton of damage

    : 10 Charge: 6 Armour: 3 Cost: 540 Upkeep: 130

    Night Raiders are another good Germania axe unit. They scare nearby infantry and have a very good for an axe unit, as well as high morale. These are useful troops

    they do not pierce armour, so dont use them against heavily armourThe morale penalty they cause makes them very useful also. Try using

    them with Berserkers for a morale crushing army that also owns in melee. They can use War Cry and, as with all barbarian troops its highly encouraged, as it makes them much more effective.

    Germanias elite axe units, Chosen Axemen have a huge attack coupled with a very low defence and no They wield giant two

    armoured units but . You should use Chosen Axemen like

    ry, use them as deadly flankers if possible, get them armour upgrades and keep them away from missiles. Chosen Axemen has the best attack in the game and

    ost units if you can prevent them dying too quickly. They are also awesome to watch:

    and small shields. They have good morale work well against any infantry. They are not AP however. You will use these as your infantry of the

    . It does not pierce armour.

    Falxmen are good line infantry for these factions, tho they are rather uncommon since few factions use although with their lack of shields they

    also die quite quickly and you must keep them away from missiles. Falxmen are also great flankers as hind with their ultra deadly weapon to inflict

    to lightly armoured

    Night Raiders are another good Germania axe unit. They scare nearby infantry and have a very good These are useful troops

    armoured troops makes them very useful also. Try using

    n use War Cry and, as with all barbarian troops its highly encouraged, as it makes them much more effective.

  • Screeching Women Attack: 11 Defence: 1 Charge: 6 Factions: Germania

    Another fun Germania axe unit, Screeching women are very useful units despite what you might think. They arent that good in a fight they will kill quite a few as they have a good attack and charge, but their nonexistent defence means they will drop in melresistance to morale lowering events so anything bad like the general dying will probably make them rout. They do not pierce armour. Their real worth comes in their Screeching special ability. This ability makes them stop and start screaming their heads off, which is a lot of fun to watch and listen to, it also raises the morale of nearby troops and lowers that of enemies. The morale bonus is quite substantial and can really prevent units from routing. Its a gharms way and let them scream their heads off to keep the men fighting. Only melee with them if they really need to, since when they stop yelling the morale bonus disappears and they die very quickly melee. They rather cheap and easily replaced however. This unit is probably my and when you use Germania you should try them! :D

    : 1 Charge: 6 Armour: 0 Cost: 320 Upkeep: 130

    Another fun Germania axe unit, Screeching women are very useful units despite what you might think. They arent that good in a fight they will kill quite a few as they have a good attack and charge, but their

    means they will drop in melee in no time. They have high morale but a low resistance to morale lowering events so anything bad like the general dying will probably make them

    . Their real worth comes in their Screeching special ability. This ability es them stop and start screaming their heads off, which is a lot of fun to watch and listen to, it also

    raises the morale of nearby troops and lowers that of enemies. The morale bonus is quite substantial and can really prevent units from routing. Its a good idea to station them right behind the fight out of harms way and let them scream their heads off to keep the men fighting. Only melee with them if they really need to, since when they stop yelling the morale bonus disappears and they die very quickly

    cheap and easily replaced however. This unit is probably my favouriteand when you use Germania you should try them! :D

    Another fun Germania axe unit, Screeching women are very useful units despite what you might think. They arent that good in a fight they will kill quite a few as they have a good attack and charge, but their

    They have high morale but a low resistance to morale lowering events so anything bad like the general dying will probably make them

    . Their real worth comes in their Screeching special ability. This ability es them stop and start screaming their heads off, which is a lot of fun to watch and listen to, it also

    raises the morale of nearby troops and lowers that of enemies. The morale bonus is quite substantial ood idea to station them right behind the fight out of

    harms way and let them scream their heads off to keep the men fighting. Only melee with them if they really need to, since when they stop yelling the morale bonus disappears and they die very quickly in

    favourite in the game

  • Spearmen

    This category covers the basic spearmen, not the phalanx ones.

    I feel like kebabs for dinner after the battle guys

    Spearmen are low tech troops (usually), whose job it is to hold off cavalry and hold a line. They generally have good defence, with low attack and decent get a -4 penalty against them. Spearmen get ashould always use them against them with you can. Spearmen are also good at holding a line or pinning a unit in place for a while, as they can stay alieven if they dont dish out many kills.

    Defeating spearmen: Spearmens major weakness is other infantry. Their penalty against them makes swordsmen the best way to defeat spearmen and Axemen will Basically use any infantry.

    Auxilia Attack: 5 Defence: 16 Charge: 2Factions: Roman

    Auxilia are post Marian reform spearmen, replacing the Triariiobviously effective against cavalry. They have average morale compared to actual roman legions and will rout easier. They are still disciplined however so they still will take quite a bit of punishment to rout.They are well armoured and have high defenceany cavalry attacks. Cheaper than legionsThey arent all that effective at actually killing stuff other than cavalry however. They havattack for melee units and other than againstpinning force to hold units in place while you flank with cavalry.

    Desert Infantry Attack: 7 Defence: 13 Charge: 3Factions: Numidia

    Desert Infantry are very good spearmen with good have good morale. Like Triarii they can hold on for a while againstanything but other spearmen. Just use them against cavalry and as good useful general infantry.are a steal for their price.

    This category covers the basic spearmen, not the phalanx ones.

    like kebabs for dinner after the battle guys

    , whose job it is to hold off cavalry and hold a line. They generally , with low attack and decent armour. They are not very effective vs.

    Spearmen get a huge bonus against cavalry, to the tune of +8should always use them against them with you can. Spearmen are also good at holding a line or pinning a unit in place for a while, as they can stay alive in melee for a while with their (usually)

    : Spearmens major weakness is other infantry. Their penalty against them makes swordsmen the best way to defeat spearmen and Axemen will easily cut their way though them.

    2 Armour: 7 Cost: 430 Upkeep: 170

    reform spearmen, replacing the Triarii, and sadly not nearly as goodobviously effective against cavalry. They have average morale compared to actual roman legions and

    They are still disciplined however so they still will take quite a bit of punishment to rout.defence, making them useful to put on your flanks to protect from

    heaper than legions, they can soak up missiles too as they are decently They arent all that effective at actually killing stuff other than cavalry however. They hav

    against other spears you shouldnt use them in melee except for a pinning force to hold units in place while you flank with cavalry.

    3 Armour: 3 Cost: 390 Upkeep: 200

    spearmen with good defence and great attack for spearmenthey can hold on for a while against weaker infantry but will lose against

    anything but other spearmen. Just use them against cavalry and as good useful general infantry.

    , whose job it is to hold off cavalry and hold a line. They generally vs. infantry, as they

    , to the tune of +8 and you should always use them against them with you can. Spearmen are also good at holding a line or pinning

    (usually) high defence,

    : Spearmens major weakness is other infantry. Their penalty against them makes easily cut their way though them.

    , and sadly not nearly as good. They are obviously effective against cavalry. They have average morale compared to actual roman legions and

    They are still disciplined however so they still will take quite a bit of punishment to rout. making them useful to put on your flanks to protect from

    as they are decently armoured. They arent all that effective at actually killing stuff other than cavalry however. They have a very low

    other spears you shouldnt use them in melee except for a

    and great attack for spearmen. They also infantry but will lose against

    anything but other spearmen. Just use them against cavalry and as good useful general infantry. They

  • Eastern Infantry Attack: 3 Defence: 10 Charge: 1Factions: Pontus, Parthia

    Eastern Infantry is one of the most useless units in the gamehorrible for a melee unit and their charge reason other than pushing battering ramssieges as virtually anything beats them in melee. Their only saving grace is they come in units of 240men like peasants so they can get a tiny bit oarmour and large shields so they can soak up missiles for a whileinfantry is what makes Parthia and Pontus hard to play as sieging just doesnt work with them. Even against cavalry this unit is of little use as their arent even useful as garrison troops as peasants are cheaper.flank with cavalry, though their morale is such that they than Hillmen.

    Hillmen Attack: 5 Defence: 9 Charge: 2 ArmourFactions Parthia, Pontus

    Hillmen are amazingly even more useless than men on huge unit sizes, which means that eastern infantry outnumber them and have better meaning the Hillmen will lose despite the fact they have slightly better attack. Hillmen: they are utterly completely useless when the factions that can use them have Eastern Infantry for a tiny bit more. They are however fast for inthem useful for ambushes except for the fact that once they ambush their pathetic status get them killed just as fast. If you must use them, use them as flankers to put their slightly better attack to woroffset their terrible defence. They have a little missiles as well. They only have a small shield however so they will take casualties infantry are better at this. They do however haveimpetuous so they will take a quite a bit longer to break.as they die very quickly. They serve well as fodder however as their morale keeps thgiving you more time to carry out your plans.

    Judean Zealots Attack: 11 Defence: 7 Charge: 5 Factions: Rebels

    Judean Zealots are spearmen that appear when Jerusalem rebels against whoever is ruling them as part of the Judean rebel army. There is no way to recruit or obtain this unit as it solely appears in this rebel army. They have a very high attack for spearmendefence and no armour as well as insane them with missile units and watch them drop iwill be chopped up even faster than against more normal spearmen

    Libyan Spearmen Attack: 5 Defence: 16 Charge: 2Factions: Carthage

    Libyan spearmen are much like Auxilia except they have less morale and are not serve as good spearmen.

    1 Armour: 3 Cost: 330 Upkeep: 150

    Eastern Infantry is one of the most useless units in the game. Their attack is terrible their bonus is woeful. These guys are barely worth recruiting for any

    battering rams, and acting as missile fodder. They are completely useless in anything beats them in melee. Their only saving grace is they come in units of 240

    nts so they can get a tiny bit of mileage out of their numbers. They also have a little bit of and large shields so they can soak up missiles for a while, better than Hillmen can

    and Pontus hard to play as sieging just doesnt work with them. Even against cavalry this unit is of little use as their defence is so low they will take a lot of casualties. They arent even useful as garrison troops as peasants are cheaper. You could use them as a pinning force to flank with cavalry, though their morale is such that they wont hold on in melee for long.

    Armour: 3 Cost: 290 Upkeep: 170

    Hillmen are amazingly even more useless than Eastern Infantry are. They come in the standard 160 which means that eastern infantry outnumber them and have better

    meaning the Hillmen will lose despite the fact they have slightly better attack. You should never use Hillmen: they are utterly completely useless when the factions that can use them have Eastern Infantry

    They are however fast for infantry and can hide in long grass, which would make them useful for ambushes except for the fact that once they ambush their pathetic status get them killed

    use them as flankers to put their slightly better attack to worThey have a little armour and are cheap so you could use them to soak up

    missiles as well. They only have a small shield however so they will take casualties quickly, so eastern however have better morale than eastern infantry do.

    so they will take a quite a bit longer to break. This doesnt really make them better however as fodder however as their morale keeps them fighting longer

    giving you more time to carry out your plans.

    : 7 Charge: 5 Armour: 0 Cost: 490 Upkeep: 200

    Judean Zealots are spearmen that appear when Jerusalem rebels against whoever is ruling them as There is no way to recruit or obtain this unit as it solely appears in this

    rebel army. They have a very high attack for spearmen: the best in RTW, along with almost nonexistent morale. They are also impetuous. If you are facing them shoot

    units and watch them drop in droves. Obviously dont send cavalry at them because it n faster than against more normal spearmen.

    2 Armour: 7 Cost: 400 Upkeep: 170

    much like Auxilia except they have less morale and are not disciplined

    Their attack is terrible their defence is is woeful. These guys are barely worth recruiting for any

    mpletely useless in anything beats them in melee. Their only saving grace is they come in units of 240

    They also have a little bit of , better than Hillmen can. This useless

    and Pontus hard to play as sieging just doesnt work with them. Even is so low they will take a lot of casualties. They

    e them as a pinning force to hold on in melee for long. They are better

    They come in the standard 160 which means that eastern infantry outnumber them and have better defence,

    You should never use Hillmen: they are utterly completely useless when the factions that can use them have Eastern Infantry

    fantry and can hide in long grass, which would make them useful for ambushes except for the fact that once they ambush their pathetic status get them killed

    use them as flankers to put their slightly better attack to work and help and are cheap so you could use them to soak up

    quickly, so eastern better morale than eastern infantry do. They are also

    This doesnt really make them better however em fighting longer

    Judean Zealots are spearmen that appear when Jerusalem rebels against whoever is ruling them as There is no way to recruit or obtain this unit as it solely appears in this

    : the best in RTW, along with almost nonexistent If you are facing them shoot

    n droves. Obviously dont send cavalry at them because it

    disciplined. They still

  • Warband Attack: 7 Defence: 10 Charge: 4Factions: Gaul, Dacia, Britannia

    Warbands are the bog standard unit of theseattack, average defence for spears and a good charge for their class.They are the only infantry you have at the beginning of a barbarian campaignuseful afterwards. They are obviously good for dinfantry, like most spearmen and for the Gfor Hastarti. Train these in the early game when you have to but use a lot and rememwell with missiles and your general and other cavalry. Expectmake a lot. They can War Cry and you should as they need every advantage they can getraises their morale and attack it will stop them advantage you can to bolster their morale, as they are probe to routing very quickly. They are

    Triarii Attack: 7 Defenc