_______________________________________________________________________________ ------------------------------------------------------------------------------- --__--__--__--__--__--__--__--__--_Rome Total War-_-__--___--__--__--__--__--__ __--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__- --__--__--__--__--__--__--__--__--__--__--__--__--__--__--___---__--__--__--__- \---------------------------------By Alek Kettenburg--------------------------/ \--------------------------------Start Date:07/22/11------------------------/ \-------------------------------end Date:8/01/11-------------------------/ \------------------------------Type: Unit List--------------------------/ \-----------------------------Version 1.00----------------------------/ \----------------------------As of 00/00/00-------------------------/ \-----------------------------------------------------------------/ \---------------------------------------------------------------/ \_____________________________________________________________/ ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- _______________________________________________________________________________ _______________________________________________________________________________ _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- --------------------------------Table Of Contents------------------------------ ------------------------------------------------------------------------------- \_____________________________________________________________________________/ Table of Contents-------------------------------------Your looking at it genius Introduction-------------------------------------------------------------[IT01] Classification-----------------------------------------------------------[CFN1] ---Category--------------------------------------------------------------[CAT2] ---Special Abilities-----------------------------------------------------[SAS4] Factions----------------------------------------------------------------------- ---Julii Romans----------------------------------------------------------[JRS5] ---Scipii Romans---------------------------------------------------------[SRS6] ---Brutti Romans---------------------------------------------------------[BRS7] ---SPQR------------------------------------------------------------------[SPR8] ---Macedonians-----------------------------------------------------------[MAC9] ---Egyptians-------------------------------------------------------------[EG10] ---Seleucids-------------------------------------------------------------[SE11] ---Carthaginians---------------------------------------------------------[CT12] ---Parthians-------------------------------------------------------------[PS13] ---People of Pontus------------------------------------------------------[PU14] ---Gauls-----------------------------------------------------------------[GA15] ---Germans---------------------------------------------------------------[DE16] ---Britons---------------------------------------------------------------[BR17] ---Armenians-------------------------------------------------------------[AM18] ---Dacians---------------------------------------------------------------[DS19] ---Greeks----------------------------------------------------------------[GE21] ---Numidians-------------------------------------------------------------[NA22] ---Scythians-------------------------------------------------------------[SY23] ---Spanish---------------------------------------------------------------[IB24] ---Thracians-------------------------------------------------------------[TE25] _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- ----------------------------Classification [CFN1]------------------------------ ------------------------------------------------------------------------------- \_____________________________________________________________________________/ This part of the guide will explain how the different units in the game will be organized. Such as if they are cavalry or infantry, then if they are heavy or light. This will inlude other factors like the weapons they use. I will also go into more detail on the different abilities you will see in the game. ---------------------------------Category [CAT2]------------------------------- Category refers to whether the unit is infantry, cavalry, siege, or a ship. INFANTRY: Inafntry are the back bone of any army. They fight on foot and are the only units that can operate siege equipment. Melee infantry can stay in a fight for long periods of time before routing. Ifantry can be swordsman, short spearmen, long spearmen, skirmishers, or archers. CAVALRY: cavalry are the most mobile units but the also the weakest when it comes to one on one fighting. Cavalry can route a unit of infantry in a single charge to the flank, if timed correctly. Cavalry are also used to mow down archers and running down routing enemies. Unfortunately, most cavalry are bad when hitting units head on and will ussualy get destoryed if they stay in combat for too long against infantry. Cavalry can be heavy, light, or skirmishers. SIEGE: Siege units are typically used to destory walls and other targets during a siege. They can also be used to fight regular units such as infantry and cavalry but they are extremely inaccurate towards smaller targets. Other units are designed just for fighting infantry making them very effective for sniping the enemy general. _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- --------------------------Special Abilities [SAS4]----------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ Special abilities are well, abilities that only certain units can perform. This includes formations along with other abilites. ------------------------------------------------------------------------------- Wedge formation Units that can use: Most light and heavy cavalry Description: The cavalry form into a triangle shaped formation. Effects: This formation increases the effective of a cavalry charge. This is not a dramatic increase ,only a slight increase in damage. ------------------------------------------------------------------------------- Cantabrian Circle Units that can use: Horse Archers and skirmishing Cavalry Description: All the horses in the unit run in a large circle and a horse won't thorw/shoot untill they reach a certain point on the circle. Effects: This will make so that less enemy missiles will hit your men. This ability makes it so that there is a steady stream of missiles flying towards the enemy. This has a greater effect on enemy moral but leads to less enemy casualties over time. Also, this will tire your men out really quickly. ------------------------------------------------------------------------------- Testudo Formation Units that can use: Most post-Marian reform infantry with the square shields. Description: The soldiers in the unit will form a kind of shell out of there square shields. Soldiers in the front will look forward, Soldiers on the left will face to the left soldiers on the right will face the right, and soldiers in the middle will put there shields over there heads. Effects: This makes the unit practically immune to all enemy missiles. The drawback is that the unit will move at one-forth the normal walking speed and are extremely vulnerable to cavalry charges and other infantry in general. Overall this is considered to be useless by most players do to the fact that roman soldiers are pretty resilient to missiles to start with and don't need this extra protection. ------------------------------------------------------------------------------- Flaming Ammunition Units that can use: Archers (non Horse Archers) Description: This is exactly as the name implies. Arrows on fire. Effects: Using this ability causes the units arrows to become less acurate but it has a increased effect on the enemy morale. ------------------------------------------------------------------------------- Kill raging Elephant Units that can use: Elephant units (only can be used when the unit is "running amok" Description: The driver of the elephant drives a stake into the brain of the Elephant. Effects: This ability kills the elephant and the driver along with anyone else on the elephant. This effect does have a 5 or 6 second delay. ------------------------------------------------------------------------------- Phalanx Formation Units that can use: Most spearmen Description: The soldiers in the unit form a line and make a sort of wall out of there spears. The wall will only face in one direction. Effects: Any unit that runs into the spear wall will be killed. This causes the phalanx to be a unstopable force from the front. You cannot hope to defeat a phalanx from the front unless you have a unit in a phalanx. The drawback is that units in phalanx formation cannot run and they can only face there spears in one direction at a time. ------------------------------------------------------------------------------- Warcry Units that can use: Most barbarian infantry Description: The soldiers in the unit shout a war cry to pump themselves up for battle. Effects: This increases the attack of the unit by 1.5 for a short time. It is wise to always use this before ingaging enemy units. ------------------------------------------------------------------------------- Berserker mode Units that can use: Berserkers Description: The warrior releases a war cry that sends them into a frenzy. Effects: This is the same as the previosly stated warcry but this time it makes the berserkers berserk. When a unit is berserk it will ignore all orders you give and presue any unit that is near by and they will continue to do this until they are dead or the battle ends. ------------------------------------------------------------------------------- Run Amok Units that can use: Elephants and chariots Description: This is more of a status than a ability. The unit becomes oblivious to the world and randomly attacks units whether friendly or not. Effects: This ability is trigured randomly after the units takes damage, gets surrounded, or gets near flaming arrows/pigs. ------------------------------------------------------------------------------- Chant Units that can use: Druids Description: The unit starts chanting Effects: increases the morale of nearby units. _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- ----------------------------------Factions------------------------------------- ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- --------------------------Julii Romans [JRS5]---------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ The julii Romans are one of the 4 Roman factions in the game. Like all the Roman factions, they are considered by some to be the best (or easiest to use) faction in the game. They have a wide variety of infantry, cavalry, and artillery. All of there men are high quality and the only type of units they lack are horse archers. ------------------------------------------------------------------------------- Peasants Attack (melee): 1 Attack (missile): NA Defense: 1 Defensive Skills: 1 Shield: 0 Armor: 0 Charge Bonus: 1 Weapon: knife Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 100 Description: Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Town watch Attack (melee): 3 Attack (missile): NA Defense: 7 Defensive Skills: 2 Shield: 5 Armor: 0 Charge Bonus: 1 Weapon: Short spear Weapon (Secondary): none Category: Infantry Special Abilities: NA Recruitment cost: 150 Description: The town watch are local workers and peasants given enough training to defend their homes and keep order in the streets. They are no substitute for fully trained Roman Legionaries, but then they are not expected to be more than a citizen militia with an interest in keeping the peace (and possibly they might have some fire fighting duties). They do not have much equipment, as the most they are expected to do is stand behind their spears and shields, and then hold position when charged. By and large, this they manage to do. Strengths and Weaknesses: This unit is a slight step up from the peasants. They can last a bit longer in combat and can fight some light cavalry from the front. Most likely you won't be using these guys unless you are really low money, as the next unit in the line up ,Hastati, are only slightly more expensive and can do everything the town watch can and more. If your looking for units to garrison your town then you should use peasants as they are cheaper and if a army invades it won't make a difference whether your using the town watch or peasants. none ------------------------------------------------------------------------------- Auxilia Attack (melee): 5 Attack (missile): NA Defense:16 Armor:7 Defensive Skills: 4 Shield: 5 Charge Bonus:2 Weapon: Short spear Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 430 Description: Auxilia are highly disciplined and tough spearmen who provide support to Roman legionaries in battle. They are defensive infantry, expected to protect the flanks of the heavier legionaries from cavalry and similar threats; their training is at least as harsh as that of the legionaries and produces men with a similar level of discipline and hardiness. These troops need to keep up with other Roman forces, and so cannot be allowed to tire easily. They are recruited from among non-Romans within the Empire, and this is easy because Roman citizenship is far from being universal. Historically, Roman commanders made sure that auxilia were always stationed far away from home so that there was no temptation to acts of rebellion. THE changes introduced by Gaius Marius meant that professional legionaries; a wholesale shake-up of the Roman military machine saw the whole army being put on a full time, service-for-life footing, with auxiliaries being rewarded with Roman citizenship at the end of their military careers. Strengths and Weaknesses: After the reforms in the Roman army these guys will be the only spearmen you can recruit. Again, you probably will not be using these guys as the Roman legionaries and cavalry can take on cavalry on thier own and they do not need spearmen. If you are tight on money then you can get these and they are tough soldiers its just that the other Roman infantry are just better suited for the job. Good if on a budget but not necessary for later Roman armies. ------------------------------------------------------------------------------- Hastati Attack (melee): 7 Attack (missile): 11 Defense: 14 Defensive Skills: 5 Armor: 4 Shield: 5 Charge Bonus: 2 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: NA Recruitment cost: 440 Description: Hastati are amoung the younger men in early Republican Legion, and and form the front line in any battle. They are supposed to wear down an enemy and hold him before the next Roman battle lone attacks and carries on the fight. They are, as a result, capable troops in their own right. They are armed with pila that are thrown before charging at the enemy at close range before they close to fight hand-to-hand. They are equiped with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum (plural,pila) is a cleverly designed spear with a soft iron shaft behind the point; it bends on impact so that it can't be throw back and if it's stuck in someone or something it is a real hindrance to movement. Historically, hastati spent their own money on their equipment and often couldn't afford anything much better. This along with the age and property, was why they fought as Hastati Strengths and Weaknesses: The Hastati are the first real infantry you can recruit as the Romans. They can hold a lin against most light and some heavy infantry along with some light cavalry. They have their pila that can inflict many casualties on a unit of infantry especially when targeting the flanks. Over time as your econamy develops you will want to start to replace your Hastati with Principes. Even though Hastati are good men they do not have the morale to stay in combat for long periods of time. Good men early on but lose value later on. ------------------------------------------------------------------------------- Triarii Attack (melee): 7 Attack (missile): NA Defense: 17 Defensive Skills: 7 Armor: 5 Shield: 5 Charge Bonus: 3 Weapon: Short spear Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 500 Description: Triarii are tough heavy spearmen who make up the third and most superior part of a roman legion before the military reforms of Gaius Marius. They carry a long "hoplite-style" spear 9the Hasta) which is used to thrust, a long shield and gladius. They surprising, given that they are drawn from the richest section of society. The triarii are the last available line in early-pattern Republican Lagions. "Going to the triarii" is a Roman saying meaning carry in to the bitter end, and if they are used it's a sign that the most of decision in a battle has a arrived. Historically, triarii spent their own money on their equipment and could afford to buy the best of everything. Strengths and Weaknesses: Triarii are some of the best short spearman in the game. They can beat almost any cavalry unit head on and can hold their ground against light infantry. Although powerfull they are not suited to fight phalanx men or heavy infantry. These are the most versatile infantry you can recruit before the reforms, as they can beat most cavalry and can hold other infantry men in place. ------------------------------------------------------------------------------- Principes Attack (melee): 7 Attack (missile): 11 Defense: 16 Defensive Skills: 7 Armor: 4 Shield: 5 Charge Bonus: 2 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: NA Recruitment cost: 490 Description: Principes are older, more reliable soldiers who have seen more service. it is their task to be the second line of a legion and carry on the fight once the Hastati are spent. They are supposed to carry on the 'wearing down' fight and exauhst the enemy. They are, as a result, capable soldiers and unafraid of combat. They are armed with pila that are thrown before charging at the enemy at close range before they close to fight hand-to-hand. They are equiped with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum (plural,pila) is a cleverly designed spear with a soft iron shaft behind the point; it bends on impact so that it can't be throw back and if it's stuck in someone or something it is a real hindrance to movement - always assuming whoever it's stuck in isn't dead! Historically, Principes spent their own money on their equipment and, being older, were in a position to buy better gear than the young Hastati. This, along with the age and property requirements, was whey they fought as Principes. Strengths and Weaknesses Principes are a large step up from the hastati. They are a whole lot stronger both in their fighting ability and morale. You will want to make your army mostly Principes if your economy will allow it. Overall, they hit harder, last longer and will be a whole more effective in the long run. These are strong ,but they still have trouble fighting soldiers in phalanx formation. ------------------------------------------------------------------------------- Early Legionary Cohort Attack (melee): 9 Attack (missile): 13 Defense: 17 Defensive Skills: 5 Armor: 7 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment cost: 610 Description: Roman legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. Every legionary's chainmail armor, the lorica hamata, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. Historically, these legionaries only came to be after the army reforms of Gaius Marius. He abandoned property and age requirements for the legions, and made the Roman army into a professional force. No longer would a man have to provide his own war gear; he would be paid, serve a term of 25 years and then retire with enough land to give him a pension for the remainder of his days. Strengths and Weaknesses These are first True Roman Legionaries you can recruit as the romans. They are tough professional soldiers but they are still not the elite soldiers that Rome is known for. These are the "early" legionaries after all. They are only slight upgrades of the Principes. Nether the less they are still a formidable force yet they are far from invincible. none ------------------------------------------------------------------------------- Samnite Gladiators Attack (melee): 14 Attack (missile): NA Defense: 14 Defensive Skills: 7 Armor: 7 Shield: 0 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 720 Description: Samnite gladiators are more than just soldiers. They are superb individual fighters, unmatched by any ordinary warriors. they fight wearing little armor - their lot in lif isn't necessarily to live, but to die in an entertaining matter. Samnites would normally fight as one half of a matched pair, but on a battlefield they form a unit all their own. They are a specialized elite, one that cares little for personal safety as the only way to attain any rewards is through victory! Gladiators, after all, are part of the damnati the disgraced, the condemmed, the untouchables in society. There is nowhere else for them to go in search of freedom. Strengths and Weaknesses Gladiators are unique units because they have half the soldiers of a normal unit of infantry and they also fight a formation similar to peasants. They are strong soldiers but they are not professional warriors. They are excellent fighter when it comes to one on one fights but they don't do to well against more than one unit at a time. Because of this, Gladiators are almost never used and for good reason. The other roman infantry units are more versatile and are better suited for army vs army fights. ------------------------------------------------------------------------------- Legionary Cohort Attack (melee): 9 Attack (missile): 13 Defense: 22 Defensive Skills: 5 Armor: 12 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment cost: 740 Description: Roman legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. Every legionary's chainmail armor, the lorica hamata, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. The Lorica Segmenta armor was adopted because it was cheaper to make and offered more protection as the earlier chainmail. Strengths and Weaknesses As they say in the description they are tough, professional, and elite soldiers that will hold there ground against most things. They are some of the best infantry that the romans have second second only to the Urban cohorts. Very powerful, good morale. ------------------------------------------------------------------------------- Praetorian Cohort Attack (melee): 12 Attack (missile): 16 Defense: 23 armor: 12 Defensive Skill: 6 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 810 Description: A Praetorian cohort is made up of elite Legionaries, recruited because of their superb soldiering skills and political Loyalties. A general can rely on this unit. Praetorian training is, as expected, both demanding and incredibly thorough. These men are some of the best, toughest, most unflinching soldiers in Rome, and they know it! Their equipment is much the same as other legionaries, but better made. Every Praetorian wears banded armor, the lorica segmenta, a metal helmet and carries a large curved shield. They fight with two heavy throwing spears (the pilum, plural pilum) and a short stabbing sword the Gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as it hits its target, making it impossible to pull out and throw back. Once the pila have been thrown, praetorians close and continue fighting with the stabbing gladius. They can also use the testudo, or tortoise, to protect themselves from missiles. Historically, the original praetorians were the "bravest of the brave" chosen to guard the praetorium - the tent of the legate of the legion when in the field. These men came to act as bodyguards for all important generals, before being made into specific formations that were considered useful in politics as well as war. It was Augustus who established the Praetorian Guard as both a bodyguard and for useful intimidation in Rome. It was under the later Emperors that the Praetorians developed a taste for conspiracy and murder. Strengths and Weaknesses Slight step up from the legionary cohorts with more armor, attack, and morale. ------------------------------------------------------------------------------- Urban Cohort Attack (melee): 14 Attack (missile): 18 Defense: 24 armor: 12 Defensive Skill: 7 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 860 Description: An Urban cohort is made up of elite legionaries, recruited because of their superb soldiering skills and loyalty. These are heavy infantry who, when not performing garrison duties in the vital cities of the empire, fight as heavy infantry - the men who do the real work in a Roman army! Training for any man in an urban cohort is demanding and produces incredibly tough men. The results are the best, toughest, most unflinching soldiers in the Roman world, men who will stop at little to achieve their goals. The Urban Cohorts are equiped with the same gear as legionaries - it is the men inside the uniform that make them effective - and wear banded armor, the lorica segmenta, metal helmets and carry large shields. They fight with two pila (singular, pilum), throwing spears with a soft iron shafts that are designed to bend as soon as they hit making them impossible to fling back. They also carry short stabbing swords for close work. Historically, the urban cohorts were a police force for Rome established by Augustus, and were commanded to keep order. ALthough outnumbered, they were a counterbalance of sorts to the power of the Praetorian Guards within the city. Life in the urban cohorts was better than in the 'line' legions, as pay and service contidions were better. Other urban cohorts were established in the larger cities of the Empire in later years, and the prefect in the charge of the cohorts often became an important political figure. Strengths and Weaknesses: These guys are the elite of the elite. They are the best Rome has and they will stand against anyone without routing. If they do route then you know your in trouble. In most multiplayer games players will spam Urban cohorts and they do this for good reason. They can fight off most cavalry from the front and they can even take on units in phalanx formation, if they are able to srurround them. Considered by most to be the best infantry in the game. ------------------------------------------------------------------------------- Arcani Attack (melee): 12 Attack (missile): NA Defense: 15 armor: 7 Defensive Skill: 6 Shield: 2 Charge Bonus:3 Weapon: Sword x2 Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment Cost: 900 Description: They are a shadowy part of the Roman army organized in small groups and competent in camouflage and deception. The Arcani exist almost as a secret society whose very name should not be spoken. The armor they wear is finely crafted so that while it offers great protection, it will not slow or tire the fantastically fit Arcani troops. Their face masks mean opposing troops may even flee in terror when surprised by a group of these blood-thirsty killers! Strengths and Weaknesses: These guys are similar to the Gladiators in the sense that they have very soldiers, they are very expensive, they are great one v. one fighters, and most importantly they are also useless and unefective when fighting more then one unit. Do not use these units. ------------------------------------------------------------------------------- Early Legionary First Cohort Attack (melee): 9 Attack (missile): 13 Defense: 17 armor: 7 Defensive Skill: 5 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 1010 Description: The Roman First Cohort consists of well-armed and armored infantryman, who go into combat carrying the symbol of Roman power, a Legionary Eagle. This is inspirational for other troops. Legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. When approaching enemy fortifications, for example, they can use the turtle formation, or testudo, overlapping shields for protection. Every legionary's banded metal armor, the lorica segmenta, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. Historically, these cohorts came to be after the army reforms of Gaius Marius. He made the Roman army into a prfessional force. Men served a term of 25 years and then retired with enough land to give them pensions for the remainder of their days. The best legionaries in each legion would naturally gravitate through seniority into the first cohort. Strengths and Weaknesses- This unit is essentially the Early legionary cohorts with 50% more men and they give a slight boost of morale to near by men. I don't recommend using them as you will get more versatility from 2 units then just one. When you only have on unit you can only attack from one direction, when you have 2 units you can attack from 2 directions. This is especially helpfull when fighting phalanxes. none ------------------------------------------------------------------------------- Legionary First Cohort Attack (melee): 9 Attack (missile): 13 Defense: 22 armor: 12 Defensive Skill: 5 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): PIla x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 1220 Description: The Roman First Cohort consists of well-armed and armored infantryman, who go into combat carrying the symbol of Roman power, a Legionary Eagle. This is inspirational for other troops. Legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. When approaching enemy fortifications, for example, they can use the turtle formation, or testudo, overlapping shields for protection. Every legionary's banded metal armor, the lorica segmenta, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. Historically, the lorica segmenta was slightly easier and cheaper to manufacture than chainmail, an important consideration when Rome has so many troops in the field. Strengths and Weaknesses- Just read this section for the "early legionary first cohort" above as they are exactly the same. ------------------------------------------------------------------------------- Roman Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (Secondary): Knife Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 190 Description: Roman Archers are supporting troops for heavier infantry, very much a secondary role in Roman warfare. They are missile troops almost exclusively, as their lack of armor and poor hand weapons mean that only a heartless or desperate commander would deliberately order them to fight in hand-to-hand combat. Archery is not really a significant part of the Roman way of warfare, but the need for some missile troops in obvious to Roman commanders, and hence these archers are recruited from amoung the peasant classes. Strengths and Weaknesses: Archers are a good staple in any army. They are good at harassing and whittling down enemy infantry. They can also use there flaming arrows to route chariots and elephants. They can fight hand to hand if the occasion calls for it but they won't last long. ------------------------------------------------------------------------------- Velites Attack (melee): 5 Attack (missile): 7 Defense: 7 armor: 2 Defensive Skill: 3 Shield: 2 Charge Bonus: 2 Weapon: Throwing spears Weapon (Secondary): sword Category: Infantry Special Abilities: none Recruitment Cost: 270 Description: Velites are light skirmishing troops who screen the main battle line of an ealry-pattern Legion as it advances. They are armed with javelins and a stabbing sword, and carry a small round shield bu no other protection. It is their task to harass the enemy before the main combat begins. Roman Velites become outdates after the Marius Reforms. Historically, Marius put he Roman army on a professional footing, and abandoned all property and age requirements in the process, Roman citizens would no longer go to war as-and-when as a civic duty: they would fight in future as full-time citizen-mercenaries in the Legions. Strengths and Weaknesses- The job of velites and all skirmishers ,for that matter, is to harass the enemy infantry and weaken them before the main engagement starts. I honestly do not know why any one would use these guys. Archers are superior in every possible way. Archers have better range, more ammo, and they have flaming arrows to route elephants and chariots. ------------------------------------------------------------------------------- Light Auxilia Attack (melee): 5 Attack (missile): 7 Defense: 7 armor: 2 Defensive Skill: 3 Shield: 2 Charge Bonus: 2 Weapon: Throwing spears Weapon (Secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 290 Description: Light auxilia are skirmishers who act as a screening for heavier troops. they also break up enemy formations with showers of javelins which have a longer range than the iron-shafted heavy pila carried by Roman legionaries. These auxilia do not wear armor and so cannot be expected to last long in hand-to-hand caombat but they can fight it they must. Their training is very nearly as vigorous as that of the legionaries so they do not tire easily, and discipline in auxilia units is certainly as harsh and uncompromising. Strengths and Weaknesses- read the section on velites above avoid using, totally out classed by archers. ------------------------------------------------------------------------------- Archer Auxilia Attack (melee): 3 Attack (missile): 8 Defense: 6 armor: 3 Defensive Skill: 3 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (Secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 400 Description: Archer Auxilia are supporting troops for the heavier legionary infantry, an important secondary role in Roman warfare. They are not expected to fight in hand-to-hand combat and are not given the war gear to do so for long; their job is to provide supporting fire and let the legionaries fight the main battle. Because the roman army is standardized around its heavy infantry Legionaries and discipline in auxilia units is certainly as harsh and uncompromising. Historically , with the changes introduced by Gaius Marius professional auxiliaries were recruited to serve alongside now-professional Legionaries; a wholesale shake-up of the Roman military machine saw the whole army being put on a full rime, service-for-life footing with auxiliaries being rewarded with Roman Citizenship at the end of their military careers. Strengths and Weaknesses- Essentially these are the Roman archers with some more armor. Overall they tend to be avoided because the extra armor on a archer really isn't necessary. Unnecessary, regular archers can get the job done just as well. ------------------------------------------------------------------------------- Incendiary Pigs Attack (melee): 7 Attack (missile): NA Defense: 4 armor: 3 Defensive Skill: 1 Shield: 0 Charge Bonus: 2 Weapon: NA Weapon (Secondary): NA Category: Cavalry Special Abilities: NA Recruitment Cost: 200 Description: Incendiary Pigs are "one shot" weapons intended to spread panic and terror amongst enemies, particularly mounted troops. The pigs are coated in pitch, tar and oil, and herded towards the enemy. At the right moment, the pigs are ignited by their handlers and, not unnaturally, they run away in paon and terror - hopefully towards the enemy. Apart from \ goring anyone foolish enough to get in their way, the pigs are tremendously disruptive to formations. They are also very frightening for elephants in particular, and this is their main use in warfare. Pigs can only be fired once during a battle, and few survive for long. Strengths and Weaknesses- these should be used only to route elephants. other than that they aren't good for much. I don't see why anyone would waste a unit slot on this unit. Skirmishers and archers gun route elephants just as easily and you will start a battle down a unit because the all the pigs die after they are used. useless. ------------------------------------------------------------------------------- Wardogs Attack (melee): 10 Attack (missile): NA Defense: 3 armor: 2 Defensive Skill: 1 Shield: 0 Charge Bonus: 2 Weapon: NA Weapon (Secondary): NA Category: Cavalry Special Abilities: NA Recruitment Cost: 570 Description: Wardogs are bread for a savage nature and great size, but then hunting men is only a little more dangerous than hunting wild boar! The beasts are muscular and powerful. Originally bred for hinting large prey, they are now trained to hunt and attack men. Wardogs are usually unleashed on an enemy to break a line and unnerve opponeents. Dew mena re bale to stand steadily in the face of snarling and partially-starved beast. The dogs are trianed to bite and hold on, dragging down their human targets, and hamstring horses. Their handlers are brave, hardy and not easily intimidated many have fingers, hands or even chunks of limbs missing! Strengths and Weaknesses: They are best used for hunting down routing units. The trouble is that after they attack the initial target you give them they will atack any unit they want and because of this very few will survive to the end of the battle. They are generally unafective dealing casualties on any heavy infantry. usually avoided, not very useful. ------------------------------------------------------------------------------- Equites Attack (melee): 6 Attack (missile): NA Defense: 12 armor: 3 Defensive Skill: 5 Shield: 4 Charge Bonus: 5 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 420 Description: Equites are light cavalrymen armed with spears. In the Roman system of war, they are intended to drive off skirmishers and pursue fleeing enemies. The word equites means 'horsemen', and they are recruited from among the well-off sections of society. They wear little armor and only carry spears and shields. As a result, they can charge enemies, but may be cut to pieces by a prepared defensive line of spearmen if these were attacked head on. Instead, they should be used against the flanks or rear of units, or to keep missile troops and skirmishers away from the main Roman heavy infantry (who are the real killers of a Roman army). Historically, equites were drawn from the equestrian classes - literally the rich people who could afford to own horses - and they spent their own money on both horse and war gear. Strengths and Weaknesses: They have very light armor and weapons making them mainly used for hunting down routing enemies and missile units. They can do some flanking charges on infantry but you have to make sure that you pull them out again quickly or else they will get cut down. Good early on ,but are out classed by the heavier cavalry. ------------------------------------------------------------------------------- Roman Cavalry Attack (melee): 6 Attack (missile): NA Defense: 15 armor: 6 Defensive Skill: 5 Shield: 4 Charge Bonus: 5 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 520 Description: Roman cavalry are auxiliary spear-armed cavalry who have a screening role in a Roman army. They should be used against the flanks or reaer of units, or to keep missile troops and skirmishers away from the main Roman heavy infantry (who are the real killers of a Roman army). They wear little armor and only carry spears and sheilds. As a result, they can charge enemies, but may be cut to pieces by a prepared defensive line of spearmen if these attacked head on. Historically, roman cavalry only came into existence after the army reforms of Gaius Marius as a replacement force for the equites. The property qualifications for fighting as cavalry in the army were abandoned and the army made professional. They were organised into 'wings' called alae rather than cohorts. Strengths and Weaknesses: Effective medium cavalry better fit for flanking enemy infnatry and are much better effective at combating enemy cavalry. Much better then the Equites. none ------------------------------------------------------------------------------- Legionary cavalry Attack (melee): 8 Attack (missile): NA Defense: 22 armor: 12 Defensive Skill: 6 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge formation Recruitment Cost: 790 Description: Legionary Cavalry are a heavy force of spear-armed cavalry who charge home using shock and mass to achieve victory. They are tough disciplined riders - a notable advantage compared to many cavalry units who are composed of headstrong and impetuous "nobility". They are probably wasted when used to ride down skirmishers and missile troops, but they have the power to be able to smash heavier infantry formations apart, and severely disrupt other cavalry. They must, however, take care when attacking prepared spearmen, and should certainly avoid a frontal charge in this case whenever possible. They wear good armor and carry shields; their weapons are the spear (lancea) and the long sword (spatha), both of which are deadly in the hands of an expert. Historically, Rome's best cavalry forces were organized into wings (or alae, singular ala) rather than cohorts, and recruited from amoung horse-culture minorities within Rome's borders. Generally, this meant that cavalry were predominantly non-italian, the opposite od the legionaries' composition. Romans had developed the art of fighting as infantry, and relied on others to provide what they considered to be the supporting arms such as cavalry. Strengths and Weaknesses: These guys are highly trained cavalry that can bash threw the flanks of infantry and cavalry. They still lack the armor to charge infantry from the front. none ------------------------------------------------------------------------------- Roman General Attack (melee): 11 Attack (missile): NA Defense: 14 armor: 3 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 790 Description: This General has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry ,able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspiration leadership and combat powers of his men can tip the balance. Strengths and Weaknesses: Your basic general unit. They should not be use as normal cavalry unless you are really loosing the battle. They do take awhile to kill but there charges are not as effective as other cavalrymen. none ------------------------------------------------------------------------------- Praetorian Cavalry Attack (melee): 11 Attack (missile): NA Defense: 22
armor: 11 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 840 Description: Praetorian cavalry are an elite within the elite: dedicated bodyguards who serve as heavy cavalry. Praetorian training is, as might expected, demanding and thorough. These men are some of the best, toughest, most unflinching soldiers in Rome - and good cavalry men to boot! As heavy cavalry, it is their task to smash enemy formations and drive them from the field, fighting with their cavalry-pattern swords (longer than the original legionary gladius) once close combat is joined. Historically, the original praetorians were made chosen to guard the tent (the praetorium) of the legion's legate. These men came to act as bodyguards for all important generals, and then became an elite quite separate from the originating legions. It was under the Emperors that the Praetorians developed a taste for conspiracy and murder, eventually even auctioning the Empire to the highest bidder! Strengths and Weaknesses: This unit is the elite of the elite. They can route most infantry with only one or two charges. They have a good amount of armor and are the usual choice of cavalry for most online players. The best Roman Cvalry in the game ------------------------------------------------------------------------------- Roman armored General Attack (melee): 11 Attack (missile): NA Defense: 22 armor: 11 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 1120 Description: This general has a bodyguard of loyal spear-armed and armored cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this is best commited to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Same as the regular roman general ,but with some more armor. none ------------------------------------------------------------------------------- Cavalry Auxilia Attack (melee): 7 Attack (missile): 7 Defense: 9 armor: 2 Defensive Skill: 3 Shield: 4 Charge Bonus: 4 Weapon: Throwing spears Weapon (Secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 470 Description: Cavalry auxilia are javelin-armed mounted skirmishers who strike quickly and retire with equal prudenct haste. They do not wear armor, but do carry shields and swords so that they can fight in their own defense should the need arise. they are, however, best used to harass a mass of enemy units such as heavy infantry. Such targets cannot hope to catch them! They are not ideally suited to fighting other skirmishers, as many of their javelins will be wasted against targets that can dodge, but they can be very useful in harrying fleeing enemies and driveing them from the field. Strengths and Weaknesses: Skirmishers aren't that useful on foot ,so as you might expect, they aren't that effective on horseback either. After they discharge their javelins they basically become very bad light cavalry that isn't good for much. Only good at causing about 20 casualties per unit. ------------------------------------------------------------------------------- Ballistas Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 320 Description: A Ballista is sinew-powered weapon that looks ;ik and enormous crossbow. It has tremendous range and can skewer files of men with a single bolt! While a Ballista might look like a huge crossbow, its working principles are rather diferent. the two arems are pushed through ropes made of togh animal sinew. This naturally elastic material is then twised, and becomes a hugely powerful spring, pulling each arm forards. The arms are pulled back, creating even more tension, the Ballista is loaded with a missile, and then this is shot at the enemy with considerable force. Providing care is taken to make sure that the two sinew bundles are under the same tension, the Ballista is a very accurate weapon, but because sinew sensitive to damp Ballista does not work wlee in wet whether. Strengths and Weaknesses: There are only 2 uses for Ballistas. One, is to destroy the gates of a city. Two, to snipe the enemy general during a battle. If your using this unit in hopes of causing large amounts of casualties then you will not succeed. The Ballistas take forever to reload and only inflict about 3 casualties per shot. only use for walls or to take out the enemy general. ------------------------------------------------------------------------------- Scorpions Attack (melee) NA Attack (missile) 43 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming ammunition Recruitment Cost: 380 Description: A roman scorpian is a sinew-powered weapon that looks like a large bow laid sideways on a frame. It has a tremendous range and can skewer a man with a single shot! While a Scorpian might look like a huge crossbow, its working principles are rather diferent. the two arems are pushed through ropes made of togh animal sinew. This naturally elastic material is then twised, and becomes a hugely powerful spring, pulling each arm forards. The arms are pulled back, creating even more tension, the Scorpian is loaded with a missile, and then this is shot at the enemy with considerable force. Providing care is taken to make sure that the two sinew bundles are under the same tension, the Scorpian is a very accurate weapon, but because sinew sensitive to damp Scorpian does not work wlee in wet whether. Strengths and Weaknesses: Essentially this unit is the ballista with less range and it is completely useless at destroying gates. The scorpion shoots a lot straighter so it is less effective at sniping the enemy general. Do NOT use this unit, choose the ballista it is superior in every way. ------------------------------------------------------------------------------- Repeating Ballistas Attack (melee): NA Attack (missile): 33 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: NA Recruitment Cost: 460 Description: The repeating ballista is a semi-automatic artillery weapon. As long as it is loaded with bolts and cranked it will keep firing. The basic design is similar to a ballista: twisted animal sinew ropes provide the power. There is an ingenious winding mechanism that draws back the arms, drops a bolt in place and then releases a catch - and all this happens repeatedly as long as a windlass is turned. This makes it a perfect weapon for creating a "beaten Zone' or targeting large enemy formations, when speed of fire is more important than pinpoint accuracy. Strengths and Weaknesses: everything is explained in the description. The Ballista looses it accuracy for increased rate of fire. It still does not inflict major casualties to I suggest sticking with the regular Ballista. none ------------------------------------------------------------------------------- Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 830 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. ------------------------------------------------------------------------------- Heavy Onagers Attack (melee): NA Attack (missile): 63 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 1050 Description: The heavy onager is an enormous catapult built using the same basic design as its sibling and capable of smashing down stone fortifications. It is powered by a twisted bundle of animal Sinew ropes, and is slow to wind baack and reload. Its missiles are devastating, and it can also fire incendiary firepots. Range is no more than the smaller onager and thie makes the heavy onager susceptible to counter fire. Ofeter, it is best employed alongside smaller artillery to deal with enemy fire. Strengths and Weaknesses: See Onagers above. just a slight upgrade from onagers. _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- --------------------------Scipii Romans[SRS6]---------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ The Scipii Romans are one of the 4 Roman factions in the game. Like all the Roman factions, they are considered by some to be the best (or easiest to use) faction in the game. They have a wide variety of infantry, cavalry, and artillery. All of there men are high quality and the only type of units they lack are horse archers. ------------------------------------------------------------------------------- Peasants Attack (melee): 1 Attack (missile): NA Defense: 1 Defensive Skills: 1 Shield: 0 Armor: 0 Charge Bonus: 1 Weapon: knife Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 100 Description: Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Town watch Attack (melee): 3 Attack (missile): NA Defense: 7 Defensive Skills: 2 Shield: 5 Armor: 0 Charge Bonus: 1 Weapon: Short spear Weapon (Secondary): none Category: Infantry Special Abilities: NA Recruitment cost: 150 Description: The town watch are local workers and peasants given enough training to defend their homes and keep order in the streets. They are no substitute for fully trained Roman Legionaries, but then they are not expected to be more than a citizen militia with an interest in keeping the peace (and possibly they might have some fire fighting duties). They do not have much equipment, as the most they are expected to do is stand behind their spears and shields, and then hold position when charged. By and large, this they manage to do. Strengths and Weaknesses: This unit is a slight step up from the peasants. They can last a bit longer in combat and can fight some light cavalry from the front. Most likely you won't be using these guys unless you are really low money, as the next unit in the line up ,Hastati, are only slightly more expensive and can do everything the town watch can and more. If your looking for units to garrison your town then you should use peasants as they are cheaper and if a army invades it won't make a difference whether your using the town watch or peasants. none ------------------------------------------------------------------------------- Auxilia Attack (melee): 5 Attack (missile): NA Defense:16 Armor:7 Defensive Skills: 4 Shield: 5 Charge Bonus:2 Weapon: Short spear Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 430 Description: Auxilia are highly disciplined and tough spearmen who provide support to Roman legionaries in battle. They are defensive infantry, expected to protect the flanks of the heavier legionaries from cavalry and similar threats; their training is at least as harsh as that of the legionaries and produces men with a similar level of discipline and hardiness. These troops need to keep up with other Roman forces, and so cannot be allowed to tire easily. They are recruited from among non-Romans within the Empire, and this is easy because Roman citizenship is far from being universal. Historically, Roman commanders made sure that auxilia were always stationed far away from home so that there was no temptation to acts of rebellion. THE changes introduced by Gaius Marius meant that professional legionaries; a wholesale shake-up of the Roman military machine saw the whole army being put on a full time, service-for-life footing, with auxiliaries being rewarded with Roman citizenship at the end of their military careers. Strengths and Weaknesses: After the reforms in the Roman army these guys will be the only spearmen you can recruit. Again, you probably will not be using these guys as the Roman legionaries and cavalry can take on cavalry on thier own and they do not need spearmen. If you are tight on money then you can get these and they are tough soldiers its just that the other Roman infantry are just better suited for the job. Good if on a budget but not necessary for later Roman armies. ------------------------------------------------------------------------------- Hastati Attack (melee): 7 Attack (missile): 11 Defense: 14 Defensive Skills: 5 Armor: 4 Shield: 5 Charge Bonus: 2 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: NA Recruitment cost: 440 Description: Hastati are amoung the younger men in early Republican Legion, and and form the front line in any battle. They are supposed to wear down an enemy and hold him before the next Roman battle lone attacks and carries on the fight. They are, as a result, capable troops in their own right. They are armed with pila that are thrown before charging at the enemy at close range before they close to fight hand-to-hand. They are equiped with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum (plural,pila) is a cleverly designed spear with a soft iron shaft behind the point; it bends on impact so that it can't be throw back and if it's stuck in someone or something it is a real hindrance to movement. Historically, hastati spent their own money on their equipment and often couldn't afford anything much better. This along with the age and property, was why they fought as Hastati Strengths and Weaknesses: The Hastati are the first real infantry you can recruit as the Romans. They can hold a lin against most light and some heavy infantry along with some light cavalry. They have their pila that can inflict many casualties on a unit of infantry especially when targeting the flanks. Over time as your econamy develops you will want to start to replace your Hastati with Principes. Even though Hastati are good men they do not have the morale to stay in combat for long periods of time. Good men early on but lose value later on. ------------------------------------------------------------------------------- Triarii Attack (melee): 7 Attack (missile): NA Defense: 17 Defensive Skills: 7 Armor: 5 Shield: 5 Charge Bonus: 3 Weapon: Short spear Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 500 Description: Triarii are tough heavy spearmen who make up the third and most superior part of a roman legion before the military reforms of Gaius Marius. They carry a long "hoplite-style" spear 9the Hasta) which is used to thrust, a long shield and gladius. They surprising, given that they are drawn from the richest section of society. The triarii are the last available line in early-pattern Republican Lagions. "Going to the triarii" is a Roman saying meaning carry in to the bitter end, and if they are used it's a sign that the most of decision in a battle has a arrived. Historically, triarii spent their own money on their equipment and could afford to buy the best of everything. Strengths and Weaknesses: Triarii are some of the best short spearman in the game. They can beat almost any cavalry unit head on and can hold their ground against light infantry. Although powerfull they are not suited to fight phalanx men or heavy infantry. These are the most versatile infantry you can recruit before the reforms, as they can beat most cavalry and can hold other infantry men in place. ------------------------------------------------------------------------------- Principes Attack (melee): 7 Attack (missile): 11 Defense: 16 Defensive Skills: 7 Armor: 4 Shield: 5 Charge Bonus: 2 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: NA Recruitment cost: 490 Description: Principes are older, more reliable soldiers who have seen more service. it is their task to be the second line of a legion and carry on the fight once the Hastati are spent. They are supposed to carry on the 'wearing down' fight and exauhst the enemy. They are, as a result, capable soldiers and unafraid of combat. They are armed with pila that are thrown before charging at the enemy at close range before they close to fight hand-to-hand. They are equiped with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum (plural,pila) is a cleverly designed spear with a soft iron shaft behind the point; it bends on impact so that it can't be throw back and if it's stuck in someone or something it is a real hindrance to movement - always assuming whoever it's stuck in isn't dead! Historically, Principes spent their own money on their equipment and, being older, were in a position to buy better gear than the young Hastati. This, along with the age and property requirements, was whey they fought as Principes. Strengths and Weaknesses: Principes are a large step up from the hastati. They are a whole lot stronger both in their fighting ability and morale. You will want to make your army mostly Principes if your economy will allow it. Overall, they hit harder, last longer and will be a whole more effective in the long run. These are strong ,but they still have trouble fighting soldiers in phalanx formation. ------------------------------------------------------------------------------- Early Legionary Cohort Attack (melee): 9 Attack (missile): 13 Defense: 17 Defensive Skills: 5 Armor: 7 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment cost: 610 Description: Roman legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. Every legionary's chainmail armor, the lorica hamata, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. Historically, these legionaries only came to be after the army reforms of Gaius Marius. He abandoned property and age requirements for the legions, and made the Roman army into a professional force. No longer would a man have to provide his own war gear; he would be paid, serve a term of 25 years and then retire with enough land to give him a pension for the remainder of his days. Strengths and Weaknesses: These are first True Roman Legionaries you can recruit as the romans. They are tough professional soldiers but they are still not the elite soldiers that Rome is known for. These are the "early" legionaries after all. They are only slight upgrades of the Principes. Nether the less they are still a formidable force yet they are far from invincible. none ------------------------------------------------------------------------------- Mirmillo Gladiators Attack (melee): 12 Attack (missile): NA Defense: 14 Defensive Skills: 7 Armor: 7 Shield: 0 Charge Bonus: 3 Weapon: Spear Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 700 Description: Mirmillo gladiators are superb individual fighters, unmatched by any ordinary warriors. They wear apparently impractical armor, but then it is designed to stop a quick kill in the arena, not necessarily to keep them alive in a battle. They word normally fight singly as half of a matched pair, agaisnt another style of fight singly as half of a matched pair. Against another style of fighter,but on a battlefield they form a unit all their own. They care little for personal safety as they are part of the damnati: the disgraced, the condemmed, the untouchables in society. They fight; they win; they may gain freedom... eventually. Strengths and Weaknesses: Gladiators are unique units because they have half the soldiers of a normal unit of infantry and they also fight a formation similar to peasants. They are strong soldiers but they are not professional warriors. They are excellent fighter when it comes to one on one fights but they don't do to well against more than one unit at a time. Because of this, Gladiators are almost never used and for good reason. The other roman infantry units are more versatile and are better suited for army vs army fights. Avoid this unit. ------------------------------------------------------------------------------- Legionary Cohort Attack (melee): 9 Attack (missile): 13 Defense: 22 Defensive Skills: 5 Armor: 12 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment cost: 740 Description: Roman legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. Every legionary's chainmail armor, the lorica hamata, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. The Lorica Segmenta armor was adopted because it was cheaper to make and offered more protection as the earlier chainmail. Strengths and Weaknesses: As they say in the description they are tough, professional, and elite soldiers that will hold there ground against most things. They are some of the best infantry that the romans have second second only to the Urban cohorts. Very powerful, good morale. ------------------------------------------------------------------------------- Praetorian Cohort Attack (melee): 12 Attack (missile): 16 Defense: 23 armor: 12 Defensive Skill: 6 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 810 Description: A Praetorian cohort is made up of elite Legionaries, recruited because of their superb soldiering skills and political Loyalties. A general can rely on this unit. Praetorian training is, as expected, both demanding and incredibly thorough. These men are some of the best, toughest, most unflinching soldiers in Rome, and they know it! Their equipment is much the same as other legionaries, but better made. Every Praetorian wears banded armor, the lorica segmenta, a metal helmet and carries a large curved shield. They fight with two heavy throwing spears (the pilum, plural pilum) and a short stabbing sword the Gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as it hits its target, making it impossible to pull out and throw back. Once the pila have been thrown, praetorians close and continue fighting with the stabbing gladius. They can also use the testudo, or tortoise, to protect themselves from missiles. Historically, the original praetorians were the "bravest of the brave" chosen to guard the praetorium - the tent of the legate of the legion when in the field. These men came to act as bodyguards for all important generals, before being made into specific formations that were considered useful in politics as well as war. It was Augustus who established the Praetorian Guard as both a bodyguard and for useful intimidation in Rome. It was under the later Emperors that the Praetorians developed a taste for conspiracy and murder. Strengths and Weaknesses: Slight step up from the legionary cohorts with more armor, attack, and morale. ------------------------------------------------------------------------------- Urban Cohort Attack (melee): 14 Attack (missile): 18 Defense: 24 armor: 12 Defensive Skill: 7 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 860 Description: An Urban cohort is made up of elite legionaries, recruited because of their superb soldiering skills and loyalty. These are heavy infantry who, when not performing garrison duties in the vital cities of the empire, fight as heavy infantry - the men who do the real work in a Roman army! Training for any man in an urban cohort is demanding and produces incredibly tough men. The results are the best, toughest, most unflinching soldiers in the Roman world, men who will stop at little to achieve their goals. The Urban Cohorts are equiped with the same gear as legionaries - it is the men inside the uniform that make them effective - and wear banded armor, the lorica segmenta, metal helmets and carry large shields. They fight with two pila (singular, pilum), throwing spears with a soft iron shafts that are designed to bend as soon as they hit making them impossible to fling back. They also carry short stabbing swords for close work. Historically, the urban cohorts were a police force for Rome established by Augustus, and were commanded to keep order. ALthough outnumbered, they were a counterbalance of sorts to the power of the Praetorian Guards within the city. Life in the urban cohorts was better than in the 'line' legions, as pay and service contidions were better. Other urban cohorts were established in the larger cities of the Empire in later years, and the prefect in the charge of the cohorts often became an important political figure. Strengths and Weaknesses: These guys are the elite of the elite. They are the best Rome has and they will stand against anyone without routing. If they do route then you know your in trouble. In most multiplayer games players will spam Urban cohorts and they do this for good reason. They can fight off most cavalry from the front and they can even take on units in phalanx formation, if they are able to srurround them. Considered by most to be the best infantry in the game. ------------------------------------------------------------------------------- Arcani Attack (melee): 12 Attack (missile): NA Defense: 15 armor: 7 Defensive Skill: 6 Shield: 2 Charge Bonus:3 Weapon: Sword x2 Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment Cost: 900 Description: They are a shadowy part of the Roman army organized in small groups and competent in camouflage and deception. The Arcani exist almost as a secret society whose very name should not be spoken. The armor they wear is finely crafted so that while it offers great protection, it will not slow or tire the fantastically fit Arcani troops. Their face masks mean opposing troops may even flee in terror when surprised by a group of these blood-thirsty killers! Strengths and Weaknesses: These guys are similar to the Gladiators in the sense that they have very soldiers, they are very expensive, they are great one v. one fighters, and most importantly they are also useless and unefective when fighting more then one unit. Do not use these units. ------------------------------------------------------------------------------- Early Legionary First Cohort Attack (melee): 9 Attack (missile): 13 Defense: 17 armor: 7 Defensive Skill: 5 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 1010 Description: The Roman First Cohort consists of well-armed and armored infantryman, who go into combat carrying the symbol of Roman power, a Legionary Eagle. This is inspirational for other troops. Legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. When approaching enemy fortifications, for example, they can use the turtle formation, or testudo, overlapping shields for protection. Every legionary's banded metal armor, the lorica segmenta, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. Historically, these cohorts came to be after the army reforms of Gaius Marius. He made the Roman army into a prfessional force. Men served a term of 25 years and then retired with enough land to give them pensions for the remainder of their days. The best legionaries in each legion would naturally gravitate through seniority into the first cohort. Strengths and Weaknesses: This unit is essentially the Early legionary cohorts with 50% more men and they give a slight boost of morale to near by men. I don't recommend using them as you will get more versatility from 2 units then just one. When you only have on unit you can only attack from one direction, when you have 2 units you can attack from 2 directions. This is especially helpfull when fighting phalanxes. none ------------------------------------------------------------------------------- Legionary First Cohort Attack (melee): 9 Attack (missile): 13 Defense: 22 armor: 12 Defensive Skill: 5 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): PIla x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 1220 Description: The Roman First Cohort consists of well-armed and armored infantryman, who go into combat carrying the symbol of Roman power, a Legionary Eagle. This is inspirational for other troops. Legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. When approaching enemy fortifications, for example, they can use the turtle formation, or testudo, overlapping shields for protection. Every legionary's banded metal armor, the lorica segmenta, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. Historically, the lorica segmenta was slightly easier and cheaper to manufacture than chainmail, an important consideration when Rome has so many troops in the field. Strengths and Weaknesses: Just read this section for the "early legionary first cohort" above as they are exactly the same. none ------------------------------------------------------------------------------- Roman Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (Secondary): Knife Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 190 Description: Roman Archers are supporting troops for heavier infantry, very much a secondary role in Roman warfare. They are missile troops almost exclusively, as their lack of armor and poor hand weapons mean that only a heartless or desperate commander would deliberately order them to fight in hand-to-hand combat. Archery is not really a significant part of the Roman way of warfare, but the need for some missile troops in obvious to Roman commanders, and hence these archers are recruited from amoung the peasant classes. Strengths and Weaknesses: Archers are a good staple in any army. They are good at harassing and whittling down enemy infantry. They can also use there flaming arrows to route chariots and elephants. They can fight hand to hand if the occasion calls for it but they won't last long. Goes well in almost every kind of army. ------------------------------------------------------------------------------- Velites Attack (melee): 5 Attack (missile): 7 Defense: 7 armor: 2 Defensive Skill: 3 Shield: 2 Charge Bonus: 2 Weapon: Throwing spears Weapon (Secondary): sword Category: Infantry Special Abilities: none Recruitment Cost: 270 Description: Velites are light skirmishing troops who screen the main battle line of an ealry-pattern Legion as it advances. They are armed with javelins and a stabbing sword, and carry a small round shield bu no other protection. It is their task to harass the enemy before the main combat begins. Roman Velites become outdates after the Marius Reforms. Historically, Marius put he Roman army on a professional footing, and abandoned all property and age requirements in the process, Roman citizens would no longer go to war as-and-when as a civic duty: they would fight in future as full-time citizen-mercenaries in the Legions. Strengths and Weaknesses: The job of velites and all skirmishers ,for that matter, is to harass the enemy infantry and weaken them before the main engagement starts. I honestly do not know why any one would use these guys. Archers are superior in every possible way. Archers have better range, more ammo, and they have flaming arrows to route elephants and chariots. avoid using, totally out classed by archers. ------------------------------------------------------------------------------- Light Auxilia Attack (melee): 5 Attack (missile): 7 Defense: 7 armor: 2 Defensive Skill: 3 Shield: 2 Charge Bonus: 2 Weapon: Throwing spears Weapon (Secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 290 Description: Light auxilia are skirmishers who act as a screening for heavier troops. they also break up enemy formations with showers of javelins which have a longer range than the iron-shafted heavy pila carried by Roman legionaries. These auxilia do not wear armor and so cannot be expected to last long in hand-to-hand caombat but they can fight it they must. Their training is very nearly as vigorous as that of the legionaries so they do not tire easily, and discipline in auxilia units is certainly as harsh and uncompromising. Strengths and Weaknesses: read the section on velites above avoid using, totally out classed by archers. ------------------------------------------------------------------------------- Archer Auxilia Attack (melee): 3 Attack (missile): 8 Defense: 6 armor: 3 Defensive Skill: 3 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (Secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 400 Description: Archer Auxilia are supporting troops for the heavier legionary infantry, an important secondary role in Roman warfare. They are not expected to fight in hand-to-hand combat and are not given the war gear to do so for long; their job is to provide supporting fire and let the legionaries fight the main battle. Because the roman army is standardized around its heavy infantry Legionaries and discipline in auxilia units is certainly as harsh and uncompromising. Historically , with the changes introduced by Gaius Marius professional auxiliaries were recruited to serve alongside now-professional Legionaries; a wholesale shake-up of the Roman military machine saw the whole army being put on a full rime, service-for-life footing with auxiliaries being rewarded with Roman Citizenship at the end of their military careers. Strengths and Weaknesses: Essentially these are the Roman archers with some more armor. Overall they tend to be avoided because the extra armor on a archer really isn't necessary. Unnecessary, regular archers can get the job done just as well. ------------------------------------------------------------------------------- Incendiary Pigs Attack (melee): 7 Attack (missile): NA Defense: 4 armor: 3 Defensive Skill: 1 Shield: 0 Charge Bonus: 2 Weapon: NA Weapon (Secondary): NA Category: Cavalry Special Abilities: NA Recruitment Cost: 200 Description: Incendiary Pigs are "one shot" weapons intended to spread panic and terror amongst enemies, particularly mounted troops. The pigs are coated in pitch, tar and oil, and herded towards the enemy. At the right moment, the pigs are ignited by their handlers and, not unnaturally, they run away in paon and terror - hopefully towards the enemy. Apart from \ goring anyone foolish enough to get in their way, the pigs are tremendously disruptive to formations. They are also very frightening for elephants in particular, and this is their main use in warfare. Pigs can only be fired once during a battle, and few survive for long. Strengths and Weaknesses: these should be used only to route elephants. other than that they aren't good for much. I don't see why anyone would waste a unit slot on this unit. Skirmishers and archers gun route elephants just as easily and you will start a battle down a unit because the all the pigs die after they are used. useless. ------------------------------------------------------------------------------- Wardogs Attack (melee): 10 Attack (missile): NA Defense: 3 armor: 2 Defensive Skill: 1 Shield: 0 Charge Bonus: 2 Weapon: NA Weapon (Secondary): NA Category: Cavalry Special Abilities: NA Recruitment Cost: 570 Description: Wardogs are bread for a savage nature and great size, but then hunting men is only a little more dangerous than hunting wild boar! The beasts are muscular and powerful. Originally bred for hinting large prey, they are now trained to hunt and attack men. Wardogs are usually unleashed on an enemy to break a line and unnerve opponeents. Dew mena re bale to stand steadily in the face of snarling and partially-starved beast. The dogs are trianed to bite and hold on, dragging down their human targets, and hamstring horses. Their handlers are brave, hardy and not easily intimidated many have fingers, hands or even chunks of limbs missing! Strengths and Weaknesses: They are best used for hunting down routing units. The trouble is that after they attack the initial target you give them they will atack any unit they want and because of this very few will survive to the end of the battle. They are generally unafective dealing casualties on any heavy infantry. usually avoided, not very useful. ------------------------------------------------------------------------------- Equites Attack (melee): 6 Attack (missile): NA Defense: 12 armor: 3 Defensive Skill: 5 Shield: 4 Charge Bonus: 5 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 420 Description: Equites are light cavalrymen armed with spears. In the Roman system of war, they are intended to drive off skirmishers and pursue fleeing enemies. The word equites means 'horsemen', and they are recruited from among the well-off sections of society. They wear little armor and only carry spears and shields. As a result, they can charge enemies, but may be cut to pieces by a prepared defensive line of spearmen if these were attacked head on. Instead, they should be used against the flanks or rear of units, or to keep missile troops and skirmishers away from the main Roman heavy infantry (who are the real killers of a Roman army). Historically, equites were drawn from the equestrian classes - literally the rich people who could afford to own horses - and they spent their own money on both horse and war gear. Strengths and Weaknesses: They have very light armor and weapons making them mainly used for hunting down routing enemies and missile units. They can do some flanking charges on infantry but you have to make sure that you pull them out again quickly or else they will get cut down. Good early on ,but are out classed by the heavier cavalry. ------------------------------------------------------------------------------- Roman Cavalry Attack (melee): 6 Attack (missile): NA Defense: 15 armor: 6 Defensive Skill: 5 Shield: 4 Charge Bonus: 5 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 520 Description: Roman cavalry are auxiliary spear-armed cavalry who have a screening role in a Roman army. They should be used against the flanks or reaer of units, or to keep missile troops and skirmishers away from the main Roman heavy infantry (who are the real killers of a Roman army). They wear little armor and only carry spears and sheilds. As a result, they can charge enemies, but may be cut to pieces by a prepared defensive line of spearmen if these attacked head on. Historically, roman cavalry only came into existence after the army reforms of Gaius Marius as a replacement force for the equites. The property qualifications for fighting as cavalry in the army were abandoned and the army made professional. They were organised into 'wings' called alae rather than cohorts. Strengths and Weaknesses: Effective medium cavalry better fit for flanking enemy infnatry and are much better effective at combating enemy cavalry. Much better then the Equites. none ------------------------------------------------------------------------------- Legionary cavalry Attack (melee): 8 Attack (missile): NA Defense: 22 armor: 12 Defensive Skill: 6 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge formation Recruitment Cost: 790 Description: Legionary Cavalry are a heavy force of spear-armed cavalry who charge home using shock and mass to achieve victory. They are tough disciplined riders - a notable advantage compared to many cavalry units who are composed of headstrong and impetuous "nobility". They are probably wasted when used to ride down skirmishers and missile troops, but they have the power to be able to smash heavier infantry formations apart, and severely disrupt other cavalry. They must, however, take care when attacking prepared spearmen, and should certainly avoid a frontal charge in this case whenever possible. They wear good armor and carry shields; their weapons are the spear (lancea) and the long sword (spatha), both of which are deadly in the hands of an expert. Historically, Rome's best cavalry forces were organized into wings (or alae, singular ala) rather than cohorts, and recruited from amoung horse-culture minorities within Rome's borders. Generally, this meant that cavalry were predominantly non-italian, the opposite od the legionaries' composition. Romans had developed the art of fighting as infantry, and relied on others to provide what they considered to be the supporting arms such as cavalry. Strengths and Weaknesses: These guys are highly trained cavalry that can bash threw the flanks of infantry and cavalry. They still lack the armor to charge infantry from the front. none ------------------------------------------------------------------------------- Roman General Attack (melee): 11 Attack (missile): NA Defense: 14 armor: 3 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: NA Recruitment Cost: 790 Description: This General has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry ,able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspiration leadership and combat powers of his men can tip the balance. Strengths and Weaknesses: Your basic general unit. They should not be use as normal cavalry unless you are really loosing the battle. They do take awhile to kill but there charges are not as effective as other cavalrymen. none ------------------------------------------------------------------------------- Praetorian Cavalry Attack (melee): 11 Attack (missile): NA Defense: 22 armor: 11 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 840 Description: Praetorian cavalry are an elite within the elite: dedicated bodyguards who serve as heavy cavalry. Praetorian training is, as might expected, demanding and thorough. These men are some of the best, toughest, most unflinching soldiers in Rome - and good cavalry men to boot! As heavy cavalry, it is their task to smash enemy formations and drive them from the field, fighting with their cavalry-pattern swords (longer than the original legionary gladius) once close combat is joined. Historically, the original praetorians were made chosen to guard the tent (the praetorium) of the legion's legate. These men came to act as bodyguards for all important generals, and then became an elite quite separate from the originating legions. It was under the Emperors that the Praetorians developed a taste for conspiracy and murder, eventually even auctioning the Empire to the highest bidder! Strengths and Weaknesses: This unit is the elite of the elite. They can route most infantry with only one or two charges. They have a good amount of armor and are the usual choice of cavalry for most online players. The best Roman Cvalry in the game ------------------------------------------------------------------------------- Roman armored General Attack (melee): 11 Attack (missile): NA Defense: 22 armor: 11 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: NA Recruitment Cost: 1120
Description: This general has a bodyguard of loyal spear-armed and armored cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this is best commited to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Same as the regular roman general ,but with some more armor. none ------------------------------------------------------------------------------- Cavalry Auxilia Attack (melee): 7 Attack (missile): 7 Defense: 9 armor: 2 Defensive Skill: 3 Shield: 4 Charge Bonus: 4 Weapon: Throwing spears Weapon (Secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 470 Description: Cavalry auxilia are javelin-armed mounted skirmishers who strike quickly and retire with equal prudenct haste. They do not wear armor, but do carry shields and swords so that they can fight in their own defense should the need arise. they are, however, best used to harass a mass of enemy units such as heavy infantry. Such targets cannot hope to catch them! They are not ideally suited to fighting other skirmishers, as many of their javelins will be wasted against targets that can dodge, but they can be very useful in harrying fleeing enemies and driveing them from the field. Strengths and Weaknesses: Skirmishers aren't that useful on foot ,so as you might expect, they aren't that effective on horseback either. After they discharge their javelins they basically become very bad light cavalry that isn't good for much. Only good at causing about 20 casualties per unit. ------------------------------------------------------------------------------- Ballistas Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 320 Description: A Ballista is sinew-powered weapon that looks ;ik and enormous crossbow. It has tremendous range and can skewer files of men with a single bolt! While a Ballista might look like a huge crossbow, its working principles are rather diferent. the two arems are pushed through ropes made of togh animal sinew. This naturally elastic material is then twised, and becomes a hugely powerful spring, pulling each arm forards. The arms are pulled back, creating even more tension, the Ballista is loaded with a missile, and then this is shot at the enemy with considerable force. Providing care is taken to make sure that the two sinew bundles are under the same tension, the Ballista is a very accurate weapon, but because sinew sensitive to damp Ballista does not work wlee in wet whether. Strengths and Weaknesses: There are only 2 uses for Ballistas. One, is to destroy the gates of a city. Two, to snipe the enemy general during a battle. If your using this unit in hopes of causing large amounts of casualties then you will not succeed. The Ballistas take forever to reload and only inflict about 3 casualties per shot. only use for walls or to take out the enemy general. ------------------------------------------------------------------------------- Scorpions Attack (melee) NA Attack (missile) 43 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming ammunition Recruitment Cost: 380 Description: A roman scorpian is a sinew-powered weapon that looks like a large bow laid sideways on a frame. It has a tremendous range and can skewer a man with a single shot! While a Scorpian might look like a huge crossbow, its working principles are rather diferent. the two arems are pushed through ropes made of togh animal sinew. This naturally elastic material is then twised, and becomes a hugely powerful spring, pulling each arm forards. The arms are pulled back, creating even more tension, the Scorpian is loaded with a missile, and then this is shot at the enemy with considerable force. Providing care is taken to make sure that the two sinew bundles are under the same tension, the Scorpian is a very accurate weapon, but because sinew sensitive to damp Scorpian does not work wlee in wet whether. Strengths and Weaknesses: Essentially this unit is the ballista with less range and it is completely useless at destroying gates. The scorpion shoots a lot straighter so it is less effective at sniping the enemy general. Do NOT use this unit, choose the ballista it is superior in every way. ------------------------------------------------------------------------------- Repeating Ballistas Attack (melee): NA Attack (missile): 33 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: NA Recruitment Cost: 460 Description: The repeating ballista is a semi-automatic artillery weapon. As long as it is loaded with bolts and cranked it will keep firing. The basic design is similar to a ballista: twisted animal sinew ropes provide the power. There is an ingenious winding mechanism that draws back the arms, drops a bolt in place and then releases a catch - and all this happens repeatedly as long as a windlass is turned. This makes it a perfect weapon for creating a "beaten Zone' or targeting large enemy formations, when speed of fire is more important than pinpoint accuracy. Strengths and Weaknesses: everything is explained in the description. The Ballista looses it accuracy for increased rate of fire. It still does not inflict major casualties to I suggest sticking with the regular Ballista. none ------------------------------------------------------------------------------- Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 830 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. ------------------------------------------------------------------------------- Heavy Onagers Attack (melee): NA Attack (missile): 63 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 1050 Description: The heavy onager is an enormous catapult built using the same basic design as its sibling and capable of smashing down stone fortifications. It is powered by a twisted bundle of animal Sinew ropes, and is slow to wind baack and reload. Its missiles are devastating, and it can also fire incendiary firepots. Range is no more than the smaller onager and thie makes the heavy onager susceptible to counter fire. Ofeter, it is best employed alongside smaller artillery to deal with enemy fire. Strengths and Weaknesses: See Onagers above. just a slight upgrade from onagers. ------------------------------------------------------------------------------- _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- --------------------------Brutti Romans [BRS7]--------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ The Brutti Romans are one of the 4 Roman factions in the game. Like all the Roman factions, they are considered by some to be the best (or easiest to use) faction in the game. They have a wide variety of infantry, cavalry, and artillery. All of there men are high quality and the only type of units they lack are horse archers. ------------------------------------------------------------------------------- Peasants Attack (melee): 1 Attack (missile): NA Defense: 1 Defensive Skills: 1 Shield: 0 Armor: 0 Charge Bonus: 1 Weapon: knife Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 100 Description: Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Town watch Attack (melee): 3 Attack (missile): NA Defense: 7 Defensive Skills: 2 Shield: 5 Armor: 0 Charge Bonus: 1 Weapon: Short spear Weapon (Secondary): none Category: Infantry Special Abilities: NA Recruitment cost: 150 Description: The town watch are local workers and peasants given enough training to defend their homes and keep order in the streets. They are no substitute for fully trained Roman Legionaries, but then they are not expected to be more than a citizen militia with an interest in keeping the peace (and possibly they might have some fire fighting duties). They do not have much equipment, as the most they are expected to do is stand behind their spears and shields, and then hold position when charged. By and large, this they manage to do. Strengths and Weaknesses: This unit is a slight step up from the peasants. They can last a bit longer in combat and can fight some light cavalry from the front. Most likely you won't be using these guys unless you are really low money, as the next unit in the line up ,Hastati, are only slightly more expensive and can do everything the town watch can and more. If your looking for units to garrison your town then you should use peasants as they are cheaper and if a army invades it won't make a difference whether your using the town watch or peasants. none ------------------------------------------------------------------------------- Auxilia Attack (melee): 5 Attack (missile): NA Defense:16 Armor:7 Defensive Skills: 4 Shield: 5 Charge Bonus:2 Weapon: Short spear Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 430 Description: Auxilia are highly disciplined and tough spearmen who provide support to Roman legionaries in battle. They are defensive infantry, expected to protect the flanks of the heavier legionaries from cavalry and similar threats; their training is at least as harsh as that of the legionaries and produces men with a similar level of discipline and hardiness. These troops need to keep up with other Roman forces, and so cannot be allowed to tire easily. They are recruited from among non-Romans within the Empire, and this is easy because Roman citizenship is far from being universal. Historically, Roman commanders made sure that auxilia were always stationed far away from home so that there was no temptation to acts of rebellion. THE changes introduced by Gaius Marius meant that professional legionaries; a wholesale shake-up of the Roman military machine saw the whole army being put on a full time, service-for-life footing, with auxiliaries being rewarded with Roman citizenship at the end of their military careers. Strengths and Weaknesses: After the reforms in the Roman army these guys will be the only spearmen you can recruit. Again, you probably will not be using these guys as the Roman legionaries and cavalry can take on cavalry on thier own and they do not need spearmen. If you are tight on money then you can get these and they are tough soldiers its just that the other Roman infantry are just better suited for the job. Good if on a budget but not necessary for later Roman armies. ------------------------------------------------------------------------------- Hastati Attack (melee): 7 Attack (missile): 11 Defense: 14 Defensive Skills: 5 Armor: 4 Shield: 5 Charge Bonus: 2 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: NA Recruitment cost: 440 Description: Hastati are amoung the younger men in early Republican Legion, and and form the front line in any battle. They are supposed to wear down an enemy and hold him before the next Roman battle lone attacks and carries on the fight. They are, as a result, capable troops in their own right. They are armed with pila that are thrown before charging at the enemy at close range before they close to fight hand-to-hand. They are equiped with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum (plural,pila) is a cleverly designed spear with a soft iron shaft behind the point; it bends on impact so that it can't be throw back and if it's stuck in someone or something it is a real hindrance to movement. Historically, hastati spent their own money on their equipment and often couldn't afford anything much better. This along with the age and property, was why they fought as Hastati Strengths and Weaknesses: The Hastati are the first real infantry you can recruit as the Romans. They can hold a lin against most light and some heavy infantry along with some light cavalry. They have their pila that can inflict many casualties on a unit of infantry especially when targeting the flanks. Over time as your econamy develops you will want to start to replace your Hastati with Principes. Even though Hastati are good men they do not have the morale to stay in combat for long periods of time. Good men early on but lose value later on. ------------------------------------------------------------------------------- Triarii Attack (melee): 7 Attack (missile): NA Defense: 17 Defensive Skills: 7 Armor: 5 Shield: 5 Charge Bonus: 3 Weapon: Short spear Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 500 Description: Triarii are tough heavy spearmen who make up the third and most superior part of a roman legion before the military reforms of Gaius Marius. They carry a long "hoplite-style" spear 9the Hasta) which is used to thrust, a long shield and gladius. They surprising, given that they are drawn from the richest section of society. The triarii are the last available line in early-pattern Republican Lagions. "Going to the triarii" is a Roman saying meaning carry in to the bitter end, and if they are used it's a sign that the most of decision in a battle has a arrived. Historically, triarii spent their own money on their equipment and could afford to buy the best of everything. Strengths and Weaknesses: Triarii are some of the best short spearman in the game. They can beat almost any cavalry unit head on and can hold their ground against light infantry. Although powerfull they are not suited to fight phalanx men or heavy infantry. These are the most versatile infantry you can recruit before the reforms, as they can beat most cavalry and can hold other infantry men in place. ------------------------------------------------------------------------------- Principes Attack (melee): 7 Attack (missile): 11 Defense: 16 Defensive Skills: 7 Armor: 4 Shield: 5 Charge Bonus: 2 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: NA Recruitment cost: 490 Description: Principes are older, more reliable soldiers who have seen more service. it is their task to be the second line of a legion and carry on the fight once the Hastati are spent. They are supposed to carry on the 'wearing down' fight and exauhst the enemy. They are, as a result, capable soldiers and unafraid of combat. They are armed with pila that are thrown before charging at the enemy at close range before they close to fight hand-to-hand. They are equiped with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum (plural,pila) is a cleverly designed spear with a soft iron shaft behind the point; it bends on impact so that it can't be throw back and if it's stuck in someone or something it is a real hindrance to movement - always assuming whoever it's stuck in isn't dead! Historically, Principes spent their own money on their equipment and, being older, were in a position to buy better gear than the young Hastati. This, along with the age and property requirements, was whey they fought as Principes. Strengths and Weaknesses: Principes are a large step up from the hastati. They are a whole lot stronger both in their fighting ability and morale. You will want to make your army mostly Principes if your economy will allow it. Overall, they hit harder, last longer and will be a whole more effective in the long run. These are strong ,but they still have trouble fighting soldiers in phalanx formation. ------------------------------------------------------------------------------- Early Legionary Cohort Attack (melee): 9 Attack (missile): 13 Defense: 17 Defensive Skills: 5 Armor: 7 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment cost: 610 Description: Roman legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. Every legionary's chainmail armor, the lorica hamata, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. Historically, these legionaries only came to be after the army reforms of Gaius Marius. He abandoned property and age requirements for the legions, and made the Roman army into a professional force. No longer would a man have to provide his own war gear; he would be paid, serve a term of 25 years and then retire with enough land to give him a pension for the remainder of his days. Strengths and Weaknesses: These are first True Roman Legionaries you can recruit as the romans. They are tough professional soldiers but they are still not the elite soldiers that Rome is known for. These are the "early" legionaries after all. They are only slight upgrades of the Principes. Nether the less they are still a formidable force yet they are far from invincible. none ------------------------------------------------------------------------------- Velite Gladiators Attack (melee): 12 Attack (missile): NA Defense: 14 Defensive Skills: 7 Armor: 2 Shield: 5 Charge Bonus: 3 Weapon: Spear Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 720 Description: Velite gladiators are more than mere light infantrymen - they are superb individual fighters, unmatched by any ordinary warriors. they fight wearing little armor - their lot in lif isn't necessarily to live, but to die in an entertaining matter. The style of the velite is one that uses only a spear and shield combination, relying on natural agility to avoid injury and death. They are a specialized elite, one that cares little for personal safety as the only way to attain any rewards is through victory! Gladiators, after all, are part of the damnati the disgraced, the condemmed, the untouchables in society. There is nowhere else for them to go. Strengths and Weaknesses: Gladiators are unique units because they have half the soldiers of a normal unit of infantry and they also fight a formation similar to peasants. They are strong soldiers but they are not professional warriors. They are excellent fighter when it comes to one on one fights but they don't do to well against more than one unit at a time. Because of this, Gladiators are almost never used and for good reason. The other roman infantry units are more versatile and are better suited for army vs army fights. Avoid this unit. ------------------------------------------------------------------------------- Legionary Cohort Attack (melee): 9 Attack (missile): 13 Defense: 22 Defensive Skills: 5 Armor: 12 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment cost: 740 Description: Roman legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. Every legionary's chainmail armor, the lorica hamata, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. The Lorica Segmenta armor was adopted because it was cheaper to make and offered more protection as the earlier chainmail. Strengths and Weaknesses: As they say in the description they are tough, professional, and elite soldiers that will hold there ground against most things. They are some of the best infantry that the romans have second second only to the Urban cohorts. Very powerful, good morale. ------------------------------------------------------------------------------- Praetorian Cohort Attack (melee): 12 Attack (missile): 16 Defense: 23 armor: 12 Defensive Skill: 6 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 810 Description: A Praetorian cohort is made up of elite Legionaries, recruited because of their superb soldiering skills and political Loyalties. A general can rely on this unit. Praetorian training is, as expected, both demanding and incredibly thorough. These men are some of the best, toughest, most unflinching soldiers in Rome, and they know it! Their equipment is much the same as other legionaries, but better made. Every Praetorian wears banded armor, the lorica segmenta, a metal helmet and carries a large curved shield. They fight with two heavy throwing spears (the pilum, plural pilum) and a short stabbing sword the Gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as it hits its target, making it impossible to pull out and throw back. Once the pila have been thrown, praetorians close and continue fighting with the stabbing gladius. They can also use the testudo, or tortoise, to protect themselves from missiles. Historically, the original praetorians were the "bravest of the brave" chosen to guard the praetorium - the tent of the legate of the legion when in the field. These men came to act as bodyguards for all important generals, before being made into specific formations that were considered useful in politics as well as war. It was Augustus who established the Praetorian Guard as both a bodyguard and for useful intimidation in Rome. It was under the later Emperors that the Praetorians developed a taste for conspiracy and murder. Strengths and Weaknesses: Slight step up from the legionary cohorts with more armor, attack, and morale. ------------------------------------------------------------------------------- Urban Cohort Attack (melee): 14 Attack (missile): 18 Defense: 24 armor: 12 Defensive Skill: 7 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 860 Description: An Urban cohort is made up of elite legionaries, recruited because of their superb soldiering skills and loyalty. These are heavy infantry who, when not performing garrison duties in the vital cities of the empire, fight as heavy infantry - the men who do the real work in a Roman army! Training for any man in an urban cohort is demanding and produces incredibly tough men. The results are the best, toughest, most unflinching soldiers in the Roman world, men who will stop at little to achieve their goals. The Urban Cohorts are equiped with the same gear as legionaries - it is the men inside the uniform that make them effective - and wear banded armor, the lorica segmenta, metal helmets and carry large shields. They fight with two pila (singular, pilum), throwing spears with a soft iron shafts that are designed to bend as soon as they hit making them impossible to fling back. They also carry short stabbing swords for close work. Historically, the urban cohorts were a police force for Rome established by Augustus, and were commanded to keep order. ALthough outnumbered, they were a counterbalance of sorts to the power of the Praetorian Guards within the city. Life in the urban cohorts was better than in the 'line' legions, as pay and service contidions were better. Other urban cohorts were established in the larger cities of the Empire in later years, and the prefect in the charge of the cohorts often became an important political figure. Strengths and Weaknesses: These guys are the elite of the elite. They are the best Rome has and they will stand against anyone without routing. If they do route then you know your in trouble. In most multiplayer games players will spam Urban cohorts and they do this for good reason. They can fight off most cavalry from the front and they can even take on units in phalanx formation, if they are able to srurround them. Considered by most to be the best infantry in the game. ------------------------------------------------------------------------------- Arcani Attack (melee): 12 Attack (missile): NA Defense: 15 armor: 7 Defensive Skill: 6 Shield: 2 Charge Bonus:3 Weapon: Sword x2 Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment Cost: 900 Description: They are a shadowy part of the Roman army organized in small groups and competent in camouflage and deception. The Arcani exist almost as a secret society whose very name should not be spoken. The armor they wear is finely crafted so that while it offers great protection, it will not slow or tire the fantastically fit Arcani troops. Their face masks mean opposing troops may even flee in terror when surprised by a group of these blood-thirsty killers! Strengths and Weaknesses: These guys are similar to the Gladiators in the sense that they have very soldiers, they are very expensive, they are great one v. one fighters, and most importantly they are also useless and unefective when fighting more then one unit. Do not use these units. ------------------------------------------------------------------------------- Early Legionary First Cohort Attack (melee): 9 Attack (missile): 13 Defense: 17 armor: 7 Defensive Skill: 5 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 1010 Description: The Roman First Cohort consists of well-armed and armored infantryman, who go into combat carrying the symbol of Roman power, a Legionary Eagle. This is inspirational for other troops. Legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. When approaching enemy fortifications, for example, they can use the turtle formation, or testudo, overlapping shields for protection. Every legionary's banded metal armor, the lorica segmenta, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. Historically, these cohorts came to be after the army reforms of Gaius Marius. He made the Roman army into a prfessional force. Men served a term of 25 years and then retired with enough land to give them pensions for the remainder of their days. The best legionaries in each legion would naturally gravitate through seniority into the first cohort. Strengths and Weaknesses: This unit is essentially the Early legionary cohorts with 50% more men and they give a slight boost of morale to near by men. I don't recommend using them as you will get more versatility from 2 units then just one. When you only have on unit you can only attack from one direction, when you have 2 units you can attack from 2 directions. This is especially helpfull when fighting phalanxes. none ------------------------------------------------------------------------------- Legionary First Cohort Attack (melee): 9 Attack (missile): 13 Defense: 22 armor: 12 Defensive Skill: 5 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): PIla x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 1220 Description: The Roman First Cohort consists of well-armed and armored infantryman, who go into combat carrying the symbol of Roman power, a Legionary Eagle. This is inspirational for other troops. Legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. When approaching enemy fortifications, for example, they can use the turtle formation, or testudo, overlapping shields for protection. Every legionary's banded metal armor, the lorica segmenta, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. Historically, the lorica segmenta was slightly easier and cheaper to manufacture than chainmail, an important consideration when Rome has so many troops in the field. Strengths and Weaknesses: Just read this section for the "early legionary first cohort" above as they are exactly the same. none ------------------------------------------------------------------------------- Roman Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (Secondary): Knife Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 190 Description: Roman Archers are supporting troops for heavier infantry, very much a secondary role in Roman warfare. They are missile troops almost exclusively, as their lack of armor and poor hand weapons mean that only a heartless or desperate commander would deliberately order them to fight in hand-to-hand combat. Archery is not really a significant part of the Roman way of warfare, but the need for some missile troops in obvious to Roman commanders, and hence these archers are recruited from amoung the peasant classes. Strengths and Weaknesses: Archers are a good staple in any army. They are good at harassing and whittling down enemy infantry. They can also use there flaming arrows to route chariots and elephants. They can fight hand to hand if the occasion calls for it but they won't last long. Goes well in almost every kind of army. ------------------------------------------------------------------------------- Velites Attack (melee): 5 Attack (missile): 7 Defense: 7 armor: 2 Defensive Skill: 3 Shield: 2 Charge Bonus: 2 Weapon: Throwing spears Weapon (Secondary): sword Category: Infantry Special Abilities: none Recruitment Cost: 270 Description: Velites are light skirmishing troops who screen the main battle line of an ealry-pattern Legion as it advances. They are armed with javelins and a stabbing sword, and carry a small round shield bu no other protection. It is their task to harass the enemy before the main combat begins. Roman Velites become outdates after the Marius Reforms. Historically, Marius put he Roman army on a professional footing, and abandoned all property and age requirements in the process, Roman citizens would no longer go to war as-and-when as a civic duty: they would fight in future as full-time citizen-mercenaries in the Legions. Strengths and Weaknesses: The job of velites and all skirmishers ,for that matter, is to harass the enemy infantry and weaken them before the main engagement starts. I honestly do not know why any one would use these guys. Archers are superior in every possible way. Archers have better range, more ammo, and they have flaming arrows to route elephants and chariots. avoid using, totally out classed by archers. ------------------------------------------------------------------------------- Light Auxilia Attack (melee): 5 Attack (missile): 7 Defense: 7 armor: 2 Defensive Skill: 3 Shield: 2 Charge Bonus: 2 Weapon: Throwing spears Weapon (Secondary): Sword Category: Infantry Special Abilities: Cantabrian Circle Recruitment Cost: 290 Description: Light auxilia are skirmishers who act as a screening for heavier troops. they also break up enemy formations with showers of javelins which have a longer range than the iron-shafted heavy pila carried by Roman legionaries. These auxilia do not wear armor and so cannot be expected to last long in hand-to-hand caombat but they can fight it they must. Their training is very nearly as vigorous as that of the legionaries so they do not tire easily, and discipline in auxilia units is certainly as harsh and uncompromising. Strengths and Weaknesses: read the section on velites above avoid using, totally out classed by archers. ------------------------------------------------------------------------------- Archer Auxilia Attack (melee): 3 Attack (missile): 8 Defense: 6 armor: 3 Defensive Skill: 3 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (Secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 400 Description: Archer Auxilia are supporting troops for the heavier legionary infantry, an important secondary role in Roman warfare. They are not expected to fight in hand-to-hand combat and are not given the war gear to do so for long; their job is to provide supporting fire and let the legionaries fight the main battle. Because the roman army is standardized around its heavy infantry Legionaries and discipline in auxilia units is certainly as harsh and uncompromising. Historically , with the changes introduced by Gaius Marius professional auxiliaries were recruited to serve alongside now-professional Legionaries; a wholesale shake-up of the Roman military machine saw the whole army being put on a full rime, service-for-life footing with auxiliaries being rewarded with Roman Citizenship at the end of their military careers. Strengths and Weaknesses: Essentially these are the Roman archers with some more armor. Overall they tend to be avoided because the extra armor on a archer really isn't necessary. Unnecessary, regular archers can get the job done just as well. ------------------------------------------------------------------------------- Incendiary Pigs Attack (melee): 7 Attack (missile): NA Defense: 4 armor: 3 Defensive Skill: 1 Shield: 0 Charge Bonus: 2 Weapon: NA Weapon (Secondary): NA Category: Cavalry Special Abilities: NA Recruitment Cost: 200 Description: Incendiary Pigs are "one shot" weapons intended to spread panic and terror amongst enemies, particularly mounted troops. The pigs are coated in pitch, tar and oil, and herded towards the enemy. At the right moment, the pigs are ignited by their handlers and, not unnaturally, they run away in paon and terror - hopefully towards the enemy. Apart from \ goring anyone foolish enough to get in their way, the pigs are tremendously disruptive to formations. They are also very frightening for elephants in particular, and this is their main use in warfare. Pigs can only be fired once during a battle, and few survive for long. Strengths and Weaknesses: these should be used only to route elephants. other than that they aren't good for much. I don't see why anyone would waste a unit slot on this unit. Skirmishers and archers gun route elephants just as easily and you will start a battle down a unit because the all the pigs die after they are used. useless. ------------------------------------------------------------------------------- Wardogs Attack (melee): 10 Attack (missile): NA Defense: 3 armor: 2 Defensive Skill: 1 Shield: 0 Charge Bonus: 2 Weapon: NA Weapon (Secondary): NA Category: Cavalry Special Abilities: NA Recruitment Cost: 570 Description: Wardogs are bread for a savage nature and great size, but then hunting men is only a little more dangerous than hunting wild boar! The beasts are muscular and powerful. Originally bred for hinting large prey, they are now trained to hunt and attack men. Wardogs are usually unleashed on an enemy to break a line and unnerve opponeents. Dew mena re bale to stand steadily in the face of snarling and partially-starved beast. The dogs are trianed to bite and hold on, dragging down their human targets, and hamstring horses. Their handlers are brave, hardy and not easily intimidated many have fingers, hands or even chunks of limbs missing! Strengths and Weaknesses: They are best used for hunting down routing units. The trouble is that after they attack the initial target you give them they will atack any unit they want and because of this very few will survive to the end of the battle. They are generally unafective dealing casualties on any heavy infantry. usually avoided, not very useful. ------------------------------------------------------------------------------- Equites Attack (melee): 6 Attack (missile): NA Defense: 12 armor: 3 Defensive Skill: 5 Shield: 4 Charge Bonus: 5 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 420 Description: Equites are light cavalrymen armed with spears. In the Roman system of war, they are intended to drive off skirmishers and pursue fleeing enemies. The word equites means 'horsemen', and they are recruited from among the well-off sections of society. They wear little armor and only carry spears and shields. As a result, they can charge enemies, but may be cut to pieces by a prepared defensive line of spearmen if these were attacked head on. Instead, they should be used against the flanks or rear of units, or to keep missile troops and skirmishers away from the main Roman heavy infantry (who are the real killers of a Roman army). Historically, equites were drawn from the equestrian classes - literally the rich people who could afford to own horses - and they spent their own money on both horse and war gear. Strengths and Weaknesses: They have very light armor and weapons making them mainly used for hunting down routing enemies and missile units. They can do some flanking charges on infantry but you have to make sure that you pull them out again quickly or else they will get cut down. Good early on ,but are out classed by the heavier cavalry. ------------------------------------------------------------------------------- Roman Cavalry Attack (melee): 6 Attack (missile): NA Defense: 15 armor: 6 Defensive Skill: 5 Shield: 4 Charge Bonus: 5 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 520 Description: Roman cavalry are auxiliary spear-armed cavalry who have a screening role in a Roman army. They should be used against the flanks or reaer of units, or to keep missile troops and skirmishers away from the main Roman heavy infantry (who are the real killers of a Roman army). They wear little armor and only carry spears and sheilds. As a result, they can charge enemies, but may be cut to pieces by a prepared defensive line of spearmen if these attacked head on. Historically, roman cavalry only came into existence after the army reforms of Gaius Marius as a replacement force for the equites. The property qualifications for fighting as cavalry in the army were abandoned and the army made professional. They were organised into 'wings' called alae rather than cohorts. Strengths and Weaknesses: Effective medium cavalry better fit for flanking enemy infnatry and are much better effective at combating enemy cavalry. Much better then the Equites. none ------------------------------------------------------------------------------- Legionary cavalry Attack (melee): 8 Attack (missile): NA Defense: 22 armor: 12 Defensive Skill: 6 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge formation Recruitment Cost: 790 Description: Legionary Cavalry are a heavy force of spear-armed cavalry who charge home using shock and mass to achieve victory. They are tough disciplined riders - a notable advantage compared to many cavalry units who are composed of headstrong and impetuous "nobility". They are probably wasted when used to ride down skirmishers and missile troops, but they have the power to be able to smash heavier infantry formations apart, and severely disrupt other cavalry. They must, however, take care when attacking prepared spearmen, and should certainly avoid a frontal charge in this case whenever possible. They wear good armor and carry shields; their weapons are the spear (lancea) and the long sword (spatha), both of which are deadly in the hands of an expert. Historically, Rome's best cavalry forces were organized into wings (or alae, singular ala) rather than cohorts, and recruited from amoung horse-culture minorities within Rome's borders. Generally, this meant that cavalry were predominantly non-italian, the opposite od the legionaries' composition. Romans had developed the art of fighting as infantry, and relied on others to provide what they considered to be the supporting arms such as cavalry. Strengths and Weaknesses: These guys are highly trained cavalry that can bash threw the flanks of infantry and cavalry. They still lack the armor to charge infantry from the front. none ------------------------------------------------------------------------------- Roman General Attack (melee): 11 Attack (missile): NA Defense: 14 armor: 3 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: NA Recruitment Cost: 790 Description: This General has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry ,able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspiration leadership and combat powers of his men can tip the balance. Strengths and Weaknesses: Your basic general unit. They should not be use as normal cavalry unless you are really loosing the battle. They do take awhile to kill but there charges are not as effective as other cavalrymen. none ------------------------------------------------------------------------------- Praetorian Cavalry Attack (melee): 11 Attack (missile): NA Defense: 22 armor: 11 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 840 Description: Praetorian cavalry are an elite within the elite: dedicated bodyguards who serve as heavy cavalry. Praetorian training is, as might expected, demanding and thorough. These men are some of the best, toughest, most unflinching soldiers in Rome - and good cavalry men to boot! As heavy cavalry, it is their task to smash enemy formations and drive them from the field, fighting with their cavalry-pattern swords (longer than the original legionary gladius) once close combat is joined. Historically, the original praetorians were made chosen to guard the tent (the praetorium) of the legion's legate. These men came to act as bodyguards for all important generals, and then became an elite quite separate from the originating legions. It was under the Emperors that the Praetorians developed a taste for conspiracy and murder, eventually even auctioning the Empire to the highest bidder! Strengths and Weaknesses: This unit is the elite of the elite. They can route most infantry with only one or two charges. They have a good amount of armor and are the usual choice of cavalry for most online players. The best Roman Cvalry in the game ------------------------------------------------------------------------------- Roman armored General Attack (melee): 11 Attack (missile): NA Defense: 22 armor: 11 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: NA Recruitment Cost: 1120 Description: This general has a bodyguard of loyal spear-armed and armored cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this is best commited to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Same as the regular roman general ,but with some more armor. none ------------------------------------------------------------------------------- Cavalry Auxilia Attack (melee): 7 Attack (missile): 7 Defense: 9 armor: 2 Defensive Skill: 3 Shield: 4 Charge Bonus: 4 Weapon: Throwing spears Weapon (Secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 470 Description: Cavalry auxilia are javelin-armed mounted skirmishers who strike quickly and retire with equal prudenct haste. They do not wear armor, but do carry shields and swords so that they can fight in their own defense should the need arise. they are, however, best used to harass a mass of enemy units such as heavy infantry. Such targets cannot hope to catch them! They are not ideally suited to fighting other skirmishers, as many of their javelins will be wasted against targets that can dodge, but they can be very useful in harrying fleeing enemies and driveing them from the field. Strengths and Weaknesses: Skirmishers aren't that useful on foot ,so as
you might expect, they aren't that effective on horseback either. After they discharge their javelins they basically become very bad light cavalry that isn't good for much. Only good at causing about 20 casualties per unit. ------------------------------------------------------------------------------- Ballistas Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 320 Description: A Ballista is sinew-powered weapon that looks ;ik and enormous crossbow. It has tremendous range and can skewer files of men with a single bolt! While a Ballista might look like a huge crossbow, its working principles are rather diferent. the two arems are pushed through ropes made of togh animal sinew. This naturally elastic material is then twised, and becomes a hugely powerful spring, pulling each arm forards. The arms are pulled back, creating even more tension, the Ballista is loaded with a missile, and then this is shot at the enemy with considerable force. Providing care is taken to make sure that the two sinew bundles are under the same tension, the Ballista is a very accurate weapon, but because sinew sensitive to damp Ballista does not work wlee in wet whether. Strengths and Weaknesses: There are only 2 uses for Ballistas. One, is to destroy the gates of a city. Two, to snipe the enemy general during a battle. If your using this unit in hopes of causing large amounts of casualties then you will not succeed. The Ballistas take forever to reload and only inflict about 3 casualties per shot. only use for walls or to take out the enemy general. ------------------------------------------------------------------------------- Scorpions Attack (melee) NA Attack (missile) 43 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming ammunition Recruitment Cost: 380 Description: A roman scorpian is a sinew-powered weapon that looks like a large bow laid sideways on a frame. It has a tremendous range and can skewer a man with a single shot! While a Scorpian might look like a huge crossbow, its working principles are rather diferent. the two arems are pushed through ropes made of togh animal sinew. This naturally elastic material is then twised, and becomes a hugely powerful spring, pulling each arm forards. The arms are pulled back, creating even more tension, the Scorpian is loaded with a missile, and then this is shot at the enemy with considerable force. Providing care is taken to make sure that the two sinew bundles are under the same tension, the Scorpian is a very accurate weapon, but because sinew sensitive to damp Scorpian does not work wlee in wet whether. Strengths and Weaknesses: Essentially this unit is the ballista with less range and it is completely useless at destroying gates. The scorpion shoots a lot straighter so it is less effective at sniping the enemy general. Do NOT use this unit, choose the ballista it is superior in every way. ------------------------------------------------------------------------------- Repeating Ballistas Attack (melee): NA Attack (missile): 33 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: NA Recruitment Cost: 460 Description: The repeating ballista is a semi-automatic artillery weapon. As long as it is loaded with bolts and cranked it will keep firing. The basic design is similar to a ballista: twisted animal sinew ropes provide the power. There is an ingenious winding mechanism that draws back the arms, drops a bolt in place and then releases a catch - and all this happens repeatedly as long as a windlass is turned. This makes it a perfect weapon for creating a "beaten Zone' or targeting large enemy formations, when speed of fire is more important than pinpoint accuracy. Strengths and Weaknesses: everything is explained in the description. The Ballista looses it accuracy for increased rate of fire. It still does not inflict major casualties to I suggest sticking with the regular Ballista. none ------------------------------------------------------------------------------- Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 830 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwinf arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. ------------------------------------------------------------------------------- Heavy Onagers Attack (melee): NA Attack (missile): 63 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 1050 Description: The heavy onager is an enormous catapult built using the same basic design as its sibling and capable of smashing down stone fortifications. It is powered by a twisted bundle of animal Sinew ropes, and is slow to wind baack and reload. Its missiles are devastating, and it can also fire incendiary firepots. Range is no more than the smaller onager and thie makes the heavy onager susceptible to counter fire. Ofeter, it is best employed alongside smaller artillery to deal with enemy fire. Strengths and Weaknesses: See Onagers above. just a slight upgrade from onagers. ------------------------------------------------------------------------------- _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- --------------------------SPQR [SPR8]------------------------------------------ ------------------------------------------------------------------------------- \_____________________________________________________________________________/ The SPQR are one of the 4 Roman factions in the game. Like all the Roman factions, they are considered by some to be the best (or easiest to use) faction in the game. They have a wide variety of infantry, cavalry, and artillery. All of there men are high quality and the only type of units they lack are horse archers. SPQR Is a abbreviation latin for a phrase that translates to "The Senate and People of Rome" ------------------------------------------------------------------------------- Peasants Attack (melee): 1 Attack (missile): NA Defense: 1 Defensive Skills: 1 Shield: 0 Armor: 0 Charge Bonus: 1 Weapon: knife Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 100 Description: Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Town watch Attack (melee): 3 Attack (missile): NA Defense: 7 Defensive Skills: 2 Shield: 5 Armor: 0 Charge Bonus: 1 Weapon: Short spear Weapon (Secondary): none Category: Infantry Special Abilities: NA Recruitment cost: 150 Description: The town watch are local workers and peasants given enough training to defend their homes and keep order in the streets. They are no substitute for fully trained Roman Legionaries, but then they are not expected to be more than a citizen militia with an interest in keeping the peace (and possibly they might have some fire fighting duties). They do not have much equipment, as the most they are expected to do is stand behind their spears and shields, and then hold position when charged. By and large, this they manage to do. Strengths and Weaknesses: This unit is a slight step up from the peasants. They can last a bit longer in combat and can fight some light cavalry from the front. Most likely you won't be using these guys unless you are really low money, as the next unit in the line up ,Hastati, are only slightly more expensive and can do everything the town watch can and more. If your looking for units to garrison your town then you should use peasants as they are cheaper and if a army invades it won't make a difference whether your using the town watch or peasants. none ------------------------------------------------------------------------------- Auxilia Attack (melee): 5 Attack (missile): NA Defense:16 Armor:7 Defensive Skills: 4 Shield: 5 Charge Bonus:2 Weapon: Short spear Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 430 Description: Auxilia are highly disciplined and tough spearmen who provide support to Roman legionaries in battle. They are defensive infantry, expected to protect the flanks of the heavier legionaries from cavalry and similar threats; their training is at least as harsh as that of the legionaries and produces men with a similar level of discipline and hardiness. These troops need to keep up with other Roman forces, and so cannot be allowed to tire easily. They are recruited from among non-Romans within the Empire, and this is easy because Roman citizenship is far from being universal. Historically, Roman commanders made sure that auxilia were always stationed far away from home so that there was no temptation to acts of rebellion. THE changes introduced by Gaius Marius meant that professional legionaries; a wholesale shake-up of the Roman military machine saw the whole army being put on a full time, service-for-life footing, with auxiliaries being rewarded with Roman citizenship at the end of their military careers. Strengths and Weaknesses: After the reforms in the Roman army these guys will be the only spearmen you can recruit. Again, you probably will not be using these guys as the Roman legionaries and cavalry can take on cavalry on thier own and they do not need spearmen. If you are tight on money then you can get these and they are tough soldiers its just that the other Roman infantry are just better suited for the job. Good if on a budget but not necessary for later Roman armies. ------------------------------------------------------------------------------- Hastati Attack (melee): 7 Attack (missile): 11 Defense: 14 Defensive Skills: 5 Armor: 4 Shield: 5 Charge Bonus: 2 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: NA Recruitment cost: 440 Description: Hastati are amoung the younger men in early Republican Legion, and and form the front line in any battle. They are supposed to wear down an enemy and hold him before the next Roman battle lone attacks and carries on the fight. They are, as a result, capable troops in their own right. They are armed with pila that are thrown before charging at the enemy at close range before they close to fight hand-to-hand. They are equiped with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum (plural,pila) is a cleverly designed spear with a soft iron shaft behind the point; it bends on impact so that it can't be throw back and if it's stuck in someone or something it is a real hindrance to movement. Historically, hastati spent their own money on their equipment and often couldn't afford anything much better. This along with the age and property, was why they fought as Hastati Strengths and Weaknesses: The Hastati are the first real infantry you can recruit as the Romans. They can hold a lin against most light and some heavy infantry along with some light cavalry. They have their pila that can inflict many casualties on a unit of infantry especially when targeting the flanks. Over time as your econamy develops you will want to start to replace your Hastati with Principes. Even though Hastati are good men they do not have the morale to stay in combat for long periods of time. Good men early on but lose value later on. ------------------------------------------------------------------------------- Triarii Attack (melee): 7 Attack (missile): NA Defense: 17 Defensive Skills: 7 Armor: 5 Shield: 5 Charge Bonus: 3 Weapon: Short spear Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 500 Description: Triarii are tough heavy spearmen who make up the third and most superior part of a roman legion before the military reforms of Gaius Marius. They carry a long "hoplite-style" spear 9the Hasta) which is used to thrust, a long shield and gladius. They surprising, given that they are drawn from the richest section of society. The triarii are the last available line in early-pattern Republican Lagions. "Going to the triarii" is a Roman saying meaning carry in to the bitter end, and if they are used it's a sign that the most of decision in a battle has a arrived. Historically, triarii spent their own money on their equipment and could afford to buy the best of everything. Strengths and Weaknesses: Triarii are some of the best short spearman in the game. They can beat almost any cavalry unit head on and can hold their ground against light infantry. Although powerfull they are not suited to fight phalanx men or heavy infantry. These are the most versatile infantry you can recruit before the reforms, as they can beat most cavalry and can hold other infantry men in place. ------------------------------------------------------------------------------- Principes Attack (melee): 7 Attack (missile): 11 Defense: 16 Defensive Skills: 7 Armor: 4 Shield: 5 Charge Bonus: 2 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: NA Recruitment cost: 490 Description: Principes are older, more reliable soldiers who have seen more service. it is their task to be the second line of a legion and carry on the fight once the Hastati are spent. They are supposed to carry on the 'wearing down' fight and exauhst the enemy. They are, as a result, capable soldiers and unafraid of combat. They are armed with pila that are thrown before charging at the enemy at close range before they close to fight hand-to-hand. They are equiped with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum (plural,pila) is a cleverly designed spear with a soft iron shaft behind the point; it bends on impact so that it can't be throw back and if it's stuck in someone or something it is a real hindrance to movement - always assuming whoever it's stuck in isn't dead! Historically, Principes spent their own money on their equipment and, being older, were in a position to buy better gear than the young Hastati. This, along with the age and property requirements, was whey they fought as Principes. Strengths and Weaknesses: Principes are a large step up from the hastati. They are a whole lot stronger both in their fighting ability and morale. You will want to make your army mostly Principes if your economy will allow it. Overall, they hit harder, last longer and will be a whole more effective in the long run. These are strong, but they still have trouble fighting soldiers in phalanx formation. ------------------------------------------------------------------------------- Early Legionary Cohort Attack (melee): 9 Attack (missile): 13 Defense: 17 Defensive Skills: 5 Armor: 7 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment cost: 610 Description: Roman legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. Every legionary's chainmail armor, the lorica hamata, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. Historically, these legionaries only came to be after the army reforms of Gaius Marius. He abandoned property and age requirements for the legions, and made the Roman army into a professional force. No longer would a man have to provide his own war gear; he would be paid, serve a term of 25 years and then retire with enough land to give him a pension for the remainder of his days. Strengths and Weaknesses: These are first True Roman Legionaries you can recruit as the romans. They are tough professional soldiers but they are still not the elite soldiers that Rome is known for. These are the "early" legionaries after all. They are only slight upgrades of the Principes. Nether the less they are still a formidable force yet they are far from invincible. none ------------------------------------------------------------------------------- Mirmillo Gladiators Attack (melee): 12 Attack (missile): NA Defense: 14 Defensive Skills: 7 Armor: 7 Shield: 0 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 700 Description: Mirmillo gladiators are superb individual fighters, unmatched by any ordinary warriors. They wear apparently impractical armor, but then it is designed to stop a quick kill in the arena, not necessarily to keep them alive in a battle. They word normally fight singly as half of a matched pair, agaisnt another style of fight singly as half of a matched pair. Against another style of fighter,but on a battlefield they form a unit all their own. They care little for personal safety as they are part of the damnati: the disgraced, the condemmed, the untouchables in society. They fight; they win; they may gain freedom... eventually. Strengths and Weaknesses: Gladiators are unique units because they have half the soldiers of a normal unit of infantry and they also fight a formation similar to peasants. They are strong soldiers but they are not professional warriors. They are excellent fighter when it comes to one on one fights but they don't do to well against more than one unit at a time. Because of this, Gladiators are almost never used and for good reason. The other roman infantry units are more versatile and are better suited for army vs army fights. Avoid this unit. ------------------------------------------------------------------------------- Legionary Cohort Attack (melee): 9 Attack (missile): 13 Defense: 22 Defensive Skills: 5 Armor: 12 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment cost: 740 Description: Roman legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. Every legionary's chainmail armor, the lorica hamata, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. The Lorica Segmenta armor was adopted because it was cheaper to make and offered more protection as the earlier chainmail. Strengths and Weaknesses: As they say in the description they are tough, professional, and elite soldiers that will hold there ground against most things. They are some of the best infantry that the romans have second second only to the Urban cohorts. Very powerful, good morale. ------------------------------------------------------------------------------- Praetorian Cohort Attack (melee): 12 Attack (missile): 16 Defense: 23 armor: 12 Defensive Skill: 6 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 810 Description: A Praetorian cohort is made up of elite Legionaries, recruited because of their superb soldiering skills and political Loyalties. A general can rely on this unit. Praetorian training is, as expected, both demanding and incredibly thorough. These men are some of the best, toughest, most unflinching soldiers in Rome, and they know it! Their equipment is much the same as other legionaries, but better made. Every Praetorian wears banded armor, the lorica segmenta, a metal helmet and carries a large curved shield. They fight with two heavy throwing spears (the pilum, plural pilum) and a short stabbing sword the Gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as it hits its target, making it impossible to pull out and throw back. Once the pila have been thrown, praetorians close and continue fighting with the stabbing gladius. They can also use the testudo, or tortoise, to protect themselves from missiles. Historically, the original praetorians were the "bravest of the brave" chosen to guard the praetorium - the tent of the legate of the legion when in the field. These men came to act as bodyguards for all important generals, before being made into specific formations that were considered useful in politics as well as war. It was Augustus who established the Praetorian Guard as both a bodyguard and for useful intimidation in Rome. It was under the later Emperors that the Praetorians developed a taste for conspiracy and murder. Strengths and Weaknesses: Slight step up from the legionary cohorts with more armor, attack, and morale. ------------------------------------------------------------------------------- Urban Cohort Attack (melee): 14 Attack (missile): 18 Defense: 24 armor: 12 Defensive Skill: 7 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 860 Description: An Urban cohort is made up of elite legionaries, recruited because of their superb soldiering skills and loyalty. These are heavy infantry who, when not performing garrison duties in the vital cities of the empire, fight as heavy infantry - the men who do the real work in a Roman army! Training for any man in an urban cohort is demanding and produces incredibly tough men. The results are the best, toughest, most unflinching soldiers in the Roman world, men who will stop at little to achieve their goals. The Urban Cohorts are equiped with the same gear as legionaries - it is the men inside the uniform that make them effective - and wear banded armor, the lorica segmenta, metal helmets and carry large shields. They fight with two pila (singular, pilum), throwing spears with a soft iron shafts that are designed to bend as soon as they hit making them impossible to fling back. They also carry short stabbing swords for close work. Historically, the urban cohorts were a police force for Rome established by Augustus, and were commanded to keep order. ALthough outnumbered, they were a counterbalance of sorts to the power of the Praetorian Guards within the city. Life in the urban cohorts was better than in the 'line' legions, as pay and service contidions were better. Other urban cohorts were established in the larger cities of the Empire in later years, and the prefect in the charge of the cohorts often became an important political figure. Strengths and Weaknesses: These guys are the elite of the elite. They are the best Rome has and they will stand against anyone without routing. If they do route then you know your in trouble. In most multiplayer games players will spam Urban cohorts and they do this for good reason. They can fight off most cavalry from the front and they can even take on units in phalanx formation, if they are able to srurround them. Considered by most to be the best infantry in the game. ------------------------------------------------------------------------------- Arcani Attack (melee): 12 Attack (missile): NA Defense: 15 armor: 7 Defensive Skill: 6 Shield: 2 Charge Bonus:3 Weapon: Sword x2 Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment Cost: 900 Description: They are a shadowy part of the Roman army organized in small groups and competent in camouflage and deception. The Arcani exist almost as a secret society whose very name should not be spoken. The armor they wear is finely crafted so that while it offers great protection, it will not slow or tire the fantastically fit Arcani troops. Their face masks mean opposing troops may even flee in terror when surprised by a group of these blood-thirsty killers! Strengths and Weaknesses: These guys are similar to the Gladiators in the sense that they have very soldiers, they are very expensive, they are great one v. one fighters, and most importantly they are also useless and unefective when fighting more then one unit. Do not use these units. ------------------------------------------------------------------------------- Early Legionary First Cohort Attack (melee): 9 Attack (missile): 13 Defense: 17 armor: 7 Defensive Skill: 5 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 1010 Description: The Roman First Cohort consists of well-armed and armored infantryman, who go into combat carrying the symbol of Roman power, a Legionary Eagle. This is inspirational for other troops. Legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. When approaching enemy fortifications, for example, they can use the turtle formation, or testudo, overlapping shields for protection. Every legionary's banded metal armor, the lorica segmenta, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. Historically, these cohorts came to be after the army reforms of Gaius Marius. He made the Roman army into a prfessional force. Men served a term of 25 years and then retired with enough land to give them pensions for the remainder of their days. The best legionaries in each legion would naturally gravitate through seniority into the first cohort. Strengths and Weaknesses: This unit is essentially the Early legionary cohorts with 50% more men and they give a slight boost of morale to near by men. I don't recommend using them as you will get more versatility from 2 units then just one. When you only have on unit you can only attack from one direction, when you have 2 units you can attack from 2 directions. This is especially helpfull when fighting phalanxes. none ------------------------------------------------------------------------------- Legionary First Cohort Attack (melee): 9 Attack (missile): 13 Defense: 22 armor: 12 Defensive Skill: 5 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (Secondary): PIla x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 1220 Description: The Roman First Cohort consists of well-armed and armored infantryman, who go into combat carrying the symbol of Roman power, a Legionary Eagle. This is inspirational for other troops. Legionaries are tough, professional troops with good armor and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. When approaching enemy fortifications, for example, they can use the turtle formation, or testudo, overlapping shields for protection. Every legionary's banded metal armor, the lorica segmenta, is of very good quality, as is the rest of his gear: a metal helmet and a large curved shield. They fight with two throwing spears (the pilum, plural pila) and a short stabbing sword, the gladius. Each pilum has a soft iron shaft behind the piercing head that is designed to bend as soon as it hits a target, making it impossible to pull out and throw back. Embedded in a shield a pilum hampers an enemy. Embedded in a man, it usually kills. Once the pila have been thrown, legionaries close and continue fighting with the stabbing gladius. Historically, the lorica segmenta was slightly easier and cheaper to manufacture than chainmail, an important consideration when Rome has so many troops in the field. Strengths and Weaknesses: Just read this section for the "early legionary first cohort" above as they are exactly the same. none ------------------------------------------------------------------------------- Roman Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (Secondary): Knife Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 190 Description: Roman Archers are supporting troops for heavier infantry, very much a secondary role in Roman warfare. They are missile troops almost exclusively, as their lack of armor and poor hand weapons mean that only a heartless or desperate commander would deliberately order them to fight in hand-to-hand combat. Archery is not really a significant part of the Roman way of warfare, but the need for some missile troops in obvious to Roman commanders, and hence these archers are recruited from amoung the peasant classes. Strengths and Weaknesses: Archers are a good staple in any army. They are good at harassing and whittling down enemy infantry. They can also use there flaming arrows to route chariots and elephants. They can fight hand to hand if the occasion calls for it but they won't last long. Goes well in almost every kind of army. ------------------------------------------------------------------------------- Velites Attack (melee): 5 Attack (missile): 7 Defense: 7 armor: 2 Defensive Skill: 3 Shield: 2 Charge Bonus: 2 Weapon: Throwing spears Weapon (Secondary): sword Category: Infantry Special Abilities: none Recruitment Cost: 270 Description: Velites are light skirmishing troops who screen the main battle line of an ealry-pattern Legion as it advances. They are armed with javelins and a stabbing sword, and carry a small round shield bu no other protection. It is their task to harass the enemy before the main combat begins. Roman Velites become outdates after the Marius Reforms. Historically, Marius put he Roman army on a professional footing, and abandoned all property and age requirements in the process, Roman citizens would no longer go to war as-and-when as a civic duty: they would fight in future as full-time citizen-mercenaries in the Legions. Strengths and Weaknesses: The job of velites and all skirmishers ,for that matter, is to harass the enemy infantry and weaken them before the main engagement starts. I honestly do not know why any one would use these guys. Archers are superior in every possible way. Archers have better range, more ammo, and they have flaming arrows to route elephants and chariots. avoid using, totally out classed by archers. ------------------------------------------------------------------------------- Light Auxilia Attack (melee): 5 Attack (missile): 7 Defense: 7 armor: 2 Defensive Skill: 3 Shield: 2 Charge Bonus: 2 Weapon: Throwing spears Weapon (Secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 290 Description: Light auxilia are skirmishers who act as a screening for heavier troops. they also break up enemy formations with showers of javelins which have a longer range than the iron-shafted heavy pila carried by Roman legionaries. These auxilia do not wear armor and so cannot be expected to last long in hand-to-hand caombat but they can fight it they must. Their training is very nearly as vigorous as that of the legionaries so they do not tire easily, and discipline in auxilia units is certainly as harsh and uncompromising. Strengths and Weaknesses: read the section on velites above avoid using, totally out classed by archers. ------------------------------------------------------------------------------- Archer Auxilia Attack (melee): 3 Attack (missile): 8 Defense: 6 armor: 3 Defensive Skill: 3 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (Secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 400 Description: Archer Auxilia are supporting troops for the heavier legionary infantry, an important secondary role in Roman warfare. They are not expected to fight in hand-to-hand combat and are not given the war gear to do so for long; their job is to provide supporting fire and let the legionaries fight the main battle. Because the roman army is standardized around its heavy infantry Legionaries and discipline in auxilia units is certainly as harsh and uncompromising. Historically , with the changes introduced by Gaius Marius professional auxiliaries were recruited to serve alongside now-professional Legionaries; a wholesale shake-up of the Roman military machine saw the whole army being put on a full rime, service-for-life footing with auxiliaries being rewarded with Roman Citizenship at the end of their military careers. Strengths and Weaknesses: Essentially these are the Roman archers with some more armor. Overall they tend to be avoided because the extra armor on a archer really isn't necessary. Unnecessary, regular archers can get the job done just as well. ------------------------------------------------------------------------------- Incendiary Pigs Attack (melee): 7 Attack (missile): NA Defense: 4 armor: 3 Defensive Skill: 1 Shield: 0 Charge Bonus: 2 Weapon: NA Weapon (Secondary): NA Category: Cavalry Special Abilities: NA Recruitment Cost: 200 Description: Incendiary Pigs are "one shot" weapons intended to spread panic and terror amongst enemies, particularly mounted troops. The pigs are coated in pitch, tar and oil, and herded towards the enemy. At the right moment, the pigs are ignited by their handlers and, not unnaturally, they run away in paon and terror - hopefully towards the enemy. Apart from \ goring anyone foolish enough to get in their way, the pigs are tremendously disruptive to formations. They are also very frightening for elephants in particular, and this is their main use in warfare. Pigs can only be fired once during a battle, and few survive for long. Strengths and Weaknesses: these should be used only to route elephants. other than that they aren't good for much. I don't see why anyone would waste a unit slot on this unit. Skirmishers and archers gun route elephants just as easily and you will start a battle down a unit because the all the pigs die after they are used. useless. ------------------------------------------------------------------------------- Wardogs Attack (melee): 10 Attack (missile): NA Defense: 3 armor: 2 Defensive Skill: 1 Shield: 0 Charge Bonus: 2 Weapon: NA Weapon (Secondary): NA Category: Cavalry Special Abilities: NA Recruitment Cost: 570 Description: Wardogs are bread for a savage nature and great size, but then hunting men is only a little more dangerous than hunting wild boar! The beasts are muscular and powerful. Originally bred for hinting large prey, they are now trained to hunt and attack men. Wardogs are usually unleashed on an enemy to break a line and unnerve opponeents. Dew mena re bale to stand steadily in the face of snarling and partially-starved beast. The dogs are trianed to bite and hold on, dragging down their human targets, and hamstring horses. Their handlers are brave, hardy and not easily intimidated many have fingers, hands or even chunks of limbs missing! Strengths and Weaknesses: They are best used for hunting down routing units. The trouble is that after they attack the initial target you give them they will atack any unit they want and because of this very few will survive to the end of the battle. They are generally unafective dealing casualties on any heavy infantry. usually avoided, not very useful. ------------------------------------------------------------------------------- Equites Attack (melee): 6 Attack (missile): NA Defense: 12 armor: 3 Defensive Skill: 5 Shield: 4 Charge Bonus: 5 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 420 Description: Equites are light cavalrymen armed with spears. In the Roman system of war, they are intended to drive off skirmishers and pursue fleeing enemies. The word equites means 'horsemen', and they are recruited from among the well-off sections of society. They wear little armor and only carry spears and shields. As a result, they can charge enemies, but may be cut to pieces by a prepared defensive line of spearmen if these were attacked head on. Instead, they should be used against the flanks or rear of units, or to keep missile troops and skirmishers away from the main Roman heavy infantry (who are the real killers of a Roman army). Historically, equites were drawn from the equestrian classes - literally the rich people who could afford to own horses - and they spent their own money on both horse and war gear. Strengths and Weaknesses: They have very light armor and weapons making them mainly used for hunting down routing enemies and missile units. They can do some flanking charges on infantry but you have to make sure that you pull them out again quickly or else they will get cut down. Good early on ,but are out classed by the heavier cavalry. ------------------------------------------------------------------------------- Roman Cavalry Attack (melee): 6 Attack (missile): NA Defense: 15 armor: 6 Defensive Skill: 5 Shield: 4 Charge Bonus: 5 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 520 Description: Roman cavalry are auxiliary spear-armed cavalry who have a screening role in a Roman army. They should be used against the flanks or reaer of units, or to keep missile troops and skirmishers away from the main Roman heavy infantry (who are the real killers of a Roman army). They wear little armor and only carry spears and sheilds. As a result, they can charge enemies, but may be cut to pieces by a prepared defensive line of spearmen if these attacked head on. Historically, roman cavalry only came into existence after the army reforms of Gaius Marius as a replacement force for the equites. The property qualifications for fighting as cavalry in the army were abandoned and the army made professional. They were organised into 'wings' called alae rather than cohorts. Strengths and Weaknesses: Effective medium cavalry better fit for flanking enemy infnatry and are much better effective at combating enemy cavalry. Much better then the Equites. none ------------------------------------------------------------------------------- Legionary cavalry Attack (melee): 8 Attack (missile): NA Defense: 22 armor: 12 Defensive Skill: 6 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge formation Recruitment Cost: 790 Description: Legionary Cavalry are a heavy force of spear-armed cavalry who charge home using shock and mass to achieve victory. They are tough disciplined riders - a notable advantage compared to many cavalry units who are composed of headstrong and impetuous "nobility". They are probably wasted when used to ride down skirmishers and missile troops, but they have the power to be able to smash heavier infantry formations apart, and severely disrupt other cavalry. They must, however, take care when attacking prepared spearmen, and should certainly avoid a frontal charge in this case whenever possible. They wear good armor and carry shields; their weapons are the spear (lancea) and the long sword (spatha), both of which are deadly in the hands of an expert. Historically, Rome's best cavalry forces were organized into wings (or alae, singular ala) rather than cohorts, and recruited from amoung horse-culture minorities within Rome's borders. Generally, this meant that cavalry were predominantly non-italian, the opposite od the legionaries' composition. Romans had developed the art of fighting as infantry, and relied on others to provide what they considered to be the supporting arms such as cavalry. Strengths and Weaknesses: These guys are highly trained cavalry that can bash threw the flanks of infantry and cavalry. They still lack the armor to charge infantry from the front. none ------------------------------------------------------------------------------- Roman General Attack (melee): 11 Attack (missile): NA Defense: 14 armor: 3 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: NA Recruitment Cost: 790 Description: This General has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry ,able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspiration leadership and combat powers of his men can tip the balance. Strengths and Weaknesses: Your basic general unit. They should not be use as normal cavalry unless you are really loosing the battle. They do take awhile to kill but there charges are not as effective as other cavalrymen. none ------------------------------------------------------------------------------- Praetorian Cavalry Attack (melee): 11 Attack (missile): NA Defense: 22 armor: 11 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 840 Description: Praetorian cavalry are an elite within the elite: dedicated bodyguards who serve as heavy cavalry. Praetorian training is, as might expected, demanding and thorough. These men are some of the best, toughest, most unflinching soldiers in Rome - and good cavalry men to boot! As heavy cavalry, it is their task to smash enemy formations and drive them from the field, fighting with their cavalry-pattern swords (longer than the original legionary gladius) once close combat is joined. Historically, the original praetorians were made chosen to guard the tent (the praetorium) of the legion's legate. These men came to act as bodyguards for all important generals, and then became an elite quite separate from the originating legions. It was under the Emperors that the Praetorians developed a taste for conspiracy and murder, eventually even auctioning the Empire to the highest bidder! Strengths and Weaknesses: This unit is the elite of the elite. They can route most infantry with only one or two charges. They have a good amount of armor and are the usual choice of cavalry for most online players. The best Roman Cvalry in the game ------------------------------------------------------------------------------- Roman armored General Attack (melee): 11 Attack (missile): NA Defense: 22 armor: 11 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (Secondary): Sword Category: Cavalry Special Abilities: NA Recruitment Cost: 1120 Description: This general has a bodyguard of loyal spear-armed and armored cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this is best commited to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Same as the regular roman general ,but with some more armor. none ------------------------------------------------------------------------------- Cavalry Auxilia Attack (melee): 7 Attack (missile): 7 Defense: 9 armor: 2 Defensive Skill: 3 Shield: 4 Charge Bonus: 4 Weapon: Throwing spears Weapon (Secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 470 Description: Cavalry auxilia are javelin-armed mounted skirmishers who strike quickly and retire with equal prudenct haste. They do not wear armor, but do carry shields and swords so that they can fight in their own defense should the need arise. they are, however, best used to harass a mass of enemy units such as heavy infantry. Such targets cannot hope to catch them! They are not ideally suited to fighting other skirmishers, as many of their javelins will be wasted against targets that can dodge, but they can be very useful in harrying fleeing enemies and driveing them from the field. Strengths and Weaknesses: Skirmishers aren't that useful on foot ,so as you might expect, they aren't that effective on horseback either. After they discharge their javelins they basically become very bad light cavalry that isn't good for much. Only good at causing about 20 casualties per unit. ------------------------------------------------------------------------------- Ballistas Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 320 Description: A Ballista is sinew-powered weapon that looks ;ik and enormous crossbow. It has tremendous range and can skewer files of men with a single bolt! While a Ballista might look like a huge crossbow, its working principles are rather diferent. the two arems are pushed through ropes made of togh animal sinew. This naturally elastic material is then twised, and becomes a hugely powerful spring, pulling each arm forards. The arms are pulled back, creating even more tension, the Ballista is loaded with a missile, and then this is shot at the enemy with considerable force. Providing care is taken to make sure that the two sinew bundles are under the same tension, the Ballista is a very accurate weapon, but because sinew sensitive to damp Ballista does not work wlee in wet whether. Strengths and Weaknesses: There are only 2 uses for Ballistas. One, is to destroy the gates of a city. Two, to snipe the enemy general during a battle.
If your using this unit in hopes of causing large amounts of casualties then you will not succeed. The Ballistas take forever to reload and only inflict about 3 casualties per shot. only use for walls or to take out the enemy general. ------------------------------------------------------------------------------- Scorpions Attack (melee) NA Attack (missile) 43 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming ammunition Recruitment Cost: 380 Description: A roman scorpian is a sinew-powered weapon that looks like a large bow laid sideways on a frame. It has a tremendous range and can skewer a man with a single shot! While a Scorpian might look like a huge crossbow, its working principles are rather diferent. the two arems are pushed through ropes made of togh animal sinew. This naturally elastic material is then twised, and becomes a hugely powerful spring, pulling each arm forards. The arms are pulled back, creating even more tension, the Scorpian is loaded with a missile, and then this is shot at the enemy with considerable force. Providing care is taken to make sure that the two sinew bundles are under the same tension, the Scorpian is a very accurate weapon, but because sinew sensitive to damp Scorpian does not work wlee in wet whether. Strengths and Weaknesses: Essentially this unit is the ballista with less range and it is completely useless at destroying gates. The scorpion shoots a lot straighter so it is less effective at sniping the enemy general. Do NOT use this unit, choose the ballista it is superior in every way. ------------------------------------------------------------------------------- Repeating Ballistas Attack (melee): NA Attack (missile): 33 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: NA Recruitment Cost: 460 Description: The repeating ballista is a semi-automatic artillery weapon. As long as it is loaded with bolts and cranked it will keep firing. The basic design is similar to a ballista: twisted animal sinew ropes provide the power. There is an ingenious winding mechanism that draws back the arms, drops a bolt in place and then releases a catch - and all this happens repeatedly as long as a windlass is turned. This makes it a perfect weapon for creating a "beaten Zone' or targeting large enemy formations, when speed of fire is more important than pinpoint accuracy. Strengths and Weaknesses: everything is explained in the description. The Ballista looses it accuracy for increased rate of fire. It still does not inflict major casualties to I suggest sticking with the regular Ballista. none ------------------------------------------------------------------------------- Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 830 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. ------------------------------------------------------------------------------- Heavy Onagers Attack (melee): NA Attack (missile): 63 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 1050 Description: The heavy onager is an enormous catapult built using the same basic design as its sibling and capable of smashing down stone fortifications. It is powered by a twisted bundle of animal Sinew ropes, and is slow to wind baack and reload. Its missiles are devastating, and it can also fire incendiary firepots. The range is no more than the smaller onager and this makes the heavy onager susceptible to counter fire. Also, it is best employed alongside smaller artillery to deal with enemy fire. Strengths and Weaknesses: See Onagers above. just a slight upgrade from onagers. ------------------------------------------------------------------------------- _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- ------------------------------Macedonia [MAC9]--------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ The Macedonians are one of the best pike factions in the game. There pikemen are heavily armored and powerful. There cavalry are also extremely powerful. they do lack swordsmen so you have to make sure your phalanx doesn't get surrounded or else its won't end well. ------------------------------------------------------------------------------- Peasants Attack (melee): 1 Attack (missile): NA Defense: 1 Defensive Skills: 1 Shield: 0 Armor: 0 Charge Bonus: 1 Weapon: knife Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 100 Description: Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Militia Hoplites Attack (melee): 5 Attack (missile): NA Defense: 8 armor: 0 Defensive Skill: 3 Shield: 5 Charge Bonus: 2 Weapon: Pike Weapon (Secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 230 Description: Militia hoplites are levies drawn from cities and thrust into battle with a little training. They fight best as spearmrn, and are armed with long spears and each carries the large round hoplon shield which gives them their name. As a type of infantry hoplites have been around for centuries and have changed little in tactics or equipment. These men wear no armor, but then they are drawn from the poorer classes and it is traditional for citizens to provide their own war gear when called into the army. The cities of the greek world have a long tradition of the people defending their own cities from invaders. They are at their best when used as a soldier block of spearmen and can form a phalanx to attack the enemy. Strengths and Weaknesses: Militia hoplites are jsut that, militia. They can hold their ground against some cavalry and low grade infantry. You will only want them to defend towns. You can do this by just putting them in front of gates. Although, it would be better if you have better infantry. ------------------------------------------------------------------------------ Levy Pikemen Attack (melee): 6 Attack (missile): NA Defense: 5 Armor: 0 Defensive Skill: 3 Shield: 2 Charge Bonus: 2 Weapon: Pike Weapon (secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 310 Description: As war approaches, peasants, farmers and down-at-heel townsfolk can find themselves can find themselves pressed intoservice as pikemen by their rulers. Due to their lack of armor they are best used as defensive infantry, absorbing enemy attacks, or screening the flanks of the main line. Equipped with a long pike some 6m in length (the sarissa) many ranks can bring their weapons to bear on an enemy, presenting a bristling array of spearheads to an approaching foe. They also carry swords for use when the enemy for use when the enemy breaks through the pike line. Although training is practically non-existent, as inheritors of the hoplite tradition levy pikemen can manoeuvre in a phalanx formation. But with no armor other than the small shields strapped to their left arms, under pressure these levied troops are liable to suffer heavy casualties. Strengths and Weaknesses: This is a slight upgrade from the militia hoplites. They have longer pikes but less armor. These guy are much better then militia. Longer pikes means that enemy units have more trouble reaching your soldiers, so defense doesn't really matter. ------------------------------------------------------------------------------ Phalanx Pikemen Attack (melee): 8 Attack (missile): NA Defense: 13 Armor: 6 Defensive Skill: 5 Shield: 2 Charge Bonus: 3 Weapon: Pike Weapon (secondary): Sword Category: 580 Special Abilities: Phalanx formation Recruitment Cost: 580 Description: Phalanx pikemen (or phalangites) form the backbone of Macedonian and Seleucid battle lines. In phalanx formation these troops can be used to pin the enemy line in place, while mobile forces wheel around the flanks to deliver a decisive blow. The phalangites are drawn from families with decent resources, as these men need to provide leather cuirass armor and a metal helmet for protection. Phalanx pikemen carry a small shield strapped to the left arm, leaving both hands above the head up to five ranks' worth of pikes be aimed at 45 degree angle, creating a shield to ward of enemy arrows. All phalanx pikemen also have short swords. Strengths and Weaknesses: Decent infantry that can hold back most cavalry and most infantry from the front. ------------------------------------------------------------------------------ Royal Pikemen Attack (melee): 10 Attack (missile): NA Defense: 17 Armor: 6 Defensive Skill: 6 Shield: 5 Charge Bonus: 4 Weapon: Pike Weapon (secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 740 Description: Often deployed in the position of honor in a pike line usually at the right hand end) thanks to their superior status, Macedonian royal pikemen (or hypaspists) are disciplined troops drawn from the higher echelons of society. The tough royal pikemen carry the shorter hoplite thrusting spear, and are well protected with their large round 'argive-pattern' Shields as well as leather armor. Other units can draw confidence from the presence of these proud warriors, which makes them a bulwark of many a Macedionian battle line. When close-quarter fighting starts they also carry short swords like the other pikemen. Strengths and Weaknesses: These are the elites of Macedonians. They can fight off almost anyone aside from Urban Cohorts. Like all pike units, they don't last long when flanked. ------------------------------------------------------------------------------ Peltasts Attack (melee): 3 Attack (missile): 6 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Throwing Spears Weapon (secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 180 Description: Greek peltasts advance at speed to pepper an enemy with javelins, and then withdraw in good order before a counter - attack can be organized. They are skirmishers and it is their task to harass and disrupt units before the main battle lines clash. They are also adapt at staging tactical ambushes. Peltasts are equipped with a clutch of javelins, a sword ad a light shield, the pelte, which gives them their name as "pelte-bearers". They wear no other armor, and they rely on speed as the best form of protection, and this isn't much protection should they be caught by cavalry. Strengths and Weaknesses: Only good against elephants. Do not use unless you don't have access to archers. ------------------------------------------------------------------------------ Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 Armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 190 Description: Archers are rightly feared for the casualties they can inflict, but they are vulnerable in hand-to-hand combat. They are drawn from the peasant classes of all societies, as these are the people who need to be skilled hunters in order to survive. Learning to use a bow well is something that takes a lifetime and constant practice, and putting food on the table provides good practice. They are best used to weaken enemy formations, or placed in a spot where they can retreat can find protection from other troops. Strengths and Weaknesses: great for any army. Most effective when shooting at the flanks. ------------------------------------------------------------------------------ Greek cavalry Attack (melee): 6 Attack (missile): NA Defense: 8 Armor: 3 Defensive Skill: 5 Shield: 0 Charge Bonus: 5 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 330 Description: Greek Cavalry are fast moving horsemen armed with spears for maximum impact in a charge. they are not heavily armored and do not have shields for protection, relying instead on the old maxim of "speed is armor" for protection. As a result they are best used as a hit-and-run force, rather than as soldiers who can indulge in hand-hand combat. That said, they are excellent for breaking up skirmishers, attacking lighter infantry such a missile troops and pursuing already broken enemies to prevent them rallying and rejoining a battle. Strengths and Weaknesses: Just read the last line of the description and you will know how to use these guys none ------------------------------------------------------------------------------ Light Lancers Attack (melee): 7 Attack (missile): no Defense: 5 Armor: 0 Defensive Skill: 5 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 370 Description: Light lancers are fast, lightly equipped cavalrymen who rely on hit-and-run charges where the killing power of their lances are maximized. Although they have cavalry swords for close quarters fighting, a lack of armor means once the melee becomes protracted they are susceptible to enemy counter attacks: slugging it out with heavy forces is not sensible for these soldiers. Rather, these men should operate on the periphery of battles where they can ride down enemy skirmishers and missile troops. They can be thrown into to heart of the fighting if necessary, or when a weakened units's flank or rear can be attacked. Strengths and Weaknesses: Again, just read the last line of the description. ------------------------------------------------------------------------------ Macedonian cavalry Attack (melee): Attack (missile): Defensive: 17 Armor: 11 Defensive Skill: 6 Shield: 0 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge formation Recruitment Cost: 690 Description: Macedonian cavalry are armored spear-armed horsemen capable of delivering a decisive blow. They wear armor and carry swords but do not have shields, so they are not necessarily ar their best in prolonged close combat. However, when used to repeatedly charge enemy units they can have a tremendous cumulative effect. The Macedonians have a fine tradition of horsemanship, unlike their southerly greek neighbors, a legacy of having a large land-owning aristocracy who could afford to keep horses, unlike the farm-owing society of Greece that produced hoplites. Strengths and Weaknesses: These guys are built to hit the flanks of infantry. Let the Greek cavalry take on the skirmishers while you use these guys to mow down infantry. Using them on Skirmishers is a waist. ------------------------------------------------------------------------------ General's Bodyguard Attack (melee): 11 Attack (missile): NA Defense: 10 Armor: 3 Defensive Skill: 7 Shield: 0 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 690 Description: This General has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry ,able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspiration leadership and combat powers of his men can tip the balance. Strengths and Weaknesses: Great when combined with other cavalry in a charge, but aren't effective when alone. ------------------------------------------------------------------------------ Companion Cavalry Attack (melee): 10 Attack (missile): NA Defense: 17 Armor: 11 Defensive Skill: 6 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 760 Description: Companion Cavalry are a social and military elite, and fight as heavy cavalry using shock and mass to break enemy units. They are durect heirs to the Companions of Alexander the Great and his father, Philip of Macedon, and they revel in this proud heritage. The Companions ride the best horses and have the finest armor available; each is armed with a good lance and a sword for close combat. As heavy cavalry they can be a decisive arm of battle, and are able to charge down many opponents. They are best used as shock cavalry to break wavering enemy formations, but do need to be careful - as with all cavalry - when attacking spearmen. Bravery is of little use when galloping straight onto a row of gleaming spear points! Traditionally these men would be given land grants after great victories, giving them a personal stake in the battles's outcome. Strengths and Weaknesses: These are the elites of the elite. They should be used to take on enemy cavalry and repeatedly hit the flanks of infantry. ------------------------------------------------------------------------------ General's Armored Bodyguard Attack (melee): 10 Attack (missile): NA Defense: 17 Armor: 11 Defensive Skill: 6 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Sword Category: cavalry Special Abilities: none Recruitment Cost: 1020 Description: This general has a bodyguard of loyal spear-armed and armored cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this is best commited to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Great when combined with other cavalry in a charge, but aren't effective when alone. ------------------------------------------------------------------------------- Ballistas Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 320 Description: A Ballista is sinew-powered weapon that looks ;ik and enormous crossbow. It has tremendous range and can skewer files of men with a single bolt! While a Ballista might look like a huge crossbow, its working principles are rather diferent. the two arems are pushed through ropes made of togh animal sinew. This naturally elastic material is then twised, and becomes a hugely powerful spring, pulling each arm forards. The arms are pulled back, creating even more tension, the Ballista is loaded with a missile, and then this is shot at the enemy with considerable force. Providing care is taken to make sure that the two sinew bundles are under the same tension, the Ballista is a very accurate weapon, but because sinew sensitive to damp Ballista does not work wlee in wet whether. Strengths and Weaknesses: There are only 2 uses for Ballistas. One, is to destroy the gates of a city. Two, to snipe the enemy general during a battle. If your using this unit in hopes of causing large amounts of casualties then you will not succeed. The Ballistas take forever to reload and only inflict about 3 casualties per shot. Only use for walls or to take out the enemy general. ------------------------------------------------------------------------------- Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 830 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. ------------------------------------------------------------------------------- Heavy Onagers Attack (melee): NA Attack (missile): 63 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 1050 Description: The heavy onager is an enormous catapult built using the same basic design as its sibling and capable of smashing down stone fortifications. It is powered by a twisted bundle of animal Sinew ropes, and is slow to wind baack and reload. Its missiles are devastating, and it can also fire incendiary firepots. The range is no more than the smaller onager and this makes the heavy onager susceptible to counter fire. Also, it is best employed alongside smaller artillery to deal with enemy fire. Strengths and Weaknesses: See Onagers above. ------------------------------------------------------------------------------- _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- -------------------------------Egypt [EG10]------------------------------------ ------------------------------------------------------------------------------- \_____________________________________________________________________________/ Egypt has some of the best archers and chariots in the game. The drawback is that their infantry is lacking when it comes to armor. For the most part they will get destroyed by other pike units. In order to win with the Egyptians you will have to utilize your superior cavalry before your infantry get destroyed. ------------------------------------------------------------------------------- Peasants Attack (melee): 3 Attack (missile): NA Defense: 3 Defensive Skills: 3 Shield: 0 Armor: 0 Charge Bonus: 1 Weapon: Pitchfork Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 120 Description: Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. ------------------------------------------------------------------------------- Nubian Spearmen Attack (melee): 5 Attack (missile): NA Defense: 8 Armor: 0 Defensive Skill: 3 Shield: 5 Charge Bonus: 2 Weapon: Pike Weapon (secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 230 Description: These militia-like soldiers can fight in harsh conditions and they are cheap defensive troops for the Pharaoh's armies. Armed with a long, thrusting spear and a large wooden shield, these men are primarily defensive and can hold their own against cavalry. However, they can also be formed phalanxes and sent against other infantry. Their lack of training and armor means that they should not be used to attack armored or elite troops. Nubian spearmen were originally recruited in the south, but since it is not uncommon for a Nubian soldier to be rewarded with land for his service, they can be found in every part of the Pharaoh's realms. Strengths and Weaknesses: Low grade spearmen useful for garrisoning a town but not much else. ------------------------------------------------------------------------------- Nile Spearmen Attack (melee): 7 Attack (missile): NA Defense: 13 Armor: 3 Defensive Skill: 5 Shield: 5 Charge Bonus: 3 Weapon: Pike Weapon (secondary): NA Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 360 Description: These well trained spearmen are the mainstay of many Egyptian armies, thanks to their all-around defensive abilities. They wear light padded armor - hardy surprising given the incredibly hot climate of home - and carry large shields. They do not carry secondary weapons at all, and rely entirely on their spears in combat. This means that they are best employed to hold a defensive position against cavalry, or as a rough phalanx to take on other infantry by 'push of pike' and weight of numbers. These men are better trained than some other Egyptian forces, such as Nubian Spearmen, and will hold more often as a result. Strengths and Weaknesses: These are much better at holding their ground, but they will not be able to inflict many Casualties on tougher units. So use them to hold the enemy in place while your chariots hit the flanks of the enemy. ------------------------------------------------------------------------------- Desert Axemen Attack (melee): 10 Attack (missile): NA Defense: 10 Armor: 3 Defensive Skill: 5 Shield: 2 Charge Bonus: 4 Weapon: Axe Weapon (secondary): NA Category: Infantry Special Abilities: none Recruitment Cost: 370 Description: These superior soldier are recruited from among desert dwellers, and are equipped with sharp axes and wooden shields by the order of the Pharaoh. It is their job to stan din line of battle and hack into an enemy formation or Position. they are very useful against other infantry - including armored infantry - but they are less able to defend themselves against cavalry cavalry attacks. They are hardy folk in the lands at Egypt's borders and well suited to life as soldiers in the Pharaoh's army; They do not tire easily and shrink from few enemies. Strengths and Weaknesses: Early game this guys are pretty good. Although, late game, they will get cut down against just about everything unless they attack the flanks. I would not recommend using these guys. ------------------------------------------------------------------------------- Pharaoh's Guards Attack (melee): 12 Attack (missile): NA Defense: 16 Armor: 9 Defensive Skill: 7 Shield: 0 Charge Bonus: 4 Weapon: PIke Weapon (secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 600 Description: The Pharaoh's Guard are true elite of any Egyptian army, armored spearmen sworn to defend the Twin Crowns to the death! They may have ceremonial duties, but these are also soldiers for the working day. These are superbly trained and disciplined spearmen, capable of standing against almost any enemy in almost any circumstances. They are trained to form a phalanx making them an effective attacking force as well. Recruited from among the higher ranks of Egyptian society, they have an interest in seeing the state and the Pharaoh's power survive. Strengths and Weaknesses: Solid Infantry that can hold their ground against normal swordsmen but don't have the pike length or the shields to fight Royal Pikemen or Spartans. ------------------------------------------------------------------------------- Slingers Attack (melee): 3 Attack (missile): 4 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Sling Weapon (secondary): Knife Category: Infantry Special Abilities: none Recruitment Cost: 150 Description: Slingers are highly skilled missile troops but are at a huge disadvantage in hand-to-hand combat, especially against cavalry. They can maintain a sustained and concentrated barrage on enemies and then fall back rapidly to avoid hand-to-hand combat. Slingers carry a shoulder bag with many pieces of lead shot (they can also use stoned picked up on the battlefield and several spare slings including slings of different length for greater or lesser range. Other than a Knife and a small shield, they carry no other equipment. Strengths and Weaknesses: Completely outclassed by archers. Do no use unless desperate ------------------------------------------------------------------------------- Skirmishers Attack (melee): 3 Attack (missile): 6 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Throwing spears Weapon (secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 180 Description: Egyptian Skirmishers rush forward to pepper an enemy with havelins , and then withdrawin good order before a counter-attack can be organised. It is their taskt to harass and disrupt enemy units as well as screen the main force of the army. they are also adept at staging tactical ambushes. Skirmishers are equipped with a clutch of javelins, a sword and a light shield. They wear no other armor, and rely on speed as the best form of protection. This doesn't work when facing Cavalry! Oddly, many Egyptian skirmishers aren't Egyptians at all, but are recruited from amoung foreign communities. When they can be founf, Egyptian generals favor using Thracians for this role as they are particularly bloodthirsty and known to take heads of fallen enemies as trophies. Strengths and Weaknesses: Do not use, Totally outclassed by archers. ------------------------------------------------------------------------------- Bowmen Attack (melee): 3 Attack (missile): 7 Defense: 2 Armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 190 Description: Archers are rightly feared for the casualties they can inflict, but they are vulnerable in hand-to-hand combat. They are drawn from the peasant classes of all societies, as these are the people who need to be skilled hunters in order to survive. Learning to use a bow well is something that takes a lifetime and constant practice, and putting food on the table provides good practice. They are best used to weaken enemy formations, or placed in a spot where they can retreat can find protection from other troops. Strengths and Weaknesses: Archers are a good staple in any army. They are good at harassing and whittling down enemy infantry. They can also use there flaming arrows to route chariots and elephants. They can fight hand to hand if the occasion calls for it but they won't last long. ------------------------------------------------------------------------------- Pharaoh's Bowmen Attack (melee): 9 Attack (missile): 10 Defense: 12 Armor: 7 Defensive Skill: 5 Shield: 0 Charge Bonus: 3 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 680 Description: Pharaohs's bowmen are skilled archers, the finest to be found in Egyptian armies. They carry the finest bows available, and have abilities - honed from an early age - to make the best use of their weaponry, making them a true elite. And with their native toughness and hardy spirit they are truly impressive warriors, and a fine force for any of the Pharaoh's generals to have under his command. Unlike many other archers, these men wear good armor, giving them protection against counter-fire, but they are vulnerable - like any archers - if unsupported when atttacked by cavalry. Strengths and Weaknesses: Archers are a good staple in any army. They are good at harassing and whittling down enemy infantry. They can also use there flaming arrows to route chariots and elephants. They can fight hand to hand if the occasion calls for it and they can hold there ground much longer then your average archer. ------------------------------------------------------------------------------- Desert cavalry Attack (melee): 6 Attack (missile): NA Defense: 11 Armor: 3 Defensive Skill: 4 Shield: 4 Charge Bonus: 5 Weapon: Axe Weapon (secondary): none Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 420 Description: Desert cavalry are fast moving horsemen armed with axes for close combat. They are not heavily armored, but do have shields for protection, giving them good prospects of surviving in melee. They are well suited to hunting down skirmisher and other infantry, but may suffer undue casualties against heavier cavalry forces. These are hardy soldiers, and untiring in combat, as might expected from recruits taken from desert dwelling people at the margins of Egypt's lands. Strengths and Weaknesses: Effective for taking out even heavy cavalry but they are not efective against infantry. ------------------------------------------------------------------------------- Nubian Cavalry Attack (melee): 8 Attack (missile): NA Defense: 10 Armor: 0 Defensive Skill: 6 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 420 Description: Nubian cavalry are lightly equipped raiders who are perfect for flanking attacks on an enemy line. They are recruited into service of the Pharaoh from the upper reaches of the Nile. They are superb horsemen, proud and independently minded. Nubian do not wear armor, but then this onlt to be expected among people from such a hot, harsh climate, but they carry good war gear otherwise: a shield, a spear for the initial charge, and then a sword so that they can fight effectively in close combat. They can be used to mount rapid charges against enemies, but if asked to charge spearmen they will suffer excessive casualties. they can also be used to pursue fleeing foes and cut down isolated enemy units. Strengths and Weaknesses: low grade cavalry only fit for fighting skirmishers and archers. ------------------------------------------------------------------------------- Nile Cavalry Attack (melee): 8 Attack (missile): NA Defense: 13 Armor: 7 Defensive Skill: 6 Shield: 0 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 570 Description: Nile Cavalry are mail-armored spearmen capable of delivering a decisive blow. Although they do not carry shields, they are a useful force for any commander thanks to their training and motivation. These men are recruited from among the elite of Egyptian society. They are given land for service, the amount depending on rank and length of service. Strengths and Weaknesses: Good for hit and run on the flanks of infantry, but they do not do so well in sustained combat. ------------------------------------------------------------------------------- Egyptian Chariots Attack (melee): 12 Attack (missile): NA Defense: 1 Armor: 0 Defensive Skill: 1 Shield: 0 Charge Bonus: 6 Weapon: Sword Weapon (secondary): none Category: Cavalry Special Abilities: none Recruitment Cost: 660 Description: Chariots are fearsome devices, and have scythe blades to cut down any infantry foolish enough to stand when charged. The armored crews carry swords to cut down opponents. Egyptian armies have a long and distinguished history of using chariots in warfare. Their charioteers are also more disciplined and controlled than those of other nation. These are not subtle troops, and their chief power lies in a headlong charge into enemy formation. Each chariot is pulled by powerful horses, and the deserts are an ideal place for them to be used to full effect. Strengths and Weaknesses: Great for causing havoc in enemy lines and killing enemy infantry. Just make sure that they do not get the opening charge on your chariots or else their lack of defense will show and they will take casualties. ------------------------------------------------------------------------------- Egyptian Cavalry General Attack (melee): 11 Attack (missile): NA Defense: 13 Armor: 6 Defensive Skill: 7 Shield: 0 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 830 Description: This General has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry ,able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspiration leadership and combat powers of his men can tip the balance. Strengths and Weaknesses: Basic General unit. Look at previous factions for more info. ------------------------------------------------------------------------------- Egyptian chariot General Attack (melee): 12 Attack (missile): 9 Defense: 1 Armor: 0 Defensive Skill: 1 Shield: 0 Charge Bonus: 6 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 990 Description: This general has a bodyguard of chariot archers to accompany him onto the field. Armed with bows, these men are able to deliver powerful attacks in any circumstance. Each chariot is pulled by powerful horses, and the desert are an ideal place them to be used to full effect. The general can inspire hi men by his presence and bring powerful force quickly to bear on a critical part of the battlefield. Egyptian armies have a long and distinguished history of using chariots in warfare and their charioteers are more disciplined and easily controlled than those of other peoples. Strengths and Weaknesses: Their bows are not to powerful but they can be effective in harassing. If they do get hit by a charge they are likely to route. ------------------------------------------------------------------------------- Camel Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 Armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 2 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 420 Description: These camel-mounted archers are effective skirmishers, especially in deserts. These men are good bowmen and untiring fighters thanks to their harsh upbringing. They can move swiftly, staying away from most infantry and other skirmishers. When attacked by cavalry they are at and advantage should a melee ensue. The very smell of camels can upset horses in battle and a cunning commander can use this to his advantage. Strengths and Weaknesses: Their is absolutely no reason to use camel archers as appose to horse archers. Horse archers rely on speed and camel are much slower then horses. As a result, light cavalry can catch up to camels. ------------------------------------------------------------------------------- Egyptian Chariot Archers Attack (melee): 9 Attack (missile): 9 Defense: 1 Armor: 0 Defensive Skill: 1 Shield: 0 Charge Bonus: 5 Weapon: Bow and arrow Weapon (secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 650 Description: Chariot archers are highly skilled - they can hit targets while their chariots are moving at high speed. The scythes attached to each chariot axle make them even more deadly. They have the speed of cavalry can the staying power of infantry, and this makes them a powerful weapon for any commander; the Egyptians have also had many centuries of experience in using chariots in warfare, particularly on desert battlefields. Strengths and Weaknesses: Good at harrasing and make sure to use contraband circle if you are being shot at. ------------------------------------------------------------------------------- Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 830 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. ------------------------------------------------------------------------------- Heavy Onagers Attack (melee): NA Attack (missile): 63 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 1050 Description: The heavy onager is an enormous catapult built using the same basic design as its sibling and capable of smashing down stone fortifications. It is powered by a twisted bundle of animal Sinew ropes, and is slow to wind baack and reload. Its missiles are devastating, and it can also fire incendiary firepots. The range is no more than the smaller onager and this makes the heavy onager susceptible to counter fire. Also, it is best employed alongside smaller artillery to deal with enemy fire. Strengths and Weaknesses: See Onagers above. just a slight upgrade from onagers. ------------------------------------------------------------------------------- _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- -------------------------The Seleucid Empire [SE11]---------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ The Seleucid Empire is a powerful faction that fights in a very similar fashion to the Macedonians. They have powerful pike units and very strong cavalry. ------------------------------------------------------------------------------- Peasants Attack (melee): 1 Attack (missile): NA Defense: 1 Defensive Skills: 1 Shield: 0 Armor: 0 Charge Bonus: 1 Weapon: Pitchfork Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 120 Description: Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Militia Hoplites Attack (melee): 5 Attack (missile): NA Defense: 8 armor: 0 Defensive Skill: 3 Shield: 5 Charge Bonus: 2 Weapon: Pike Weapon (Secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 230 Description: Militia hoplites are levies drawn from cities and thrust into battle with a little training. They fight best as spearmrn, and are armed with long spears and each carries the large round hoplon shield which gives them their name. As a type of infantry hoplites have been around for centuries and have changed little in tactics or equipment. These men wear no armor, but then they are drawn from the poorer classes and it is traditional for citizens to provide their own war gear when called into the army. The cities of the greek world have a long tradition of the people defending their own cities from invaders. They are at their best when used as a soldier block of spearmen and cant form a phalanx to attack the enemy. Strengths and Weaknesses: Low grade and only good at defense. ------------------------------------------------------------------------------ Levy Pikemen Attack (melee): 6 Attack (missile): NA Defense: 5 Armor: 0 Defensive Skill: 3
Shield: 2 Charge Bonus: 2 Weapon: Pike Weapon (secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 310 Description: As war approaches, peasants, farmers and down-at-heel townsfolk can find themselves can find themselves pressed intoservice as pikemen by their rulers. Due to their lack of armor they are best used as defensive infantry, absorbing enemy attacks, or screening the flanks of the main line. Equipped with a long pike some 6m in length (the sarissa) many ranks can bring their weapons to bear on an enemy, presenting a bristling array of spearheads to an approaching foe. They also carry swords for use when the enemy for use when the enemy breaks through the pike line. Although training is practically non-existent, as inheritors of the hoplite tradition levy pikemen can manoeuvre in a phalanx formation. But with no armor other than the small shields strapped to their left arms, under pressure these levied troops are liable to suffer heavy casualties. Strengths and Weaknesses: low grade and only good at the early stages ------------------------------------------------------------------------------ Phalanx Pikemen Attack (melee): 8 Attack (missile): NA Defense: 13 Armor: 6 Defensive Skill: 5 Shield: 2 Charge Bonus: 3 Weapon: Pike Weapon (secondary): Sword Category: 580 Special Abilities: Phalanx formation Recruitment Cost: 580 Description: Phalanx pikemen (or phalangites) form the backbone of Macedonian and Seleucid battle lines. In phalanx formation these troops can be used to pin the enemy line in place, while mobile forces wheel around the flanks to deliver a decisive blow. The phalangites are drawn from families with decent resources, as these men need to provide leather cuirass armor and a metal helmet for protection. Phalanx pikemen carry a small shield strapped to the left arm, leaving both hands above the head up to five ranks' worth of pikes be aimed at 45 degree angle, creating a shield to ward of enemy arrows. All phalanx pikemen also have short swords. Strengths and Weaknesses: Decent infantry that can hold back most cavalry and most infantry from the front. ------------------------------------------------------------------------------ Silver Shield Pikemen Attack (melee): 10 Attack (missile): NA Defense: 14 Armor: 6 Defensive Skill: 6 Shield: 2 Charge Bonus: 4 Weapon: Pike Weapon (secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: Description: The silver shield pikemen (or argyraspids) are the embodiment of Seleucid martial prowess. They are elite foot soldiers on which many a battle will turn; they are well disciplined and physically fit, so these troops will neither panic nor tire easily. These men use the 6mm long pike (sarissa) and carry a small shield coated in silver that gives them their name. To carry the silver shield into battle is the renowned men of higher birth would automatically qualify for such an honor. Once in phalanx formation the silver shield pikemen are an almost immovable object unless attacked from the flanks. If the fighting becomes too intense and cramped, they can use their short swords. Strengths and Weaknesses: Powerful from the front against just about everything. ------------------------------------------------------------------------------ Silver Shield Legionaries Attack (melee): 9 Attack (missile): 13 Defense: 22 Armor: 12 Defensive Skill: 5 Shield: 5 Charge Bonus: 3 Weapon: Sword Weapon (secondary): Pila x2 Category: Infantry Special Abilities: Testudo Formation Recruitment Cost: 710 Description: The Seleucid talent for adopting good ideas is given solidity in the shape of these Legionaries who are direct copies of the Roman originals! The Legionary Silver Shields (or argyraspids) are equiped and fight in exactly the same fashion as Roman troops, using throwing spears (the pila, singular pilum) to pepper an enemy before closing to fight with short swords. The armor they wear and the tactics that they use are also modelled closely on the Roman originals too, inlcuding use of the totoise (or testudo) formation to approach enemy fortifications while under fire. The Silver Shields are very good troops indeed, can can be relied on in most situations. Strengths and Weaknesses: Good clones of the romans. They are very close to the legionary cohorts and can hold their ground against even the real thing. ------------------------------------------------------------------------------ Peltasts Attack (melee): 3 Attack (missile): 6 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Throwing Spears Weapon (secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 180 Description: Greek peltasts advance at speed to pepper an enemy with javelins, and then withdraw in good order before a counter - attack can be organized. They are skirmishers and it is their task to harass and disrupt units before the main battle lines clash. They are also adapt at staging tactical ambushes. Peltasts are equipped with a clutch of javelins, a sword ad a light shield, the pelte, which gives them their name as "pelte-bearers". They wear no other armor, and they rely on speed as the best form of protection, and this isn't much protection should they be caught by cavalry. Strengths and Weaknesses: Do not use. Outclassed by archers. ------------------------------------------------------------------------------ Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 Armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 190 Description: Archers are rightly feared for the casualties they can inflict, but they are vulnerable in hand-to-hand combat. They are drawn from the peasant classes of all societies, as these are the people who need to be skilled hunters in order to survive. Learning to use a bow well is something that takes a lifetime and constant practice, and putting food on the table provides good practice. They are best used to weaken enemy formations, or placed in a spot where they can retreat can find protection from other troops. Strengths and Weaknesses: Great staple in any army. They can also make Elephants run amok and can inflict massive casualties if they hit the flanks of the enemy army. ------------------------------------------------------------------------------ Greek cavalry Attack (melee): 6 Attack (missile): NA Defense: 8 Armor: 3 Defensive Skill: 5 Shield: 0 Charge Bonus: 5 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 330 Description: Greek Cavalry are fast moving horsemen armed with spears for maximum impact in a charge. they are not heavily armored and do not have shields for protection, relying instead on the old maxim of "speed is armor" for protection. As a result they are best used as a hit-and-run force, rather than as soldiers who can indulge in hand-hand combat. That said, they are excellent for breaking up skirmishers, attacking lighter infantry such a missile troops and pursuing already broken enemies to prevent them rallying and rejoining a battle. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ General's Bodyguard Attack (melee): 11 Attack (missile): NA Defense: 10 Armor: 3 Defensive Skill: 7 Shield: 0 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 690 Description: This General has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry ,able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspiration leadership and combat powers of his men can tip the balance. Strengths Weakness: Read the Description ------------------------------------------------------------------------------ Companion Cavalry Attack (melee): 10 Attack (missile): NA Defense: 17 Armor: 11 Defensive Skill: 6 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 760 Description: Companion Cavalry are a social and military elite, and fight as heavy cavalry using shock and mass to break enemy units. They are durect heirs to the Companions of Alexander the Great and his father, Philip of Macedon, and they revel in this proud heritage. The Companions ride the best horses and have the finest armor available; each is armed with a good lance and a sword for close combat. As heavy cavalry they can be a decisive arm of battle, and are able to charge down many opponents. They are best used as shock cavalry to break wavering enemy formations, but do need to be careful - as with all cavalry - when attacking spearmen. Bravery is of little use when galloping straight onto a row of gleaming spear points! Traditionally these men would be given land grants after great victories, giving them a personal stake in the battles's outcome. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Cataphracts Attack (melee): 7 Attack (missile): NA Defense: 23 Armor: 18 Defensive Skill: 5 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): MAce Category: cavalry Special Abilities: Wedge Formation Recruitment Cost: 940 Description: cataphracts are extremely heavily-armored cavalry who can turn a battle with one thunderous charge. They are the ultimate in shock cavalry, an armored battering ram to crash into an enemy position and sweep aside all who stand against them. They are armed with heavy lances for the initial charge and maces for use in close range combat. They wear armor that is almost unmatched for weight and protection, and their horses are similarly armored. On the move they are a wall of metal bearing down on enemies, tipped with razor sharp spear points. Their armor is their main strength, but also means that these troops can be quite ponderous and slow moving. That said, sheer weight means that they can often break through (or ride over) an enemy line without too much trouble. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Scythed Chariots Attack (melee): 15 Attack (missile): NA Defense: 1 Armor: 0 Defensive Skill: 1 Shield: 0 Charge Bonus: 7 Weapon: Chariot Weapon (secondary): none Category: Cavalry Special Abilities: none Recruitment Cost: 980 Description: Scythed chariots are fearsome devices, covered in scythe blades to cut down any infantry foolish enough to stand when charged. Metal blades stick out from each axile like malign horns to cut down infantry, They are, however, somewhat uncontrollable! These units are not only so keen to attack the enemy that they will do so without orders, but also can run amok and attack anyone-friend or foe alike - who happens to be nearby. These are not subtle troops, and their chief power lies in a head long charge into enemy formations. Each chariot is pulled by powerful horses, and the crew is heavily armored. Strengths and Weaknesses Not very effective because they die easily and can run amok. ------------------------------------------------------------------------------ General's Armored Bodyguard Attack (melee): 10 Attack (missile): NA Defense: 17 Armor: 11 Defensive Skill: 6 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Sword Category: cavalry Special Abilities: none Recruitment Cost: 1020 Description: This general has a bodyguard of loyal spear-armed and armored cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this is best commited to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Elephants Attack (melee): 3 Attack (missile): NA Defense: 12 Armor: 10 Defensive Skill: 2 Shield: 0 Charge Bonus: 7 Weapon: Tusks Weapon (secondary): NA Category: Cavalry Special Abilities: Kill Raging Elephants Recruitment Cost: 1320 Description: Elephants are a terrifying spectacle to opposing troops, well able to smash battle lines and toss men aside like dogs with rats. Standing at just over 2 meters tall at the shoulder, these particular animals are rather tractable and can be trained for warfare relatively easily. They are fast moving, able to trample and gore enemies seemingly at will when being urged on by their riders. They are a living battering ram aimed at the enemy battle line. When pursuing enemies they can be even more deadly. Each elephant is unarmored, but many blows simply glance off the tough hide. Only a single rider is carries. Strengths and Weaknesses: Elephants are the strongest cavalry you will ever see on the battlefield. You can smash threw lines of urban cohorts with ease and will soak up loads of arrows like their nothing. Though powerful, they are still vulnerable to spears and cannot take on a phalanx from the front. Another weakness is that they can run amok and kill your men if they take casualties or are exposed to flaming missiles for long periods of time. ------------------------------------------------------------------------------ War Elephants Attack (melee): 6 Attack (missile): 6 Defense: 16 Armor: 13 Defensive Skill: 3 Shield: 0 Charge Bonus: 8 Weapon: Tusks Weapon (secondary): Bow and Arrow Category: Cavalry Special Abilities: Kill raging Elephants Recruitment Cost: 2690 Description: War Elephants are fierce and terrible beasts, able to trample men and horses into dirt. Over three meters tall at the shoulder, these are large and bad-tempered animals, and they have been known to run wild with fear and anger in battle. When this happens no one - friend or foe - is safe. For this reason the driver always carries a small mallet and a spike so that he can kill the animal if necessary by driving the spike into the base of the skull. The crew are armed with bows to shoot down into tightly packed enemy formations, but the elephant itself is also a weapon: it can trample and gore men easily, hurling them around like rag dolls. Strengths and Weaknesses: Elephants are the strongest cavalry you will ever see on the battlefield. You can smash threw lines of urban cohorts with ease and will soak up loads of arrows like their nothing. Though powerful, they are still vulnerable to spears and cannot take on a phalanx from the front. Another weakness is that they can run amok and kill your men if they take casualties or are exposed to flaming missiles for long periods of time. ------------------------------------------------------------------------------ Armored Elephants Attack (melee): 6 Attack (missile): 6 Defense: 19 Armor: 16 Defensive Skill: 3 Shield: 0 Charge Bonus: 8 Weapon: Tusks Weapon (secondary): Bow and Arrow Category: Cavalry Special Abilities: Kill raging Elephants Recruitment Cost: 2970 Description: Armored elephants are the most fearsome creatures to be found on a battlefield. Little can stand before these armored giants. Each elephant has heavy armor that protects it from missiles and hand-held weapons. The driver uses the elephant itself as a weapon, guiding it as it tramples and gores its way through the opposition. The archers snipe into enemy formations, weakening opponents before the inevitable clash. Armored elephants can run amok, causing havoc in the process to anyone nearby. Strengths and Weaknesses: Elephants are the strongest cavalry you will ever see on the battlefield. You can smash threw lines of urban cohorts with ease and will soak up loads of arrows like their nothing. Though powerful, they are still vulnerable to spears and cannot take on a phalanx from the front. Another weakness is that they can run amok and kill your men if they take casualties or are exposed to flaming missiles for long periods of time. ------------------------------------------------------------------------------ Militia cavalry Attack (melee): 6 Attack (missile): 6 Defense: 6 Armor: 0 Defensive Skill: 2 Shield: 4 Charge Bonus: 3 Weapon: Throwing Javelins Weapon (secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 340 Description: Militia cavalry are javelin-armed mounted skirmishers who can strike quickly and be gone in the time it takes a more ponderous enemy to react. They do not wear armor, but do carry shields and swords so that they can fight in hand-to-hand combat should the need arise. They are, however, best used to dash in and harass a mass of enemies, such as heavy infantry who cannot hope to catch them. They are not ideally suited to fighting other skirmishers - mane of their javelins will be wasted against targets who can dodge, after all - but they can be very useful in harrying fleeing enemies and driving them from the field. Strengths and Weaknesses: Read previous sections on Skirmishers. ------------------------------------------------------------------------------ Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 830 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. ------------------------------------------------------------------------------- _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- ------------------------------Carthage [CT12]---------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ Strong infantry, strong cavalry, and Elephants. What else could you possibly want? ------------------------------------------------------------------------------- Peasants Attack (melee): 3 Attack (missile): NA Defense: 3 Defensive Skills: 3 Shield: 0 Armor: 0 Charge Bonus: 1 Weapon: Pitchfork Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 120 Description: Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Town Militia Attack (melee): 3 Attack (missile): NA Defense: 7 Armor: 0 Defensive Skill: 2 Shield: 5 Charge Bonus: 1 Weapon: Spear Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 150 Description: Town Militia are trained bands of citizens dragged from their homes and shops, given a spear each and some rudimentary training before they are thrown into battle. Their war gear is literally no more than a cheap shield and a spear, so they are defensive troops best used against light cavalry. They should not be expected to stand unsupported against an enemy, and shouldn't be expected to do much more than defend themselves! they are, however, cost effective to raise. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Iberian Infantry Attack (melee): 7 Attack (missile): NA Defense: 8 Armor: 2 Defensive Skill: 4 Shield: 2 Charge Bonus: 2 Weapon: Sword Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 240 Description: Iberian infantry are fast moving close combat infantry. They may not be the best trained troops, but they are cost effective warriors. They are one of the basic units available to generals in the Carthaginian-influenced world. Every Iberian infantryman carries a shield in addition to his short sword, but his only other protection is a helmet; he relies on speed and agility instead of armor. They are best employed against enemy spearmen and, like other infantry, can be vulnerable to cavalry attacks. Strengths and Weaknesses: not very useful. They are light and can't stand to the stronger infantry. ------------------------------------------------------------------------------ Libyan Spearmen Attack (melee): 5 Attack (missile): NA Defense: 16 Armor: 7 Defensive Skill: 4 Shield: 5 Charge Bonus: 2 Weapon: Spear Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 400 Description: Libyan spearmen are best used when defending against cavalry, but can hold a battle line a while when required. They are recruited from among the lower orders of Carthaginian society, and given basic training in how to handle their spears and war gear. They are better equipped than, say, militia, as they have light leather armor as well as shields and helmets. Their training also makes them effective in battle, as they are unlikely to cut and run in the same way as a militia unit. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Poeni Infantry Attack (melee): 9 Attack (missile): NA Defense: 18 Armor: 7 Defensive Skill: 6 Shield: 5 Charge Bonus: 4 Weapon: Spear Weapon (secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 540 Description: These heavy spear infantry are drawn from the self-reliant Carthaginian citizenry, and make superior soldiers. Poeni infantry are heavy spearmen, armed with heavy thrusting spears and swords. They are well armored in chainmail, carry large shields, and are some of the best troops to use as an "anchor" for a battle line. They can hold off cavalry attacks and fight against other infantry required. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Sacred Band Attack (melee): 12 Attack (missile): NA Defense: 23 Armor: 11 Defensive Skill: 7 Shield: 5 Charge Bonus: 4 Weapon: Pike Weapon (secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 710 Description: The sacred Band is the elite infantry of any Carthaginian army and can be relied upon do their duty to the end. They are equipped and organized in the same fashion as Greek Hoplites, with long spears, large shields, breastplates and helmets, and they can use phalanx tactics. This is a style of warmaking that has proved its worth over the centuries. They are drawn from the social elite of Carthage, men of noble and wealthy birth and their loyalty is exemplary. The original purpose of the Sacred Band was to act as an officer corps for the Carthaginian army and an elite force, and to put Carthage above any local loyalties. opponents in battle, a linchpin for the entire Carthaginian army! Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Slingers Attack (melee): 3 Attack (missile): 4 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Sling Weapon (secondary): Knife Category: Infantry Special Abilities: none Recruitment Cost: 150 Description: Slingers are highly skilled missile troops but are at a huge disadvantage in hand-to-hand combat, especially against cavalry. They can maintain a sustained and concentrated barrage on enemies and then fall back rapidly to avoid hand-to-hand combat. Slingers carry a shoulder bag with many pieces of lead shot (they can also use stoned picked up on the battlefield and several spare slings including slings of different length for greater or lesser range. Other than a Knife and a small shield, they carry no other equipment. Strengths Weakness: Read the Description : ------------------------------------------------------------------------------- Skirmishers Attack (melee): 3 Attack (missile): 6 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Throwing spears Weapon (secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 180 Description: Skirmishers rush forward to pepper an enemy with javelins , and then withdraw in good order before a counter-attack can be organised. They are light infantry, equipped with small throwing javelins, a falcata sword, and a small shield resembling the Greek pelte-pattern shield. When the opportunity presents itslef, they are traditionally recruited from among the ibero-Celts. Regardless of where they are recruited, they are skillful practitioners of the skirmishing arts, and are very adept at springing tactical ambushes. They are not intended to hold a position in a battle line, bit to harass and disrupt the enemy. Strengths Weakness: Read the Description : ------------------------------------------------------------------------------- Round Shield Cavalry Attack (melee): 7 Attack (missile): NA Defense: 10 Armor: 2 Defensive Skill: 4 Shield: 4 Charge Bonus: 4 Weapon: Sword Weapon (secondary): none Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 330 Description: Round shield cavalry are best used to ride down skirmishers and pursue fleeing enemies. They lack the armor protection needed for prolonged melees against heavier opponents and, as they are armed with swords, do not have an initial shock value when they charge home. That said, properly deployed whey will give a good account of themselves. Strengths Weakness: Read the Description ------------------------------------------------------------------------------ Long Shield Cavalry Attack (melee): 8 Attack (missile): NA Defense: 13 Armor: 3 Defensive Skill: 6 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 510 Description: Long shield cavalry are spear-armed light cavalry, who can be used to break enemy formations, drive off skirmishers and pursue fleeing foes. This makes them a flexible and powerful force for any commander to have under his hand. They can also fight effectively in melee after a charge, as they carry swords of the falcata design. These are cunningly balanced so that the weight is towards the tip of the sword, giving a powerful cutting blow. Against spearmen, however, they can be at a disadvantage. Strengths Weakness: Read the Description ------------------------------------------------------------------------------ Sacred Band Cavalry Attack (melee): 11 Attack (missile): NA Defense: 18 Armor: 11 Defensive Skill: 7 Shield: 0 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 780 Description: Sacred Band Cavalry are an elite in Carthaginian warfare and society. They fight as heavy cavalry, but with a level of discipline ans elan that is rarely matched in other nations. They carry spears and wear good armor, so that they can charge home with devastating effect. They are the developed servants of Astarte, handed over to the temple and state by their patrician families for military duties rather than ritual sacrifice. Historically, the great Carthaginian general Hannibal took units of the sacred Band over the Alps and into Italy; even though they got no reinforcements from home two-thirds of these men were still fighting after 14 years of campaigning. Strengths Weakness: Read the Description ------------------------------------------------------------------------------ General's Bodyguard Attack (melee): 11 Attack (missile): NA Defense: 14 Armor: 3 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 790 Description: This General has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry ,able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspiration leadership and combat powers of his men can tip the balance. Strengths Weakness: Read the Description ------------------------------------------------------------------------------ General's Armored Bodyguard Attack (melee): 11 Attack (missile): NA Defense: 18 Armor: 11 Defensive Skill: 6 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Sword Category: cavalry Special Abilities: none Recruitment Cost: 1040 Description: This general has a bodyguard of loyal spear-armed and armored cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this is best commited to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths Weakness: Read the Description ------------------------------------------------------------------------------- Elephants Attack (melee): 3 Attack (missile): NA Defense: 12 Armor: 10 Defensive Skill: 2 Shield: 0 Charge Bonus: 7 Weapon: Tusks Weapon (secondary): NA Category: Cavalry Special Abilities: Kill Raging Elephants Recruitment Cost: 1300 Description: Elephants are a terrifying spectacle to opposing troops, well able to smash battle lines and toss men aside like dogs with rats. Standing at just over 2 meters tall at the shoulder, these particular animals are rather tractable and can be trained for warfare relatively easily. They are fast moving, able to trample and gore enemies seemingly at will when being urged on by their riders. They are a living battering ram aimed at the enemy battle line. When pursuing enemies they can be even more deadly. Each elephant is unarmored, but many blows simply glance off the tough hide. Only a single rider is carries. Strengths and Weaknesses: Elephants are the strongest cavalry you will ever see on the battlefield. You can smash threw lines of urban cohorts with ease and will soak up loads of arrows like their nothing. Though powerful, they are still vulnerable to spears and cannot take on a phalanx from the front. Another weakness is that they can run amok and kill your men if they take casualties or are exposed to flaming missiles for long periods of time. ------------------------------------------------------------------------------ War Elephants Attack (melee): 6 Attack (missile): 6 Defense: 16 Armor: 13 Defensive Skill: 3 Shield: 0 Charge Bonus: 8 Weapon: Tusks Weapon (secondary): Bow and Arrow Category: Cavalry Special Abilities: Kill raging Elephants Recruitment Cost: 2520 Description: War Elephants are fierce and terrible beasts, able to trample men and horses into dirt. Over three meters tall at the shoulder, these are large and bad-tempered animals, and they have been known to run wild with fear and anger in battle. When this happens no one - friend or foe - is safe. For this reason the driver always carries a small mallet and a spike so that he can kill the animal if necessary by driving the spike into the base of the skull. The crew are armed with bows to shoot down into tightly packed enemy formations, but the elephant itself is also a weapon: it can trample and gore men easily, hurling them around like rag dolls. Strengths and Weaknesses: Elephants are the strongest cavalry you will ever see on the battlefield. You can smash threw lines of urban cohorts with ease and will soak up loads of arrows like their nothing. Though powerful, they are still vulnerable to spears and cannot take on a phalanx from the front. Another weakness is that they can run amok and kill your men if they take casualties or are exposed to flaming missiles for long periods of time. ------------------------------------------------------------------------------ Armored Elephants Attack (melee): 6 Attack (missile): 6 Defense: 19 Armor: 16 Defensive Skill: 3 Shield: 0 Charge Bonus: 8 Weapon: Tusks Weapon (secondary): Bow and Arrow Category: Cavalry Special Abilities: Kill raging Elephants Recruitment Cost: 2780 Description: Armored elephants are the most fearsome creatures to be found on a battlefield. Little can stand before these armored giants. Each elephant has heavy armor that protects it from missiles and hand-held weapons. The driver uses the elephant itself as a weapon, guiding it as it tramples and gores its way through the opposition. The archers snipe into enemy formations, weakening opponents before the inevitable clash. Armored elephants can run amok, causing havoc in the process to anyone nearby. Strengths and Weaknesses: Elephants are the strongest cavalry you will ever see on the battlefield. You can smash threw lines of urban cohorts with ease and will soak up loads of arrows like their nothing. Though powerful, they are still vulnerable to spears and cannot take on a phalanx from the front. Another weakness is that they can run amok and kill your men if they take casualties or are exposed to flaming missiles for long periods of time. ------------------------------------------------------------------------------- Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 720 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. ------------------------------------------------------------------------------- Heavy Onagers Attack (melee): NA Attack (missile): 63 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 930 Description: The heavy onager is an enormous catapult built using the same basic design as its sibling and capable of smashing down stone fortifications. It is powered by a twisted bundle of animal Sinew ropes, and is slow to wind baack and reload. Its missiles are devastating, and it can also fire incendiary firepots. Range is no more than the smaller onager and thie makes the heavy onager susceptible to counter fire. Ofeter, it is best employed alongside smaller artillery to deal with enemy fire. Strengths and Weaknesses: See Onagers above. just a slight upgrade from onagers. _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- ------------------------------Parthia [PS13]----------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ Parthia is one of the worst factions in the game. They have the best cavalry and the best Horse archers but they lack all infantry. The infantry they have will route against everything. The only way to fight with parthia is to seperate the the enemy army with archers and then hit the isolated units with your cavalry. ------------------------------------------------------------------------------- Peasants Attack (melee): 3 Attack (missile): NA Defense: 3 Defensive Skills: 3 Shield: 0 Armor: 0 Charge Bonus: 1 Weapon: Pitchfork Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 120 Description: Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Hillmen Attack (melee): 5 Attack (missile): NA Defense: 9 Armor: 3 Defensive Skill: 4 Shield: 2 Charge Bonus: 2 Weapon: Spear Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 290 Description: To outsiders, the hillmen are a wild savage people, but they are also skilled hunters, making them superb ambushers. Although only armed with spears and shields, they are a valuable to hide where others cannot, and this makes them valuable to commanders with a penchant for tactical ambushes. They are expert raiders and thieves (often taking sheep and goats from their lowland neighbors) and this is, unfortunately, something that makes them occasionally difficult to control. They do not see any need for military formalities! Strengths and Weaknesses: utterly worthless in every way. ------------------------------------------------------------------------------ Eastern Infantry Attack (melee): 3 Attack (missile): NA Defense: 10 Armor: 3 Defensive Skill: 2 Shield: 5 Charge Bonus: 1 Weapon: Spear Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 330 Description: Eastern infantry are easily recruited militia-spearmen, who are good for defense against less able opponents. They are drawn from among the peasantry and urban poor, given minimal training and sent into battle. They are, however, given large shields. Individually, they are not outstanding warriors, but as a group they have their uses in holding off light cavalry; even medium and heavier troops will be unwilling to charge into a forest of spear points. Strengths and Weaknesses: completely worthless at everything other then fighting off low grade cavalry. ------------------------------------------------------------------------------ Slingers Attack (melee): 3 Attack (missile): 4 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Sling Weapon (secondary): Knife Category: Infantry Special Abilities: none Recruitment Cost: 150 Description: Slingers are highly skilled missile troops but are at a huge disadvantage in hand-to-hand combat, especially against cavalry. They can maintain a sustained and concentrated barrage on enemies and then fall back rapidly to avoid hand-to-hand combat. Slingers carry a shoulder bag with many pieces of lead shot (they can also use stoned picked up on the battlefield and several spare slings including slings of different length for greater or lesser range. Other than a Knife and a small shield, they carry no other equipment. Strengths Weakness: Read the Description ------------------------------------------------------------------------------- Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 Armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 190 Description: Archers are rightly feared for the casualties they can inflict, but they are vulnerable in hand-to-hand combat. They are drawn from the peasant classes of all societies, as these are the people who need to be skilled hunters in order to survive. Learning to use a bow well is something that takes a lifetime and constant practice, and putting food on the table provides good practice. They are best used to weaken enemy formations, or placed in a spot where they can retreat can find protection from other troops. Strengths Weakness: Read the Description : Great staple in any army. They can also make Elephants run amok and can inflict massive casualties if they hit the flanks of the enemy army. ------------------------------------------------------------------------------- Cataphracts Attack (melee): 7 Attack (missile): NA Defense: 23 Armor: 18 Defensive Skill: 5 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Mace Category: cavalry Special Abilities: Wedge Formation Recruitment Cost: 940 Description: cataphracts are extremely heavily-armored cavalry who can turn a battle with one thunderous charge. They are the ultimate in shock cavalry, an armored battering ram to crash into an enemy position and sweep aside all who stand against them. They are armed with heavy lances for the initial charge and maces for use in close range combat. They wear armor that is almost unmatched for weight and protection, and their horses are similarly armored. On the move they are a wall of metal bearing down on enemies, tipped with razor sharp spear points. Their armor is their main strength, but also means that these troops can be quite ponderous and slow moving. That said, sheer weight means that they can often break through (or ride over) an enemy line without too much trouble. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Cataphract Camels Attack (melee): 7 Attack (missile): NA Defense: 23 Armor: 18 Defensive Skill: 5 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Mace Category: cavalry Special Abilities: Wedge Formation Recruitment Cost: 940 Description: Cataphract camels are well armored - camel and rider both - shock cavalry. Their primary purpose is to charge into the enemy, using weight and speed to cause additional disruption. The riders carry lances for the initial charge and long maces to continue fighting once in hand-to-hand combat. Recruited from among desert dwelling peopls these soldiers rely on their heavy armor for protection, and their camels are equally well protected. This heavy armor also mean that, while they are slow to get moving, they are almost unstoppable in a full charge. They can be used against infantry like any other cataphracts, but their chief virtue is that the small of the camels upsets horses, giving them an edge fighting against cavalry. Strengths and Weaknesses: Great against Cavalry but not infantry. ------------------------------------------------------------------------------ Eastern General Attack (melee): 12 Attack (missile): 12 Defense: 15 Armor: 6 Defensive Skill: 5 Shield: 4 Charge Bonus: 5 Weapon: Throwing spears Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 960 Description: This general has a bodyguard of loyal and mail-armored cavalry to accompany him onto the field. Armed with with javelins, they can stand off from enemies and pepper them with missiles but, thanks to their chainmail armor, shields, and swords, can also charge home and fight effectively in hand-to-hand combat at the point of crisis, when the general's inspirational leadership and combat power of his men can tip the balance. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ armored Eastern General Attack (melee): 10 Attack (missile): NA Defense: 24 Armor: 18 Defensive Skill: 6 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Mace Category: Cavalry Special Abilities: none Recruitment Cost: 1400 Description: This general has a bodyguard of loyal and heavily armores cavalry to accompany him onto the field. Armed with lances, these men are superb shock cavalry, able to deliver a devastating and almost unstoppable charge; they are then equipped with maces so that they can fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ War elephants Attack (melee): 6 Attack (missile): 6 Defense: 16 Armor: 13 Defensive Skill: 3 Shield: NA Charge Bonus: 8 Weapon: Tusks Weapon (secondary): Bow and Arrow Category: Cavalry Special Abilities: Kill Raging Elephants Recruitment Cost: 2520 Description: War Elephants are fierce and terrible beasts, able to trample men and horses into dirt. Over three meters tall at the shoulder, these are large and bad-tempered animals, and they have been known to run wild with fear and anger in battle. When this happens no one - friend or foe - is safe.
For this reason the driver always carries a small mallet and a spike so that he can kill the animal if necessary by driving the spike into the base of the skull. The crew are armed with bows to shoot down into tightly packed enemy formations, but the elephant itself is also a weapon: it can trample and gore men easily, hurling them around like rag dolls. Strengths and Weaknesses: Elephants are the strongest cavalry you will ever see on the battlefield. You can smash threw lines of urban cohorts with ease and will soak up loads of arrows like their nothing. Though powerful, they are still vulnerable to spears and cannot take on a phalanx from the front. Another weakness is that they can run amok and kill your men if they take casualties or are exposed to flaming missiles for long periods of time. ------------------------------------------------------------------------------ Horse Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 Armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 2 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Cavalry Special Abilities: Contraband Circel Recruitment Cost: 440 Description: Horse archers are a specialty of the East: swift horses and expert marksmen make a deadly combination. They are armed with a powerful bow and a dagger for defense, but they are not armored and should not be expected to fight other than to escape. Horse archers rely on the maxim that 'speed is armor' to keep them out of trouble. Infantry have no hope of catching them, but other cavalry may be able to chase them down. Wise eastern commanders know this, and deploy horse archers with other cavalry to act as a deterrent to over-ambitious pursuit by an enemy. If horse archers have a weakness it is that of all soldiers armed with composite bows: these weapons do not take well to damp or wet weather, as the glues used to construct them become weakened. While this is seldom a problem in their home provinces, it can be in wetter climes. Strengths and Weaknesses: Great staple in any army. They can outrun any enemy units. Using Cantabrian Circle will make these guys take way less casualties against other archers. ------------------------------------------------------------------------------ Persian Cavalry Attack (melee): 9 Attack (missile): 7 Defense: 10 Armor: 6 Defensive Skill: 4 Shield: 0 Charge Bonus: 5 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 790 Description: Persian cavalry can fight well with either bow or sword, making them valuable skirmishers and general purpose horsemen. They can trace their lineage back to the tribes of the steppes, and this tradition gives them fine skills with both the horse and the compound bow. They wear mail armor and carry swords so that they can defend themselves at need, or even carry the attack to lighter opponents, but they are primarily fine horse archers, able to ruin formations of solidly-packed enemies. A skilled commander will use these troops in cooperation with heavier cataphracts when he can, softening up an opponent with missiles before delivering an armored punch, or beating an enemy down before driving them from the field with lighter pursuers. Strengths and Weaknesses: Great staple in any army. They can outrun any enemy units. Using Cantabrian Circle will make these guys take way less casualties against other archers. ------------------------------------------------------------------------------- Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 830 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. ------------------------------------------------------------------------------ _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- ------------------------------Pontus [PU14]------------------------------------ ------------------------------------------------------------------------------- \_____________________________________________________________________________/ Pontus is essentially a clone of the seleucids but with slightly weaker cavalry. ------------------------------------------------------------------------------- Peasants Attack (melee): 3 Attack (missile): NA Defense: 3 Defensive Skills: 3 Shield: 0 Armor: 0 Charge Bonus: 1 Weapon: Pitchfork Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 120 Description: Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Hillmen Attack (melee): 5 Attack (missile): NA Defense: 9 Armor: 3 Defensive Skill: 4 Shield: 2 Charge Bonus: 2 Weapon: Spear Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 290 Description: To outsiders, the hillmen are a wild savage people, but they are also skilled hunters, making them superb ambushers. Although only armed with spears and shields, they are a valuable to hide where others cannot, and this makes them valuable to commanders with a penchant for tactical ambushes. They are expert raiders and thieves (often taking sheep and goats from their lowland neighbors) and this is, unfortunately, something that makes them occasionally difficult to control. They do not see any need for military formalities! Strengths and Weaknesses: Absolutely useless in every way. ------------------------------------------------------------------------------ Eastern Infantry Attack (melee): 3 Attack (missile): NA Defense: 10 Armor: 3 Defensive Skill: 2 Shield: 5 Charge Bonus: 1 Weapon: Spear Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 330 Description: Eastern infantry are easily recruited militia-spearmen, who are good for defense against less able opponents. They are drawn from among the peasantry and urban poor, given minimal training and sent into battle. They are, however, given large shields. Individually, they are not outstanding warriors, but as a group they have their uses in holding off light cavalry; even medium and heavier troops will be unwilling to charge into a forest of spear points. Strengths and Weaknesses: Useless against any infantry unit. ------------------------------------------------------------------------------- Phalanx Pikemen Attack (melee): 8 Attack (missile): NA Defense: 16 Armor: 6 Defensive Skill: 5 Shield: 2 Charge Bonus: 3 Weapon: Pike Weapon (secondary): Sword Category: 470 Special Abilities: Phalanx formation Recruitment Cost: 580 Description: Phalanx pikemen (or phalangites) form the backbone of Macedonian and Seleucid battle lines. In phalanx formation these troops can be used to pin the enemy line in place, while mobile forces wheel around the flanks to deliver a decisive blow. The phalangites are drawn from families with decent resources, as these men need to provide leather cuirass armor and a metal helmet for protection. Phalanx pikemen carry a small shield strapped to the left arm, leaving both hands above the head up to five ranks' worth of pikes be aimed at 45 degree angle, creating a shield to ward of enemy arrows. All phalanx pikemen also have short swords. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Bronze Shields Attack (melee): 10 Attack (missile): Na Defense: 14 Armor: 6 Defensive Skill: 6 Shield: 2 Charge Bonus: 4 Weapon: Pike Weapon (secondary): Sword Category: Infantry Special Abilities: Phlanx formation Recruitment Cost: 690 Description: Bronze shields are the elite of the army of Pontus, heirs to the world-conquering phalanxes of Alexander! They are lightly armored and carry a samll shield, and each carries an enormously long pike, or sarissa. This 4-5m long spear allows up to five ranks of Bronze Shields to bring their weapons to bear on the enemy, while those further back can protect the front ranks by angling their pikes to deflect missile fire. When deployed as a phalanx they are extremely formidable unless outflanked, attacked from the rear or subjected to intense missile fire. Their superior discipline, training and espirit de corps makes them slow to tire on the battlefields as well. Bronze shields are the successors to hoplite warrior traditions of Greece and Macedonia; to carry a bronze shield means that you are worthy of honor and that your family has social standing. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 Armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 190 Description: Archers are rightly feared for the casualties they can inflict, but they are vulnerable in hand-to-hand combat. They are drawn from the peasant classes of all societies, as these are the people who need to be skilled hunters in order to survive. Learning to use a bow well is something that takes a lifetime and constant practice, and putting food on the table provides good practice. They are best used to weaken enemy formations, or placed in a spot where they can retreat can find protection from other troops. Strengths and Weaknesses: great Staple in any army. Can inflict many casualties if they hit the flanks and can make elephants run amok. ------------------------------------------------------------------------------ Peltasts Attack (melee): 3 Attack (missile): 6 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Throwing Spears Weapon (secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 180 Description: Greek peltasts advance at speed to pepper an enemy with javelins, and then withdraw in good order before a counter - attack can be organized. They are skirmishers and it is their task to harass and disrupt units before the main battle lines clash. They are also adapt at staging tactical ambushes. Peltasts are equipped with a clutch of javelins, a sword ad a light shield, the pelte, which gives them their name as "pelte-bearers". They wear no other armor, and they rely on speed as the best form of protection, and this isn't much protection should they be caught by cavalry. Strengths and Weaknesses: outclassed by archers. Do not use. ------------------------------------------------------------------------------ Pontic Heavy Cavalry Attack (melee): 9 Attack (missile): 9 Defense: 14 Armor: 6 Defensive Skill: 4 Shield: 4 Charge Bonus: 5 Weapon: Throwing Spears Weapon (secondary): Sword Category: Cavalry Special Abilities: Contraband Circlce Recruitment Cost: 630 Description: Pontic Heavy Cavalry are eastern javelin-armed horsemen who can also fight hand-to-hand - a potent combination in one force! They wear light chainmail armor and carry shields and swords so that they can close with opponents and fight when the situation requires. Their primary means of attack, however, remains the javelins that they carry. They can pepper an enemy with missiles and then have the option of closing to deliver the coup de grace, or they can withdraw and await another opportunity for mischief! They are not ideally suited to fighting other skirmishers - many of their javelins will be wasted against targets who can dodge, after all - but they can be very useful in driving broken enemies from the field. Strengths and Weaknesses: Typically Skirmishing cavalry are useless after they exaust their ammo. These guys are different. They can hold their ground against other cavalry and can do some hit and run cahrges. ------------------------------------------------------------------------------- Cappadocian Cavalry Attack (melee): 7 Attack (missile): NA Defense: 23 Armor: 14 Defensive Skill: 5 Shield: 4 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 870 Description: Cappadocian lancers are excellent horsemen, best suited to charging into and breaking through enemy formations. They are not as headstrong as other elite heavy cavalry and will not charge without orders - war is a serious business that has little room for vainglorious folly. They wear heavy chainmail and carry swords for use in close combat once the initial charge is over and momentum has been lost. While not in quite the same class as the super-heavy cataphracts from nearby Armenia, these men are a powerful force. They should not, however, be expected to charge into prepared spearmen. Cappadocia is a region that is famed for its cavalry, and these men are rightly feared throughout Asia Minor. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Scythed Chariots Attack (melee): 15 Attack (missile): NA Defense: 1 Armor: 0 Defensive Skill: 1 Shield: 0 Charge Bonus: 7 Weapon: Chariot Weapon (secondary): none Category: Cavalry Special Abilities: none Recruitment Cost: 920 Description: Scythed chariots are fearsome devices, covered in scythe blades to cut down any infantry foolish enough to stand when charged. Metal blades stick out from each axile like malign horns to cut down infantry, They are, however, somewhat uncontrollable! These units are not only so keen to attack the enemy that they will do so without orders, but also can run amok and attack anyone-friend or foe alike - who happens to be nearby. These are not subtle troops, and their chief power lies in a head long charge into enemy formations. Each chariot is pulled by powerful horses, and the crew is heavily armored. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Eastern General Attack (melee): 12 Attack (missile): 12 Defense: 15 Armor: 6 Defensive Skill: 5 Shield: 4 Charge Bonus: 5 Weapon: Throwing spears Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 960 Description: This general has a bodyguard of loyal and mail-armored cavalry to accompany him onto the field. Armed with with javelins, they can stand off from enemies and pepper them with missiles but, thanks to their chainmail armor, shields, and swords, can also charge home and fight effectively in hand-to-hand combat at the point of crisis, when the general's inspirational leadership and combat power of his men can tip the balance. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ armored Eastern General Attack (melee): 10 Attack (missile): NA Defense: 24 Armor: 18 Defensive Skill: 6 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Mace Category: Cavalry Special Abilities: none Recruitment Cost: 1400 Description: This general has a bodyguard of loyal and mail armored cavalry to accompany him onto the field. Armed with spears, these men are good shock cavalry, able to deliver a devastating and almost unstoppable charge; they are then equipped with maces so that they can fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Pontic Light Cavalry Attack (melee): 7 Attack (missile): 7 Defense: 7 Armor: 0 Defensive Skill: 3 Shield: 4 Charge Bonus: 4 Weapon: Throwing Spears Weapon (secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 370 Description: Light Pontic cavalry are eastern javelin-armed mounted skirmishers who can strike quickly and be gone in the time it takes a more ponderous enemy to react. They do not wear armor, but do carry shields and swords so that they can fight in hand-to-hand combat should the need arise. They are, however, best used to dash in and harass a mass of enemies such as heavy infantry who cannot hope to catch them. They are not ideally suited to fighting other skirmishers - many of their javelins will be wasted against targets who can dodge, after all - but they can be very useful in harrying fleeing enemies and driving them from the field. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Onager Attack (melee): 53 Attack (missile): NA Defense: 5 Armor: 2 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (secondary): none Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 740 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. ------------------------------------------------------------------------------ _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- -------------------------------Gauls [GA15]----------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ The gauls are a strong barbarian faction with excellent infantry and fairly good cavalry. Make sure to always use warcry before charging and your men will cut threw everything. They do have a weakness against pike units. ------------------------------------------------------------------------------- Barbarian Peasants Attack (melee): 1 Attack (missile): NA Defense: 4 Defensive Skills: 1 Shield: 0 Armor: 3 Charge Bonus: 1 Weapon: knife Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 150 Description: Peasants are reluctant warriors, but barbarian peasants are better fighters than most: hard lives produce hard me, Numbers are useful in all armies and Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Warband Attack (melee): 7 Attack (missile): NA Defense: 10 Armor: 3 Defensive Skill: 2 Shield: 5 Charge Bonus: 4 Weapon: Spear Weapon (secondary): none Category: Infantry Special Abilities: Warcry Recruitment Cost: 420 Description: Warbands are bound to the service of a strongman or petty village head. They are the basic 'unit' to be found in many barbarian armies. They fight well as glory and loot are the road to status but are often difficult. to control. They care little for discipline and less for restraint, but they can be relied on to fight, and fight hard. In warfare it is up to each man to prove his own bravery and worth, so the savage charge into the enemy is about as sophisticated as they ever want to be. Each man carries a stabbing spear and a large shield. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Druids Attack (melee): 13 Attack (missile): NA Defense: 14 Armor: 7 Defensive Skill: 5 Shield: 2 Charge Bonus: 4 Weapon: Sickle Weapon (secondary): none Category: Infantry Special Abilities: Chant Recruitment Cost: 480 Description: Druids are spiritual leaders with practical fighting skills who instill confidence in nearby friendly warriors. They have a religious zeal that gives them great courage and their mere presense fills nearby believers with confidence. Positioned just behind the battle line druids can also form a powerful reserve, ready to join the fray at a crucial moment. Equipped with sickle-shaped swords and small shields, the mail-clad druids are excellent fighters. Their good war gear is a reflection of their status as teachers, judges, soothsayers and the focal point of religion and magic among their people. As Celtic cultures lack a written form, they are also the memory of the tribe as well, remembering all the important facts of tribal history. Historically, the Romans despised and then targeted these men because they practiced particularly savage forms of human sacrifice and because of their cultural importance. When a tribe's history was wiped out, it became a little easier to bed the people to the will of Rome. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Naked Fanatics Attack (melee): 13 Attack (missile): NA Defense: 7 Armor: 0 Defensive Skill: 2 Shield: 5 Charge Bonus: 5 Weapon: Sword Weapon (secondary): none Category: Infantry Special Abilities: Warcry Recruitment Cost: 430 Description: There are warriors among the barbarian ranks whose love of battle is such that they live for little else. Clad only in flimsy loincloths, these fanatics whip themselves into a frenzy by chanting, beating themselves and drinking heavily. In this state they make an unnerving sight on the battlefield ! They are best sent into battle en masse, shocking the enemy by a ferocious charge, but they should be kept away from enemy cavalry. They carry just swords and shields and have practically no discipline, but they can cause heavy casualties among most enemies. They fight mostly (if not completely) naked to emphasize their own fierceness and utter lack of fear. Scars and tattoos adorn their skin, and they let their hair grow wild. Only after a kill is their hair cut often with a sword blade while standing over a freshly dead foe. While their reckless courage is not in doubt, they can lack the cohesion and discipline to adapt to setbacks, breaking and running in confusion when subjected to severe pressure. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Swordsmen Attack (melee): 10 Attack (missile): NA Defense: 12 Armor: 3 Defensive Skill: 4 Shield: 5 Charge Bonus: 4 Weapon: Sword Weapon (secondary): none Category: Infantry Special Abilities: Warcry Recruitment Cost: 460 Description: Swordsmen are steadfast and aggressive warriors, the 'infantry of the line' for barbarian warlords. They are not very disciplined at times, as their sense of honor and bravery can make them eager to get into any fray, but they are uniformly superb swordsmen. They are equipped with good swords and large shields. Every warlord worth the name makes sure he has a couple of warbands of these hard men under his command. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Chosen Swordsmen Attack (melee): 13 Attack (missile): none Defense: 17 Armor: 7 Defensive Skill: 5 Shield: 5 Charge Bonus: 4 Weapon: Sword Weapon (secondary): none Category: Infantry Special Abilities: Warcry Recruitment Cost: 680 Description: Chosen swordsmen are the best fighting individuals in their tribe, and armed with the finest swords available. While superbly skilled and extremely tough, they are not naturally inclined to fight as a group. Personal glory and the need to be first amongst the enemy ensure that they are headstrong and ill-disciplined. They are, however, very well equipped with the finest swords that the smiths can make, along with chainmail armor and large shields. They are an intimidating sight for any enemy. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Skirmisher Warband Attack (melee): 6 Attack (missile): 9 Defense: 3 Armor: 0 Defensive Skill: 1 Shield: 2 Charge Bonus: 4 Weapon: Throwing Spears Weapon (secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 220 Description: Skirmishers are lightly armed troops who should break up and harass enemy formations before the main battle lines meet, and act as a screen for heavier troops. Their skills also make them useful in springing tactical ambushes. Each man is armed with a clutch of throwing spears, a short sword and a small shield, but they do not wear armor, preferring speed over protection. Skirmisher Warbands are often the tribe's younger warriors. These men have yet to prove themselves as warriors, so are not necessarily tough enough to stand against a seasoned enemy in hand-to-hand fighting. Strengths and Weaknesses: totaly outclassed by archers. ------------------------------------------------------------------------------ Forester Warband Attack (melee): 11 Attack (missile): 11 Defense: 7 Armor: 3 Defensive Skill: 4 Shield: 0 Charge Bonus: 4 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 960 Description: life spent hunting is an excellent training for war. Personal courage, skill and the readiness to take a life can all be learned during a hunt. Foresters are highly skilled men with both the bow and the spear, their preferred weapons. They also each wear good leather armor. Their hunting skills also stand them in good stead when stalking men instead of animals - these men can hide almost anywhere, taking advantage of every scrap of cover. The ability to spring ambushes as well as fight hand-to-hand makes them a uniquely flexible force for a warlord and one that, unusually, has enough sense to obey all orders. Foresters already know that they are superb hunters and warriors, and do not need to prove their skills to anyone by attacking just because they can! Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Wardogs Attack (melee): 12 Attack (missile): none Defense: 3 Armor: 2 Defensive Skill: 1 Shield: 0 Charge Bonus: 4 Weapon: dog Weapon (secondary): none Category: Cavalry Special Abilities: none Recruitment Cost: 510 Description: Wardogs are bread for a savage nature and great size, but then hunting men is only a little more dangerous than hunting wild boar! The beasts are muscular and powerful. Originally bred for hinting large prey, they are now trained to hunt and attack men. Wardogs are usually unleashed on an enemy to break a line and unnerve opponeents. Dew mena re bale to stand steadily in the face of snarling and partially-starved beast. The dogs are trianed to bite and hold on, dragging down their human targets, and hamstring horses. Their handlers are brave, hardy and not easily intimidated many have fingers, hands or even chunks of limbs missing! Strengths and Weaknesses: only good for hunting routing units and lowering the enemies morale. ------------------------------------------------------------------------------ Barbarian Cavalry Attack (melee): 8 Attack (missile): none Defense: 10 Armor: 3 Defensive Skill: 3 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): none Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 400 Description: Gallic cavalry are lightly armored and carry spears and shields. They are best used as scouts and in pursuit of fleeing enemies, and ride sturdy , sure-footed ponies with a good turn of speed. Like many barbarian warriors, however, they can lack battle-discipline and be over-keen to enter battle against worthy opponents. honor and standing come from fighting, so the urge for glory sometimes overwhelms good sense! These men are all good fighters, but find organised, formal warfare goes against the grain. They are unlikely to be very effective against steady infantry unless attacking from an unexpected direction. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Barbarian Noble Cavalry Attack (melee): 9 Attack (missile): none Defense: 15 Armor: 6 Defensive Skill: 5 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 600 Description: Noble cavalry are an elite in society as well as war, and fight bravely to justify their status. This can lead them to be headstrong, and difficult to restrain before a fight, as personal glory gained in battle is the only true measure of nobility. Their war gear of spears, shields and good chainmail is the very finest that can be provided. They are best used to break weakened enemy formations, fight against other cavalry and pursue fleeing enemies. While they are brave men and superb horsemen, they lack the cohesion of more 'civilised' cavalry, and may not be as effective in a hand-to-hand fight. Shock and initial impact are their main weapons. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Barbarian Warlord Attack (melee): 12 Attack (missile): none Defense: 16 Armor: 6 Defensive Skill: 6 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 940 Description: Gallic warlord surrounds himself with fierce warriors as a personal guard. These spear-armed cavalry are an elite reserve for use in a moment of crisis. Every warlord commands by right of personal courage as much as tactical skill, and must prove himself in battle. He and his guards are equipped as cavalry with spears, leather armor and shields so that they can dash to any point on the battlefield. The warlord can inspire his men to greater efforts just by his presence, and also has enough men to be a significant force should the need arise. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Barbarian Chosen Warlord Attack (melee): 12 Attack (missile): none Defense: 13 Armor: 3 Defensive Skill: 6 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 810 Description: Gallic warlord surrounds himself with fierce warriors as a personal guard. These spear-armed cavalry are an elite reserve for use in a moment of crisis. Every warlord commands by right of personal courage as much as tactical skill, and must prove himself in battle. He and his guards are equipped as cavalry with spears, mail armor and shields so that they can dash to any point on the battlefield. The warlord can inspire his men to greater efforts just by his presence, and also has enough men to be a significant force should the need arise. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- --------------------------Germans [DE16]--------------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ The Germans are a strong barbarian faction with excellent infantry and fairly good cavalry. Make sure to always use warcry before charging and your men will cut threw everything. They do have a weakness against pike units. ------------------------------------------------------------------------------- Barbarian Peasants Attack (melee): 1 Attack (missile): NA Defense: 4 Defensive Skills: 1 Shield: 0 Armor: 3 Charge Bonus: 1 Weapon: knife Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 150 Description: Peasants are reluctant warriors, but barbarian peasants are better fighters than most: hard lives produce hard me, Numbers are useful in all armies and Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Screeching Women Attack (melee): 11 Attack (missile): none Defense: 1 Armor: 0 Defensive Skill: 1 Shield: 0 Charge Bonus: 6 Weapon: Knife Weapon (secondary): none Category: Infantry Special Abilities: Screeching Women Recruitment Cost: 320 Description: German screeching women think nothing of participating in a battle, wailing encouragement to their own men as they fight, and screaming defiance at the enemy to unnerve them. It's not uncommon for women to accompany armies on campaign, but dew actually take to the battlefield. Germanic warriors are inordinately proud, so the prospect of facing the scorn of their women is more than many care to think about. While they wield their hatchets with gusto, their true calues is in the unnerving effects they have on enemies - the foul ululations of these women can strike fear into the strongest of hearts! They are best positioned safely behind friendly infantry where, like dark and demented cheerleaders, they can avoid combat while creating their particular brand of intimidation. Strengths and Weaknesses: not useful at all. ------------------------------------------------------------------------------ Berserkers Attack (melee): 19 Attack (missile): none Defense: 7 Armor: 2 Defensive Skill: 5 Shield: 0 Charge Bonus: 7 Weapon: Axe Weapon (secondary): none Category: Infantry Special Abilities: Warcry (triggers berserker mode) Recruitment Cost: 930 Description: Berserkers are extremely ferocious, aggressive, indomitable warriors with no thought for personal safety once the rage of battle comes upon them. They will use chants, strong drink, potions, rituals and even self mutilation to whip themselves into a fighting frenzy. Once the madness is upon them, little can stop them - their blood-crazed dash into the thick of combat is deeply disheartening (at best) to any who stand against them. They may try to cut their enemies to pieces in this state, but will think nothing of trying to gouge, bite, head butt and kick opponents to death as well. They disdain armor as a sign of weakness, along with mercy, common sense and knowing when to stop fighting. They are supremely dangerous foes in close combat. Strengths and Weaknesses: Berserkers will fight their way threw any thing that comes in their way. They lack the armor to hold their ground against a cavalry charge or to fight soldiers in phalanx formation. ------------------------------------------------------------------------------ Naked Fanatics Attack (melee): 13 Attack (missile): none Defense: 7 Armor: 0 Defensive Skill: 2 Shield: 5 Charge Bonus: 5 Weapon: Sword Weapon (secondary): none Category: Infantry Special Abilities: Warcry Recruitment Cost: 430 Description: There are warriors among the barbarian ranks whose love of battle is such that they live for little else. Clad only in flimsy loincloths, these fanatics whip themselves into a frenzy by chanting, beating themselves and drinking heavily. In this state they make an unnerving sight on the battlefield ! They are best sent into battle en masse, shocking the enemy by a ferocious charge, but they should be kept away from enemy cavalry. They carry just swords and shields and have practically no discipline, but they can cause heavy casualties among most enemies. They fight mostly (if not completely) naked to emphasize their own fierceness and utter lack of fear. Scars and tattoos adorn their skin, and they let their hair grow wild. Only after a kill is their hair cut often with a sword blade while standing over a freshly dead foe. While their reckless courage is not in doubt, they can lack the cohesion and discipline to adapt to setbacks, breaking and running in confusion when subjected to severe pressure. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Axemen Attack (melee): 11 Attack (missile): none Defense: 9 Armor: 3 Defensive Skill: 4 Shield: 2 Charge Bonus: 5 Weapon: Axe Weapon (secondary): none Category: Infantry Special Abilities: warcry Recruitment Cost: 450 Description: Axemen are steadfast and aggressive warriors, the "infantry of the line" for barbarian warlords. They are not very disciplined at times, as their sense of honor and bravery can make them eager to get into any fray, but they are uniformly superb fighters. They are equipped with good axes and small shields. Every warlord worth the name makes sure he has a couple of warbands of these hard men under his command. Strengths Weakness: Read the Description ------------------------------------------------------------------------------ Night Raiders Attack (melee): 14 Attack (missile): none Defense: 10 Armor: 3 Defensive Skill: 2 Shield: 5 Charge Bonus: 6 Weapon: Axe Weapon (secondary): none Category: Infantry Special Abilities: warcry Recruitment Cost: 540 Description: For most armies, night is a time for withdrawing to camp and roasting a boar or two. For German night raiders, it’s the time to paint themselves and set out in search of enemies to slaughter. Lightly armed infantry, the night raiders' value lies in their ability to spread terror. These warriors from the remote depths of the tangled German forests carry just a small shield and an axe, but weapons of iron and steel are only part of their armory. Before battle, they daub their bodies with black dye, giving them an otherworldly appearance. When the moment is right, they charge - wild-eyed and screaming - at their foes. Any who survive assaults by these maniacal barbarians are convinced they are spirits sent from Hades! Strengths Weakness: Read the Description ------------------------------------------------------------------------------ Spear Warband Attack (melee): 9 Attack (missile): none Defense: 11 Armor: 3 Defensive Skill: 3 Shield: 5 Charge Bonus: 5 Weapon: Pike Weapon (secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 520 Description: The men of a spear warband are effective against cavalry and most infantry, but lack the discipline of more 'civilized' troops. Their spears, however, make them valuable defensive warriors for any warlord. The warband is the basic unit of any barbarian army - a group of tough warriors bound together in the service of a tribal strongman or village headman. Each warrior is protected by a large shield. In common with other Germanic warriors, these men are very clever when concealing themselves in forests. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Chosen Axemen Attack (melee): 18 Attack (missile): none Defense: 6 Armor: 0 Defensive Skill: 6 Shield: 0 Charge Bonus: 5 Weapon: Axe Weapon (secondary): none Category: Infantry Special Abilities: Warcry Recruitment Cost: 580 Description: Double-handed axes are intimidating weapons, especially in the hands of chosen axemen. These men can hack a hole in almost any enemy battle line. Chosen axemen are an elite among tribal warriors, selected for their physical size, strength, bravery and - some would say - pig-headedness. They are the assault troops of any barbarian army, the men whose only job is to smash any organised resistance and keep on killing until no foes remain. Fear is completely alien to them, as is any concept of mercy to a foe or a weakling among their own kind. They are fantastically strong men - and need to be to wield their enormous two-handed axes with any degree of skill and control. The axes are easily capable of cleaving a man down to his breastbone even through armor. Chosen axemen themselves disdain armor as a sign of cowardice. Strengths and Weaknesses: make sure to activate warcry and these guys will rip threw anything. This includes cavalry and Urban Cohorts. ------------------------------------------------------------------------------ Skirmisher Warband Attack (melee): 6 Attack (missile): 9 Defense: 3 Armor: 0 Defensive Skill: 1 Shield: 2 Charge Bonus: 4 Weapon: Throwing spears Weapon (secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 580 Description: Skirmishers are lightly armed troops who should break up and harass enemy formations before the main battle lines meet, and act as a screen for heavier troops. Their skills also make them useful in springing tactical ambushes. Each man is armed with a clutch of throwing spears, a short sword and a small shield, but they do not wear armor preferring speed over protection. Skirmisher Warbands are often the tribe's younger warriors. These men have yet to prove themselves as warriors, so are not necessarily tough enough to stand against a seasoned enemy in hand-to-hand fighting. Strengths and Weaknesses: outclassed by archers. ------------------------------------------------------------------------------ Chosen Archer Warband Attack (melee): 10 Attack (missile): 8 Defense: 10 Armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 4 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 700 Description: chosen archers are highly prized for their superior skills in war. They are the best archers available to barbarian warlords. They are all, as might be expected, excellent bowmen, fleet of foot and expert hunters. They are given the best bows available to their people, and are also equipped with good swords and chainmail armor too. This equipment means that they can do more than just defend themselves in hand-to-hand combat. They can, when required, act as light infantry. Their presence on a battlefield is always useful, as they have the flexibility to be both archers and infantry and do a good job in both tasks. Strengths and Weaknesses: These guys have amazing range and can hold their one ,for at least a short while, against infantry and cavalry. Unfortunately, the way that germans fight does not fit well with archers. ------------------------------------------------------------------------------ Warhounds Attack (melee): 12 Attack (missile): none Defense: 3 Armor: 2 Defensive Skill: 1 Shield: 0 Charge Bonus: 4 Weapon: Dog Weapon (secondary): none Category: Cavalry Special Abilities: none Recruitment Cost: 600 Description: Warhounds are bred for a savage nature and great size, but then hunting men is only a little more dangerous than hunting wild boar! The beasts are muscular and powerful. Originally bred for hunting large prey, they are now trained to hunt and attack men. Warhounds are usually unleashed on an enemy to break a line and unnerve opponents. Few men are able to stand steadily in the face of a snarling and partially-starved beast. The dogs are trained to bite and hold on, dragging down their human targets, and hamstringing horses. Their handlers are brave, foolhardy and not easily intimidated: many have fingers, hands or even chunks of limbs missing! Strengths and Weaknesses: good for decreasing morale and chasing routing units but not for much else. ------------------------------------------------------------------------------ Barbarian Cavalry Attack (melee): 8 Attack (missile): none Defense: 10 Armor: 3 Defensive Skill: 3 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): none Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 400 Description: Gallic cavalry are lightly armored and carry spears and shields. They are best used as scouts and in pursuit of fleeing enemies, and ride sturdy
, sure-footed ponies with a good turn of speed. Like many barbarian warriors, however, they can lack battle-discipline and be over-keen to enter battle against worthy opponents. honor and standing come from fighting, so the urge for glory sometimes overwhelms good sense! These men are all good fighters, but find organised, formal warfare goes against the grain. They are unlikely to be very effective against steady infantry unless attacking from an unexpected direction. Strengths and Weaknesses: Decent cavalry for fighting skirmishers and archers. ------------------------------------------------------------------------------- Barbarian Noble Cavalry Attack (melee): 9 Attack (missile): none Defense: 15 Armor: 6 Defensive Skill: 5 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 600 Description: Noble cavalry are an elite in society as well as war, and fight bravely to justify their status. This can lead them to be headstrong, and difficult to restrain before a fight, as personal glory gained in battle is the only true measure of nobility. Their war gear of spears, shields and good chainmail is the very finest that can be provided. They are best used to break weakened enemy formations, fight against other cavalry and pursue fleeing enemies. While they are brave men and superb horsemen, they lack the cohesion of more 'civilised' cavalry, and may not be as effective in a hand-to-hand fight. Shock and initial impact are their main weapons. Strengths and Weaknesses: Strong Shock cavalry that can bash threw the flanks of infantry and some cavalry. ------------------------------------------------------------------------------ Gothic Cavalry Attack (melee): 12 Attack (missile): none Defense: 19 Armor: 9 Defensive Skill: 6 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 790 Description: Gothic cavalry are an aristocratic - if such a word can be applied to barbarians - heavy cavalry elite of the German tribes. Having the wealth to risk a horse in battle requires status, and among barbarians this status is retained by acts of personal bravery. As a result, these men think little or nothing of danger, and are keen to be the first to come to grips with an enemy. They are well armed and well armored, having spears, heavy mail coats and shields. They are, however, prone to attacking whether or not it makes sense to their warlord - glory and honor are always worth pursuing, after all! They are best employed at what they do best - hitting an enemy hard and repeatedly. Victory over the foe is always glorious, so they will not think less of an order to attack the flank or rear of an enemy unit. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Barbarian Warlord Attack (melee): 12 Attack (missile): none Defense: 13 Armor: 3 Defensive Skill: 6 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 810 Description: A barbarian warlord surrounds himself with fierce warriors as a personal guard. These spear-armed cavalry are an elite reserve for use in a moment of crisis. Every warlord commands by right of personal courage as much as tactical skill, and must prove himself in battle. He and his guards are equipped as cavalry with spears, leather armor and shields so that they can dash to any point on the battlefield. The warlord can inspire his men to greater efforts just by his presence, and also has enough men to be a significant force should the need arise. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Barbarian Chosen Warlord Attack (melee): 12 Attack (missile): none Defense: 16 Armor: 3 Defensive Skill: 6 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 940 Description: Gallic warlord surrounds himself with fierce warriors as a personal guard. These spear-armed cavalry are an elite reserve for use in a moment of crisis. Every warlord commands by right of personal courage as much as tactical skill, and must prove himself in battle. He and his guards are equipped as cavalry with spears, mail armor and shields so that they can dash to any point on the battlefield. The warlord can inspire his men to greater efforts just by his presence, and also has enough men to be a significant force should the need arise. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- --------------------------Britons [BR17]--------------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ The Britons are a strong barbarian faction with excellent infantry and fairly good Chariots. Make sure to always use warcry before charging and your men will cut threw everything. They do have a weakness against pike units. ------------------------------------------------------------------------------- Barbarian Peasants Attack (melee): 1 Attack (missile): NA Defense: 4 Defensive Skills: 1 Shield: 0 Armor: 3 Charge Bonus: 1 Weapon: knife Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 150 Description: Peasants are reluctant warriors, but barbarian peasants are better fighters than most: hard lives produce hard me, Numbers are useful in all armies and Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Druids Attack (melee): 13 Attack (missile): NA Defense: 14 Armor: 7 Defensive Skill: 5 Shield: 2 Charge Bonus: 4 Weapon: Sickle Weapon (secondary): none Category: Infantry Special Abilities: Chant Recruitment Cost: 480 Description: Druids are spiritual leaders with practical fighting skills who instill confidence in nearby friendly warriors. They have a religious zeal that gives them great courage and their mere presense fills nearby believers with confidence. Positioned just behind the battle line druids can also form a powerful reserve, ready to join the fray at a crucial moment. Equipped with sickle-shaped swords and small shields, the mail-clad druids are excellent fighters. Their good war gear is a reflection of their status as teachers, judges, soothsayers and the focal point of religion and magic among their people. As Celtic cultures lack a written form, they are also the memory of the tribe as well, remembering all the important facts of tribal history. Historically, the Romans despised and then targeted these men because they practiced particularly savage forms of human sacrifice and because of their cultural importance. When a tribe's history was wiped out, it became a little easier to bed the people to the will of Rome. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Wood Warriors Attack (melee): 13 Attack (missile): none Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 5 Weapon: Sword Weapon (secondary): none Category: Infantry Special Abilities: warcry Recruitment Cost: 380 Description: Religion and magic are powerful reasons for bravery. Woad warriors are brave fighters - and mad. They disdain armor and most clothing, preferring to paint themselves with intricate and stylised magical designs in woad (a blue dye) to deflect enemy blows and missiles. The patterns created can be elaborate and almost inhuman, and are supposed to be unnerving for enemies unused to such practices. Belief in magic also armors the woad warriors against fear, and makes them savage, dangerous and not-quite-controllable fighters. Woad warriors carry only blades and shields but it is a foolish commander indeed who underestimates their impact in battle! Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Swordsmen Attack (melee): 10 Attack (missile): NA Defense: 12 Armor: 3 Defensive Skill: 4 Shield: 5 Charge Bonus: 4 Weapon: Sword Weapon (secondary): none Category: Infantry Special Abilities: Warcry Recruitment Cost: 460 Description: Swordsmen are steadfast and aggressive warriors, the 'infantry of the line' for barbarian warlords. They are not very disciplined at times, as their sense of honor and bravery can make them eager to get into any fray, but they are uniformly superb swordsmen. They are equipped with good swords and large shields. Every warlord worth the name makes sure he has a couple of warbands of these hard men under his command. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Chosen Swordsmen Attack (melee): 13 Attack (missile): NA Defense: 17 Armor: 7 Defensive Skill: 5 Shield: 5 Charge Bonus: 4 Weapon: Sword Weapon (secondary): none Category: Infantry Special Abilities: Warcry Recruitment Cost: 680 Description: Chosen swordsmen are the best fighting individuals in their tribe, and armed with the finest swords available. While superbly skilled and extremely tough, they are not naturally inclined to fight as a group.Personal glory and the need to be first amongst the enemy ensure that they are headstrong and ill-disciplined. They are, however, very well equipped with the finest swords that the smiths can make, along with chainmail armor and large shields. They are an intimidating sight for any enemy. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Slingers Attack (melee): 3 Attack (missile): 4 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: none Weapon: Sling Weapon (secondary): Knife Category: Infantry Special Abilities: none Recruitment Cost: 150 Description: A sling is a deceptively simple weapon: a slinger can bring down the strongest man with a single shot. These slingers can send a hail of bullets towards the enemy, and target their shots for maximum damage. After all, they will have been hunting with slings since boyhood. Slingers should not be allowed to get into melee combat, as their lack of armor and their relative lack of equipment - just a knife or short sword and a shield - will soon lead to them being cut to pieces. Used to kill enemies from a distance, they are superb missile warriors. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Head Hurlers Attack (melee): 12 Attack (missile): 17 Defense: 2 Armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 6 Weapon: Heads Weapon (secondary): Knife Category: Infantry Special Abilities: warcry Recruitment Cost: 400 Description: In battle, head hurlers throw the heads of fallen foes coated with quicklime. These missiles are both dangerous and loathsome. Head hurlers combine the practical and the macabre in equal measure - they collect the heads of fallen enemies and preserve these by dipping them in quicklime. The limed heads are used as disgusting missiles in battle, flung into enemy ranks at surprisingly long range. As missiles the heads are heavy enough to cause injuries (and have an undoubted impact on morale) but it is the lime that really does the damage, causing nasty burns. Head Hurlers also carry swords for use in close combat should this be necessary. Head hurlers, however, also show little regard for their own danger and are not above rushing into combat without orders. Strengths Weakness: Read the Description ------------------------------------------------------------------------------ Warhounds Attack (melee): 12 Attack (missile): none Defense: 3 Armor: 2 Defensive Skill: 1 Shield: 0 Charge Bonus: 4 Weapon: Dog Weapon (secondary): none Category: Cavalry Special Abilities: none Recruitment Cost: 510 Description: Warhounds are bred for a savage nature and great size, but then hunting men is only a little more dangerous than hunting wild boar! The beasts are muscular and powerful. Originally bred for hunting large prey, they are now trained to hunt and attack men. Warhounds are usually unleashed on an enemy to break a line and unnerve opponents. Few men are able to stand steadily in the face of a snarling and partially-starved beast. The dogs are trained to bite and hold on, dragging down their human targets, and hamstringing horses. Their handlers are brave, foolhardy and not easily intimidated: many have fingers, hands or even chunks of limbs missing! Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- British Heavy Chariots Attack (melee): 13 Attack (missile): NA Defense: 1 Armor: 0 Defensive Skill: 1 Shield: 0 Charge Bonus: 7 Weapon: Sword Weapon (secondary): none Category: Cavalry Special Abilities: none Recruitment Cost: 580 Description: Heavy chariots are an elite in British armies ridden into battle by tribal nobles. They are shock troops, relying on speed and shock to break enemy formations. Every man carries a fine sword, and is equipped with a good mail coat and a shield, while his chariot is pulled by two horses. They perform the same function as heavy cavalry, charging home to cause casualties before wheeling away to launch a fresh attack. Any infantry foolish enough to stand in the way are ridden down, hacked to pieces by the rider! However, like many barbarians they can sometimes let greed for personal honor and glory lead them into attacking without orders. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Barbarian Warlord Attack (melee): 13 Attack (missile): NA Defense: 1 Armor: 0 Defensive Skill: 1 Shield: 0 Charge Bonus: 7 Weapon: Sword Weapon (secondary): none Category: Cavalry Special Abilities: none Recruitment Cost: 1010 Description: Chariots are a pinnacle of Celtic technology and an effective machine of war. So it’s no surprise to see tribal leaders driving them into battle accompanied by groups of bodyguards. It is important that a warlord has a group of hardened warriors around him to go into the thick of battle to prove that he is not only a great leader but also a great warrior. Barbarian warlords hold their positions of trust and command not just through their tactical skill but because they are personally brave and resolute. No warrior willingly follows a coward, and no coward has the right to ask his brothers-in-arms to throw their lives away. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ British light Chariots Attack (melee): 10 Attack (missile): 10 Defense: 1 Armor: 0 Defensive Skill: 1 Shield: 0 Charge Bonus: 6 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 500 Description: Light chariots are very fast, very noisy and, when used in large numbers, quite intimidating. They combine the swiftness of cavalry with the 'staying power' of infantry. The drivers concentrate on controlling the chariots, while their passengers fire arrow after arrow into the target. They can also simply charge into an enemy, perform the same scouting duties as cavalry, harass enemies with missiles and may even be worth sacrificing to break a previously unyielding enemy line. They can also be very effective in pursuing fleeing foes. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- -------------------------------Armenia [AM18]--------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ Armenia is basically parthia but with actual infantry. ------------------------------------------------------------------------------- Peasants Attack (melee): 1 Attack (missile): NA Defense: 4 Defensive Skills: 1 Shield: 0 Armor: 3 Charge Bonus: 1 Weapon: knife Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 150 Description: Peasants are reluctant warriors, but barbarian peasants are better fighters than most: hard lives produce hard me, Numbers are useful in all armies and Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Hillmen Attack (melee): 5 Attack (missile): NA Defense: 9 Armor: 3 Defensive Skill: 4 Shield: 2 Charge Bonus: 2 Weapon: Spear Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 290 Description: To outsiders, the hillmen are a wild savage people, but they are also skilled hunters, making them superb ambushers. Although only armed with spears and shields, they are a valuable addition to many forces. Their skills at reading ground allow them to hide where others cannot, and this makes them valuable to commanders with a penchant for tactical ambushes. They are expert raiders and thieves (often taking sheep and goats from their lowland neighbours) and this is, unfortunately, something that makes them occasionally difficult to control. They do not see any need for military formalities! Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Eastern Infantry Attack (melee): 3 Attack (missile): none Defense: 10 Armor: 3 Defensive Skill: 2 Shield: 5 Charge Bonus: 1 Weapon: Spear Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 330 Description: Eastern infantry are easily recruited militia-spearmen, who are good for defense against less able opponents. They are drawn from among the peasantry and urban poor, given minimal training and sent into battle. They are, however, given large shields. Individually, they are not outstanding warriors, but as a group they have their uses in holding off light cavalry; even medium and heavier troops will be unwilling to charge into a forest of spear points. Strengths and Weaknesses: Useless against everything but light cavalry. ------------------------------------------------------------------------------ Heavy Spearmen Attack (melee): 7 Attack (missile): NA Defense: 17 Armor: 7 Defensive Skill: 5 Shield: 5 Charge Bonus: 3 Weapon: Pike Weapon (secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 460 Description: Heavy spearmen can be the backbone of an Eastern army and are well able to take on many opponents. Their war gear includes long spears, chainmail and round shields.They can withstand attacks by most cavalry, and the training they have received allows them to form phalanx and carry an attack to an enemy infantry line. Against skirmishers and other missile troops, however, they require some support. These men are recruited from the native population, not from among the Greek stratum of society that exists in all the Successor states, so they do not have the discipline of the 'hoplite ethos' in their training. They are still, however, worthwhile troops. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Armenian Legionaries Attack (melee): 7 Attack (missile): 11 Defense: 16 Armor: 7 Defensive Skill: 4 Shield: 5 Charge Bonus: 2 Weapon: Sword Weapon (secondary): Pila x2 Category: Infantry Special Abilities: none Recruitment Cost: 500 Description: Armenian legionaries are an attempt to copy the fighting style and skills of the Roman Legions, and give other commanders the war-winning troops of Rome. Although armed and equipped in the manner of Roman legionaries, with iron-shafted throwing spears (pila), short swords, chainmail and large shields, these men are not of quite the same quality as the originals. Armenians are hardy folk and do not tire easily. It is true, and they have accepted the iron discipline that legionary training requires, but the quality of that training is not quite up to Roman standards. They are good heavy infantry once seasoned, but poor training means they cannot use the famous tortoise (testudo) formation. That said, they can still give a nasty shock to any enemy - their fighting style of bombarding an enemy with pila and then closing for the kill is just as effective when performed by Armenians as it is when Romans do the job! Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Peltasts Attack (melee): 3 Attack (missile): 6 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Throwing Spears Weapon (secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 180 Description: Eastern peltasts rush forward to pepper an enemy with javelins, and then withdraw in good order before a counter-attack can be organised. They are skirmishers and not intended to hold a position in a battle line. Instead, their job is to harass and disrupt enemy units as well as screen the main force of the army. They are also adept - as their abilities would suggest - at staging tactical ambushes. Peltasts are equipped with a clutch of javelins, a sword and a light shield, the pelte, which gives them their name as 'pelte-bearers'. They wear no other armor, and rely on speed as the best form of protection. Strengths and Weaknesses: Outclassed by archers. ------------------------------------------------------------------------------ Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 Armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 190 Description: Archers are rightly feared for the casualties they can inflict, but they are vulnerable in hand-to-hand combat.\n\nThey are drawn from the peasant classes of all societies, as these are the people who need to be skilled hunters in order to survive. Learning to use a bow well is something that takes a lifetime and constant practice, and putting food on the table provides good practice. They are best used to weaken enemy formations, or placed in a spot where they can retreat and find protection from other troops. Strengths and Weaknesses: These are good staple in any army. They can make Elephants run amok and cause major casualties on the flanks of infantry. ------------------------------------------------------------------------------ Cataphracts Attack (melee): 7 Attack (missile): NA Defense: 23 Armor: 18 Defensive Skill: 5 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Mace Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 940 Description: Cataphracts are extremely heavily-armored cavalry who can turn a battle with one thunderous charge. They are the ultimate in shock cavalry, an armored battering ram to crash into an enemy position and sweep aside all who stand against them. They are armed with heavy lances for the initial charge and maces for use in close combat. They wear armor that is almost unmatched for weight and protection, and their horses are similarly armored. On the move they are a wall of metal bearing down on enemies, tipped with razor-sharp spear points. Their armor is their main strength, but it also means that these troops can be quite ponderous and slow moving. That said, sheer weight means that they can of ten break through (or ride over) an enemy line without too much trouble. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Eastern General Attack (melee): 12 Attack (missile): 12 Defense: 15 Armor: 6 Defensive Skill: 5 Shield: 4 Charge Bonus: 5 Weapon: Throwing Spears Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 960 Description: This general has a bodyguard of loyal and mail-armored cavalry to accompany him onto the field. Armed with javelins, they can stand off from enemies and pepper them with missiles but, thanks to their chainmail armor, shields, and swords, can also charge home and fight effectively in hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Armored General Attack (melee): 10 Attack (missile): NA Defense: 24 Armor: 18 Defensive Skill: 6 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Mace Category: Cavalry Special Abilities: none Recruitment Cost: 1400 Description: This general has a bodyguard of loyal, heavily-armored, cataphract cavalry to accompany him onto the field. Armed with sword and mace, they charge home and fight effectively in hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Horse Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 Armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 2 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 440 Description: Horse archers are a specialty of the East: swift horses and expert marksmen make a deadly combination. They are armed with a powerful bow and a dagger for defense, but they are not armored and should not be expected to fight other than to escape. Horse archers rely on the maxim that 'speed is armor' to keep them out of trouble. Infantry have no hope of catching them, but other cavalry may be able to chase them down. Wise eastern commanders know this, and deploy horse archers with other cavalry to act as a deterrent to over-ambitious pursuit by an enemy. If horse archers have a weakness it is that of all soldiers armed with composite bows: these weapons do not take well to damp or wet weather, as the glues used to construct them become weakened. While this is seldom a problem in their home provinces, it can be in wetter climes. Strengths and Weaknesses: These guys can Outrun any unit, making them cery effective at harassing. Unfortunately after run out of ammo they are uneffective in melee combat. ------------------------------------------------------------------------------ Cataphract Archers Attack (melee): 9 Attack (missile): 7 Defense: 22 Armor: 18 Defensive Skill: 4 Shield: 0 Charge Bonus: 5 Weapon: Bow and Arrow Weapon (secondary): Swords Category: Cavalry Special Abilities: none Recruitment Cost: 1230 Description: Cataphract archers are very heavily armored, but slow horse-archers that are almost impervious to attacks, and can fight in close combat. They are not as armored as cataphract lancers, yet most enemy missiles are turned aside quite easily. Mobility and speed have been sacrificed to provide protection. Their composite bows allow them to attack enemies at long range, but they also carry swords so that - if needs be - they can close up and fight hand-to-hand.\n\nThe weight of cataphract archers means that they are 'heavier' than most shock cavalry but this is not their primary purpose. Being able to fight in close combat should be seen as a bonus to their primary abilities. Strengths and Weaknesses: Horse archers rely on their speed to survive and with the extra armor cataphract archers will move at the same speed as heavy cavalry. light cavalry will catch up with them and the extra armor on them is not worth the extra money you spend. Overall, do not use these guys. ------------------------------------------------------------------------------ Onagers Attack (melee): none Attack (missile): 53 Defense: 5 Armor: 2 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (secondary): none Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 740 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: great for destroying walls but lack the accuracy to effectively fight infantry. ------------------------------------------------------------------------------ _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- -------------------------------Dacians [DS19]--------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ Just another barbarian faction. Strong infantry but lack strong cavalry. ------------------------------------------------------------------------------- Peasants Attack (melee): 1 Attack (missile): NA Defense: 4 Defensive Skills: 1 Shield: 0 Armor: 3 Charge Bonus: 1 Weapon: knife Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 150 Description: Peasants are reluctant warriors, but barbarian peasants are better fighters than most: hard lives produce hard me, Numbers are useful in all armies and Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Warband Attack (melee):7 Attack (missile): NA Defense: 10 Armor: 3 Defensive Skill: 2 Shield: 5 Charge Bonus: 4 Weapon: Spear Weapon (secondary): none Category: Infantry Special Abilities: Warcry Recruitment Cost: 420 Description: Warbands are bound to the service of a strongman or petty village head. They are the basic 'unit' to be found in many barbarian armies. They fight well as glory and loot are the road to status but are often difficult to control. They care little for discipline and less for restraint, but they can be relied on to fight, and fight hard. In warfare it is up to each man to prove his own bravery and worth, so the savage charge into the enemy is about as sophisticated as they ever want to be! Each man carries a stabbing spear and a large shield. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Naked Fanatics Attack (melee): 13 Attack (missile): NA Defense: 7 Armor: 0 Defensive Skill:2 Shield: 5 Charge Bonus: 5 Weapon: Sword Weapon (secondary): none Category: Infantry Special Abilities: Warcry Recruitment Cost: 430 Description: There are warriors among the barbarian ranks whose love of battle is such that they live for little else. Clad only in flimsy loincloths, the fanatics whip themselves into a frenzy by chanting, beating themselves and drinking heavily. In this state they make an unnerving sight on the battlefield! They are best sent into battle en masse, shocking the enemy by a ferocious charge, but they should be kept away from enemy cavalry. They carry just swords and shields and have practically no discipline, but they can cause heavy casualties among most enemies. They fight mostly (if not completely) naked to emphasise their own fierceness and utter lack of fear. Scars and tattoos adorn their skin, and they let their hair grow wild. Only after a kill is their hair cut, often with a sword blade while standing over a freshly dead foe. While their reckless courage is not in doubt, they can lack the cohesion and discipline to adapt to setbacks, breaking and running in confusion when subjected to severe pressure. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Falxmen Attack (melee): 13 Attack (missile): NA Defense: 10 Armor: 3 Defensive Skill: 7 Shield: 0 Charge Bonus: 5 Weapon: Sword Weapon (secondary): none Category: Infantry Special Abilities: Warcry Recruitment Cost: 500 Description: Falxmen are used to carve a path into enemy formations. They are superior, but somewhat ill-disciplined warriors who are willing to charge into a fight without orders. They wear no armor, partly as a sign of their bravery and partly because it would interfere with the free swinging of their falxes. A falx can cut a man in two lengthways in the hands of a skilled user. It is a frightening weapon: a curved scythe-like blade on the end of a long handle that is sharpened on the inner curve of the blade. The damage from any blow is done with a pulling motion, meaning that any blow that lands will hack off a limb or decapitate a foe at the least. Historically, this is one of the few weapons that made the Romans change their standardised armor, as they added reinforcing bars to Legionary helmets after encountering falxmen. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Chosen Swordsmen Attack (melee): 13 Attack (missile): NA Defense: 17 Armor: 7 Defensive Skill: 5 Shield: 5 Charge Bonus: 4 Weapon: Sword Weapon (secondary): none Category: Infantry Special Abilities: Warcry Recruitment Cost: 680 Description: Chosen swordsmen are the best fighting individuals in their tribe, and armed with the finest swords available. While superbly skilled and extremely tough, they are not naturally inclined to fight as a group.Personal glory and the need to be first amongst the enemy ensure that they are headstrong and ill-disciplined. They are, however, very well equipped with the finest swords that the smiths can make, along with chainmail armor and large shields. They are an intimidating sight for any enemy. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Chosen Archer Warband Attack (melee): 10 Attack (missile): 8 Defense: 10 Armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 4 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 700 Description: chosen archers are highly prized for their superior skills in war. They are the best archers available to barbarian warlords. They are all, as might be expected, excellent bowmen, fleet of foot and expert hunters. They are given the best bows available to their people, and are also equipped with good swords and chainmail armor too. This equipment means that they can do more than just defend themselves in hand-to-hand combat. They can, when required, act as light infantry. Their presence on a battlefield is always useful, as they have the flexibility to be both archers and infantry and do a good job in both tasks. Strengths and Weaknesses: Read the last 3 lines of the description. Also you really do not need these guys. Normal archers will get the job done just as well. ------------------------------------------------------------------------------ Archer Warband Attack (melee): 4 Attack (missile): 7 Defense: 5 Armor: 3 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 270 Description: Archer warbands are used to harass and break up enemy formations, so that other warriors can then get in amongst their enemies. The members of the warband are lightly armed and equipped, relying more on speed as a protection from foes. Any archers caught in the open by cavalry will be in trouble unless they can withdraw to more favourable ground or behind a shield wall of friendly warriors. Their bows have a short range, but each warrior carries a good selection of hunting and war arrows, designed to cause massive bleeding and pierce armor respectively. Their choice of missile is matched to the nature of the target. These archers are at their best in wooded country, where their superior stalking skills learned on the hunt can be put to use. Strengths and Weaknesses: Read the first 3 lines of the description. ------------------------------------------------------------------------------- Warhounds Attack (melee): 12 Attack (missile): none Defense: 3 Armor: 2 Defensive Skill: 1 Shield: 0 Charge Bonus: 4 Weapon: Dog Weapon (secondary): none Category: Cavalry Special Abilities: none Recruitment Cost: 600 Description: Warhounds are bred for a savage nature and great size, but then hunting men is only a little more dangerous than hunting wild boar! The beasts are muscular and powerful. Originally bred for hunting large prey, they are now trained to hunt and attack men. Warhounds are usually unleashed on an enemy to break a line and unnerve opponents. Few men are able to stand steadily in the face of a snarling and partially-starved beast. The dogs are trained to bite and hold on, dragging down their human targets, and hamstringing horses. Their handlers are brave, foolhardy and not easily intimidated: many have fingers, hands or even chunks of limbs missing! Strengths and Weaknesses: only good for chasing down routing units and decreasing enemy morale. ------------------------------------------------------------------------------ Barbarian Cavalry Attack (melee): 8 Attack (missile): none Defense: 10 Armor: 3 Defensive Skill: 3 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): none Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 400 Description: Gallic cavalry are lightly armored and carry spears and shields. They are best used as scouts and in pursuit of fleeing enemies, and ride sturdy , sure-footed ponies with a good turn of speed. Like many barbarian warriors, however, they can lack battle-discipline and be over-keen to enter battle against worthy opponents. honor and standing come from fighting, so the urge for glory sometimes overwhelms good sense! These men are all good fighters, but find organised, formal warfare goes against the grain. They are unlikely to be very effective against steady infantry unless attacking from an unexpected direction. Strengths and Weaknesses: Good For chasing down enemy SKirmishers and routing units but not much else. ------------------------------------------------------------------------------ Barbarian Noble Cavalry Attack (melee): 9 Attack (missile): none Defense: 15 Armor: 6 Defensive Skill: 5 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 600 Description: Noble cavalry are an elite in society as well as war, and fight bravely to justify their status. This can lead them to be headstrong, and difficult to restrain before a fight, as personal glory gained in battle is the only true measure of nobility. Their war gear of spears, shields and good chainmail is the very finest that can be provided. They are best used to break weakened enemy formations, fight against other cavalry and pursue fleeing enemies. While they are brave men and superb horsemen, they lack the cohesion of more 'civilised' cavalry, and may not be as effective in a hand-to-hand fight. Shock and initial impact are their main weapons. Strengths and Weaknesses: Read the least 3 lines of the Description. ------------------------------------------------------------------------------- Barbarian Warlord Attack (melee): 12 Attack (missile): none Defense: 13 Armor: 3 Defensive Skill: 6 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 810 Description: A barbarian warlord surrounds himself with fierce warriors as a personal guard. These spear-armed cavalry are an elite reserve for use in a moment of crisis. Every warlord commands by right of personal courage as much as tactical skill, and must prove himself in battle. He and his guards are equipped as cavalry with spears, leather armor and shields so that they can dash to any point on the battlefield. The warlord can inspire his men to greater efforts just by his presence, and also has enough men to be a significant force should the need arise. Strengths and Weaknesses: Basic General unit ------------------------------------------------------------------------------ Barbarian Chosen Warlord Attack (melee): 12 Attack (missile): none Defense: 16 Armor: 3 Defensive Skill: 6 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 940 Description: Gallic warlord surrounds himself with fierce warriors as a personal guard. These spear-armed cavalry are an elite reserve for use in a moment of crisis. Every warlord commands by right of personal courage as much as tactical skill, and must prove himself in battle. He and his guards are equipped as cavalry with spears, mail armor and shields so that they can dash to any point on the battlefield. The warlord can inspire his men to greater efforts just by his presence, and also has enough men to be a significant force should the need arise. Strengths and Weaknesses: Upgraded general unit ------------------------------------------------------------------------------- Ballistas Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 230 Description: A Ballista is sinew-powered weapon that looks ;ik and enormous crossbow. It has tremendous range and can skewer files of men with a single bolt! While a Ballista might look like a huge crossbow, its working principles are rather diferent. the two arems are pushed through ropes made of togh animal sinew. This naturally elastic material is then twised, and becomes a hugely powerful spring, pulling each arm forards. The arms are pulled back, creating even more tension, the Ballista is loaded with a missile, and then this is shot at the enemy with considerable force. Providing care is taken to make sure that the two sinew bundles are under the same tension, the Ballista is a very accurate weapon, but because sinew sensitive to damp Ballista does not work wlee in wet whether. Strengths and Weaknesses: There are only 2 uses for Ballistas. One, is to destroy the gates of a city. Two, to snipe the enemy general during a battle. If your using this unit in hopes of causing large amounts of casualties then you will not succeed. The Ballistas take forever to reload and only inflict about 3 casualties per shot. only use for walls or to take out the enemy general. ------------------------------------------------------------------------------- Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 830 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. ------------------------------------------------------------------------------- _____________________________________________________________________________ / \
------------------------------------------------------------------------------- -------------------------------Greeks [GE21]---------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ The Greeks have some of the best infantry but lack cavalry. They rely on their heavily armored infantry and their Spartans to win the battle. ------------------------------------------------------------------------------- Peasants Attack (melee): 1 Attack (missile): NA Defense: 1 Defensive Skills: 1 Shield: 0 Armor: 0 Charge Bonus: 1 Weapon: knife Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 100 Description: Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Militia Hoplites Attack (melee): 5 Attack (missile): NA Defense: 8 armor: 0 Defensive Skill: 3 Shield: 5 Charge Bonus: 2 Weapon: Pike Weapon (Secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 230 Description: Militia hoplites are levies drawn from cities and thrust into battle with a little training. They fight best as spearmen, and are armed with long spears and each carries the large round hoplon shield which gives them their name. As a type of infantry hoplites have been around for centuries and have changed little in tactics or equipment. These men wear no armor, but then they are drawn from the poorer classes and it is traditional for citizens to provide their own war gear when called into the army. The cities of the greek world have a long tradition of the people defending their own cities from invaders. They are at their best when used as a soldier block of spearmen and cant form a phalanx to attack the enemy. Strengths and Weaknesses: Basic militia unit that is only good defense of a city. ------------------------------------------------------------------------------- Hoplites Attack (melee): 7 Attack (missile): none Defense: 16 Armor: 6 Defensive Skill: 5 Shield: 5 Charge Bonus: 3 Weapon: Pike Weapon (secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 440 Description: The basis of nearly all military power in Greece once revolved around the hoplite. Operating in phalanxes, or tightly grouped blocks, these men are a powerful force against infantry or cavalry. Hoplite tactics are simple: formations generally approach the opposing army in normal order, and then close ranks into the phalanx so that each soldier is protected by overlapping shields. Then it is simply a matter of closing with the enemy as quickly as possible to decide the battle. Well trained, these troops have great stamina, and are some of the most effective soldiers in the known world. Hoplites generally supply their own equipment, so are not drawn from the poorer sections of society. They wear a hardened leather cuirass breastplate, and carry both a round shield (the hoplon) and a thrusting spear. This spear has a bronze butt-spike to plant in the ground (bronze is not prone to rusting like iron), which doubles as a weapon if the pike shaft breaks. Strengths and Weaknesses: Slight upgrade of the Militia hoplites. ------------------------------------------------------------------------------ Armored Hoplites Attack (melee): 9 Attack (missile): none Defense: 22 Armor: 11 Defensive Skill: 6 Shield: 5 Charge Bonus: 4 Weapon: Pike Weapon (secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 640 Description: Armored hoplites are an elite among Greek soldiery, carefully selected and given the best training to make them superior spearmen. Each of them is equipped with good body armor, greaves and a helmet and carries a large round shield, the hoplon that gives this kind of soldier the name of hoplite. Each man is also armed with a formidable thrusting spear called the xyston and a sword. They are usually employed as solid, close-packed groups of men, presenting a wall of spear points to the enemy. In phalanx formation, they use weight of numbers to batter into enemy formations.They are vulnerable to flank and rear attacks, and ideally need some sort of light supporting troops to screen them as they approach the enemy. Strengths and Weaknesses: major upgrade of the militia hoplites. ------------------------------------------------------------------------------ Spartan Hoplites Attack (melee): 16 Attack (missile): none Defense: 17 Armor: 3 Defensive Skill: 9 Shield: 5 Charge Bonus: 4 Weapon: Pike Weapon (secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 1190 Description: Spartan hoplites are trained from infancy to be nothing but soldiers. They are 'perfect soldiers' and nothing else. All of Spartan life is spent training for war. Weaklings perish soon after birth; youths are taught to thieve and terrorize the slave class to harden them; young men are taught nothing unless it has something to do with the arts of war - even music and dance are there only to help keep step when marching and obeying orders. The result is a man who thinks nothing of danger, expects to win, and creates a sense of dread in his opponents.\n\nSpartans fight in the traditional fashion as hoplites, carrying a long thrusting spear and the large round hoplon shield, and as a phalanx: a close-packed mass of men moving as one to crush their enemies. If they have a weakness it is that they are hide-bound traditionalists, and the once-mighty state of Sparta has not moved with the times. Strengths and Weaknesses: These are the elite of the elite. They will almost never route and will kill anything, aside from the fully upgraded royal pikemen, from the front. They are a vital part of any greek army. ------------------------------------------------------------------------------- Peltasts Attack (melee): 3 Attack (missile): 6 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Throwing Spears Weapon (secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 180 Description: Greek peltasts advance at speed to pepper an enemy with javelins, and then withdraw in good order before a counter - attack can be organized. They are skirmishers and it is their task to harass and disrupt units before the main battle lines clash. They are also adapt at staging tactical ambushes. Peltasts are equipped with a clutch of javelins, a sword ad a light shield, the pelte, which gives them their name as "pelte-bearers". They wear no other armor, and they rely on speed as the best form of protection, and this isn't much protection should they be caught by cavalry. Strengths and Weaknesses: Skirmishers should not be used unless you have no access to archers. ------------------------------------------------------------------------------ Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 Armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 190 Description: Archers are rightly feared for the casualties they can inflict, but they are vulnerable in hand-to-hand combat. They are drawn from the peasant classes of all societies, as these are the people who need to be skilled hunters in order to survive. Learning to use a bow well is something that takes a lifetime and constant practice, and putting food on the table provides good practice. They are best used to weaken enemy formations, or placed in a spot where they can retreat can find protection from other troops. Strengths and Weaknesses: Read the Description ------------------------------------------------------------------------------ Heavy Peltasts Attack (melee): 5 Attack (missile): 7 Defense: 11 Armor: 3 Defensive Skill: 3 Shield: 5 Charge Bonus: 2 Weapon: Throwing Spears Weapon (secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 350 Description: Heavy peltasts are skirmishers, but carry large oval shields into battle. This added protection makes them suitable for standing in the main battle line, as well as for flanking and screening duties. Their javelins are intended to thin the ranks of approaching troops, weakening their morale just before battle is joined. They also carry short swords for when they are asked to engage in close combat. A heavy peltast’s shield (the thureos), is made from wood covered in leather. While this confers reasonable protection, when confronted with heavy infantry or practically any form of cavalry, these troops should not be expected to stand for long. Like other peltasts, this unit is well suited to using ambush tactics. Strengths and Weaknesses: just as useless as the normal skirmishers. ------------------------------------------------------------------------------ Incendiary Pigs Attack (melee): 7 Attack (missile): none Defense: 1 Armor: 0 Defensive Skill: 1 Shield: 0 Charge Bonus: 2 Weapon: Pigs Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 110 Description: Incendiary pigs are 'one shot' weapons intended to spread panic and terror amongst enemies, particularly mounted troops. The pigs are coated in pitch, tar and oil, and herded towards the enemy. At the right moment, the pigs are ignited by their handlers and, not unnaturally, they run away in pain and terror - hopefully towards the enemy. Apart from goring anyone foolish enough to get in their way, the pigs are tremendously disruptive to formations. They are also very frightening for elephants in particular, and this is their main use in warfare. Pigs can only be fired up once during a battle, and few survive for long. Strengths and Weaknesses: lowers enemy morale and makes elephants run amok. All together, extremely useless. Archers can do the same thing and they will be around during the next battle. ------------------------------------------------------------------------------ Greek cavalry Attack (melee): 6 Attack (missile): NA Defense: 8 Armor: 3 Defensive Skill: 5 Shield: 0 Charge Bonus: 5 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 330 Description: Greek Cavalry are fast moving horsemen armed with spears for maximum impact in a charge. they are not heavily armored and do not have shields for protection, relying instead on the old maxim of "speed is armor" for protection. As a result they are best used as a hit-and-run force, rather than as soldiers who can indulge in hand-hand combat. That said, they are excellent for breaking up skirmishers, attacking lighter infantry such a missile troops and pursuing already broken enemies to prevent them rallying and rejoining a battle. Strengths and Weaknesses: read the description. ------------------------------------------------------------------------------ General's Bodyguard Attack (melee): 11 Attack (missile): NA Defense: 10 Armor: 3 Defensive Skill: 7 Shield: 0 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 690 Description: This General has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry ,able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspiration leadership and combat powers of his men can tip the balance. Strengths and Weaknesses: basic General unit. ------------------------------------------------------------------------------- General's Armored Bodyguard Attack (melee): 10 Attack (missile): NA Defense: 17 Armor: 11 Defensive Skill: 6 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Sword Category: cavalry Special Abilities: none Recruitment Cost: 1020 Description: This general has a bodyguard of loyal spear-armed and armored cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this is best commited to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: upgraded General Units. ------------------------------------------------------------------------------- Ballistas Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 320 Description: A Ballista is sinew-powered weapon that looks ;ik and enormous crossbow. It has tremendous range and can skewer files of men with a single bolt! While a Ballista might look like a huge crossbow, its working principles are rather diferent. the two arems are pushed through ropes made of togh animal sinew. This naturally elastic material is then twised, and becomes a hugely powerful spring, pulling each arm forards. The arms are pulled back, creating even more tension, the Ballista is loaded with a missile, and then this is shot at the enemy with considerable force. Providing care is taken to make sure that the two sinew bundles are under the same tension, the Ballista is a very accurate weapon, but because sinew sensitive to damp Ballista does not work wlee in wet whether. Strengths and Weaknesses: There are only 2 uses for Ballistas. One, is to destroy the gates of a city. Two, to snipe the enemy general during a battle. If your using this unit in hopes of causing large amounts of casualties then you will not succeed. The Ballistas take forever to reload and only inflict about 3 casualties per shot. ------------------------------------------------------------------------------- Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 830 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. ------------------------------------------------------------------------------- Heavy Onagers Attack (melee): NA Attack (missile): 63 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 1050 Description: The heavy onager is an enormous catapult built using the same basic design as its sibling and capable of smashing down stone fortifications. It is powered by a twisted bundle of animal Sinew ropes, and is slow to wind baack and reload. Its missiles are devastating, and it can also fire incendiary firepots. The range is no more than the smaller onager and this makes the heavy onager susceptible to counter fire. Also, it is best employed alongside smaller artillery to deal with enemy fire. Strengths and Weaknesses: See Onagers above. just a slight upgrade from onagers. ------------------------------------------------------------------------------- _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- -------------------------------Numidia [NA22]-------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ Numidia has no tough infantry, no tough cavalry, and have a crappy economy. Because of this, almost nobody uses the Numidians. ------------------------------------------------------------------------------- Peasants Attack (melee): 3 Attack (missile): NA Defense: 3 Defensive Skills: 3 Shield: 0 Armor: 0 Charge Bonus: 1 Weapon: Pitchfork Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 120 Description: Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Desert Infantry Attack (melee): 7 Attack (missile): NA Defense: 13 Armor: 3 Defensive Skill: 5 Shield: 5 Charge Bonus: 3 Weapon: Spear Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 390 Description: These hardy folk from the fringes of the Sahara make excellent spearmen, well suited to defending against cavalry. They are tough troops used to eking out an existence in the unforgiving desert periphery. The prospect of a punishing march across great distances to these robust people is almost as familiar to them as the passing of each day. Equipped with spears and large shields of wood and animal hide, battle holds few fears for these people - life in a desert gives people a certain fatalism. They are some of the best fighters available to Numidian commanders, but their lack of formal training is a slight weakness. Strengths and Weaknesses: weak unit that route easily. They can only take on low grade Cavalry and nothing else. ------------------------------------------------------------------------------ Numidian Legionaries Attack (melee): 7 Attack (missile): 11 Defense: 16 Armor: 7 Defensive Skill: 4 Shield: 5 Charge Bonus: 2 Weapon: Sword Weapon (secondary): Pila x2 Category: Infantry Special Abilities: none Recruitment Cost: 500 Description: Numidian Legionaries are local copies of Roman Legionaries, but lack the truly awesome discipline of the originals. They have had training from Roman advisors, and this makes them the best trained of all Numidian soldiery. They cannot, however, use tactics like the tortoise (or testudo) when approaching enemy formations, but they do fight in the same fashion as the original Legionaries, first throwing heavy spears (pila) at the enemy and then closing for hand-to-hand combat. A combination of rugged upbringing and harsh training makes them reliable and slow to tire in combat: a Numidian force can be sure that these men will do their duty. Strengths and Weaknesses: these are about the equivalence of early leigonary cohorts. They are good early on but will stand against the real roman legions. ------------------------------------------------------------------------------ Slingers Attack (melee): 3 Attack (missile): 4 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Sling Weapon (secondary): Knife Category: Infantry Special Abilities: none Recruitment Cost: 150 Description: Slingers are highly skilled missile troops but are at a huge disadvantage in hand-to-hand combat, especially against cavalry. They can maintain a sustained and concentrated barrage on enemies and then fall back rapidly to avoid hand-to-hand combat. Slingers carry a shoulder bag with many pieces of lead shot (they can also use stoned picked up on the battlefield and several spare slings including slings of different length for greater or lesser range. Other than a Knife and a small shield, they carry no other equipment. Strengths and Weaknesses: Almost as useless as Skirmishers. ------------------------------------------------------------------------------- Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 Armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 190 Description: Archers are rightly feared for the casualties they can inflict, but they are vulnerable in hand-to-hand combat. They are drawn from the peasant classes of all societies, as these are the people who need to be skilled hunters in order to survive. Learning to use a bow well is something that takes a lifetime and constant practice, and putting food on the table provides good practice. They are best used to weaken enemy formations, or placed in a spot where they can retreat can find protection from other troops. Strengths and Weaknesses: read the description ------------------------------------------------------------------------------- Numidian Javelinmen Attack (melee): 3 Attack (missile): 4 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Throwing Spears Weapon (secondary): knife Category: Infantry Special Abilities: none Recruitment Cost: 180 Description: Numidian javelinmen are fast moving skirmishers trained from infancy in the use of the javelin for hunting. They are recruited from amongst nomadic peoples who need their weapon skills to survive in harsh conditions. They are best employed to harry enemies and thin their ranks with volleys of missiles. They should avoid being sucked into hand-to-hand combat, as their knives are more useful in skinning animals than killing men; also, other than a small shield they have no armor. Historically, Numidian justice was extremely harsh on deserters and cowards: crucifixion was a common punishment. Strengths and Weaknesses: Totally outclassed by archers and only cost slightly less. ------------------------------------------------------------------------------ Long Shield Cavalry Attack (melee): 8 Attack (missile): none Defense: 13 Armor: 3 Defensive Skill: 6 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formations Recruitment Cost: 510 Description: Long shield cavalry are spear-armed light cavalry, who can be used to break enemy formations, drive off skirmishers and pursue fleeing foes. This makes them a flexible and powerful force for any commander to have under his hand. They can also fight effectively in melee after a charge, as they carry swords of the falcata design. These are cunningly balanced so that the weight is towards the tip of the sword, giving a powerful cutting blow. Against spearmen, however, they can be at a disadvantage. Strengths and Weaknesses: read the description ------------------------------------------------------------------------------ Numidian Camel Riders Attack (melee): 8 Attack (missile): NA Defense: 13 Armor: 3 Defensive Skill: 6 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: cavalry Special Abilities: none Recruitment Cost: 520 Description: These tough desert warriors are 'camel lancers', exploiting the speed of their mounts and the fear effect that camels cause to horses. The kings of Numidia are wise indeed to exploit this pool of skilled fighters. These are also a hardy people, and can put up with many privations thanks to their desert upbringing.\n\nThey are not the strongest cavalry in the world, but they can surprisingly effective against both infantry and especially other (horse) cavalry. Armed with spears and carrying large shields, they are not at their best in protracted melees, but used as hit-and-run raiders they can be very effective. Strengths and Weaknesses: They are great for fighting cavalry but are not very effective against infantry. ------------------------------------------------------------------------------ General's Bodyguard Attack (melee): 11 Attack (missile): none Defense: 14 Armor: 3 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (secondary): sword Category: Cavalry Special Abilities: none Recruitment Cost: 790 Description: This general has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Basic General Unit ------------------------------------------------------------------------------ General's Armored Bodyguard Attack (melee): 11 Attack (missile): NA Defense: 18 Armor: 11 Defensive Skill: 7 Shield: 0 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 1040 Description: This general has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these armored men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Basic General unit. ------------------------------------------------------------------------------ Numidian Cavalry Attack (melee): 6 Attack (missile): 9 Defense: 8 Armor: 0 Defensive Skill: 4 Shield: 4 Charge Bonus: 4 Weapon: Throwing Spears Weapon (secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 420 Description: Numidian cavalry are superb mounted skirmishers who weaken the enemy with javelins. Numidia produces the finest cavalry in all Africa, if not the Western Mediterranean world. Armed with javelins, these mercenaries can be a nightmare for an opponent as it can prove practically impossible to pin them down in combat! Their tactics are to pelt the enemy with deadly volleys of javelins, and then swiftly retreat. If the enemy stand, they are slaughtered with volleys of javelins. If they run, the Numidian cavalry can ride them down! Instinctive riders, the Numidians are famed for not using a saddle or reins, using only a stick to direct their horses. Nevertheless, they manoeuvre with 'the grace of a flock of birds'. Having adapted to the broken expanses of their homelands, Numidian cavalry also have great stamina. Strengths and Weaknesses: Skirmishers on horseback are just as useless on Skirmishers on foot. Totally outclassed by archers ------------------------------------------------------------------------------- Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 720 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. ------------------------------------------------------------------------------- _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- -------------------------------Scythia [SY23]--------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ Scythia is another barbarian faction that focuses on cavalry and horse archers. While their cavalry is powerful their infantry are lacking. ------------------------------------------------------------------------------- Barbarian Peasants Attack (melee): 1 Attack (missile): NA Defense: 4 Defensive Skills: 1 Shield: 0 Armor: 3 Charge Bonus: 1 Weapon: knife Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 150 Description: Peasants are reluctant warriors, but barbarian peasants are better fighters than most: hard lives produce hard me, Numbers are useful in all armies and Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------ Axemen Attack (melee): 11 Attack (missile): none Defense: 9 Armor: 3 Defensive Skill: 4 Shield: 2 Charge Bonus: 5 Weapon: Axe Weapon (secondary): none Category: Infantry Special Abilities: warcry Recruitment Cost: 450 Description: Axemen are steadfast and aggressive warriors, the "infantry of the line" for barbarian warlords. They are not very disciplined at times, as their sense of honor and bravery can make them eager to get into any fray, but they are uniformly superb fighters. They are equipped with good axes and small shields. Every warlord worth the name makes sure he has a couple of warbands of these hard men under his command. Strengths and Weaknesses: Ineffective against any half decent infantry. ------------------------------------------------------------------------------ Chosen Archer Warband Attack (melee): 10 Attack (missile): 8 Defense: 10 Armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 4 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 700 Description: chosen archers are highly prized for their superior skills in war. They are the best archers available to barbarian warlords. They are all, as might be expected, excellent bowmen, fleet of foot and expert hunters. They are given the best bows available to their people, and are also equipped with good swords and chainmail armor too. This equipment means that they can do more than just defend themselves in hand-to-hand combat. They can, when required, act as light infantry. Their presence on a battlefield is always useful, as they have the flexibility to be both archers and infantry and do a good job in both tasks. Strengths and Weaknesses: Read the description. ------------------------------------------------------------------------------ Archer Warband Attack (melee): 4 Attack (missile): 7 Defense: 5 Armor: 3 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 270 Description: Archer warbands are used to harass and break up enemy formations, so that other warriors can then get in amongst their enemies. The members of the warband are lightly armed and equipped, relying more on speed as a protection from foes. Any archers caught in the open by cavalry will be in trouble unless they can withdraw to more favourable ground or behind a shield wall of friendly warriors. Their bows have a short range, but each warrior carries a good selection of hunting and war arrows, designed to cause massive bleeding and pierce armor respectively. Their choice of missile is matched to the nature of the target. These archers are at their best in wooded country, where their superior stalking skills learned on the hunt can be put to use. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Warhounds Attack (melee): 12 Attack (missile): none Defense: 3 Armor: 2 Defensive Skill: 1 Shield: 0 Charge Bonus: 4 Weapon: Dog Weapon (secondary): none Category: Cavalry Special Abilities: none Recruitment Cost: 600 Description: Warhounds are bred for a savage nature and great size, but then hunting men is only a little more dangerous than hunting wild boar! The beasts are muscular and powerful. Originally bred for hunting large prey, they are now trained to hunt and attack men. Warhounds are usually unleashed on an enemy to break a line and unnerve opponents. Few men are able to stand steadily in the face of a snarling and partially-starved beast. The dogs are trained to bite and hold on, dragging down their human targets, and hamstringing horses. Their handlers are brave, foolhardy and not easily intimidated: many have fingers, hands or even chunks of limbs missing! Strengths and Weaknesses: Only good for depleting enemy morale and chasing routing enemies. ------------------------------------------------------------------------------ Barbarian Cavalry Attack (melee): 8 Attack (missile): none Defense: 10 Armor: 3 Defensive Skill: 3 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): none Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 400 Description: Gallic cavalry are lightly armored and carry spears and shields. They are best used as scouts and in pursuit of fleeing enemies, and ride sturdy , sure-footed ponies with a good turn of speed. Like many barbarian warriors, however, they can lack battle-discipline and be over-keen to enter battle against worthy opponents. honor and standing come from fighting, so the urge for glory sometimes overwhelms good sense! These men are all good fighters, but find organised, formal warfare goes against the grain. They are unlikely to be very effective against steady infantry unless attacking from an unexpected direction. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Head Hunting Maidens Attack (melee): 9 Attack (missile): NA Defense: 11 Armor: 6 Defensive Skill: 1 Shield: 4 Charge Bonus: 8 Weapon: Axe Weapon (secondary): none Category: cavalry Special Abilities: Wedge Formation Recruitment Cost: 600 Description: Among many Scythian tribes, the culture of war is so strong that both sexes are admired for their prowess in combat. Head hunting maidens are a product of this ethos, and have a strong motive for drawing blood in battle: they are forbidden from marrying until they do so. In the same fashion as any other Scythian warrior, high-ranking maidens who fall in battle are given honor burials along with their weapons and equipment. For all their valour,these virgin warriors are physically weaker than most of their male opponents. Consequently, they make good light cavalry, riding down and disrupting enemy archers and light infantry, but (for the sake of future generations if nothing else) they should be protected from the enemy’s stronger forces. Strengths and Weaknesses: excellent for taking out cavalry but not so good for fighting heavier infantry. ------------------------------------------------------------------------------ Scythian Nobles Attack (melee): 8 Attack (missile): NA Defense: 13 Armor: 9 Defensive Skill: 4 Shield: 0 Charge Bonus: 10 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 630 Description: Scythian nobles are superb horsemen: armored lancers who can put many infantry units to flight. They are heavy cavalry who seek the good opinion of their people by acts of bravery. They are eager to prove their worth and the lure of glory is what drives them. They are equipped as armored lancers wearing heavy Scythian mail, reinforced with bronze and iron scales in vulnerable spots. They do not bother with shields so that both hands are free to manipulate the lance. On the battlefield Scythian nobles are often used to break through an enemy line after it has been weakened by archery, carrying all before them in a disciplined, dangerous charge. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Barbian Warlord Attack (melee): 12 Attack (missile): NA Defense: 13 Armor: 3 Defensive Skill: 6 Shield: 4 Charge Bonus: 7 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 810 Description: A barbarian warlord surrounds himself with fierce warriors as a personal guard. These spear-armed cavalry are an elite reserve for use in a mom ent of crisis. Every warlord commands by right of personal courage as much as tactical skill, and must prove himself in battle. He and his guards are equipped as cavalry with spears, leather armor and shields so that they can dash to any point on the battlefield. The warlord can inspire his men to greater efforts just by his presence, and also has enough men to be a significant force should the need arise. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Barbarian Chosen Warlord Attack (melee): 11 Attack (missile): NA Defense: 14 Armor: 9 Defensive Skill: 5 Shield: 0 Charge Bonus: 10 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 980 Description: A barbarian warlord surrounds himself with fierce warriors as a personal guard. These spear-armed cavalry are an elite reserve for use in a moment of crisis. Every warlord commands by right of personal courage as much as tactical skill, and must prove himself in battle. He and his guards are equipped as cavalry with lances, heavy mail and shields so that they can dash to any point on the battlefield. The warlord can inspire his men to greater efforts just by his presence, and also has enough men to be a significant force should the need arise. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Scythian Horse Archers Attack (melee): 3 Attack (missile): 7 Defense: 5 Armor: 3 Defensive Skill: 2 Shield: 0 Charge Bonus: 2 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 540 Description: On the vast steppes, the horse archer reigns supreme. These riders are the product of generations spent perfecting the skills needed to effectively wield a bow while mounted. They can circle an enemy, thickening the air with arrows until they are sufficiently weakened for heavier troops to launch a main attack. Their superb horsemanship means catching them with a counter charge is difficult, even one with light cavalry. The Scythians are not a squeamish people and cover their quivers with human skin, which is valued for its whiteness. They aren’t fastidious either, and many never wash themselves or their clothes! Their horses are often smaller than those of other nations, partly because many Scythians ride geldings. These animals are, reputedly, less likely to snort and whinny, giving away their position inadvertently. Strengths Weakness: Read the Description ------------------------------------------------------------------------------ Scythian Noble Women Attack (melee): 7 Attack (missile): 8 Defense: 9 Armor: 6 Defensive Skill: 3 Shield: none Charge Bonus: 5 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 660 Description: Scythian noble women are excellent and well-armored horse archers, but they are vulnerable in close combat. Among the horse tribes of Scythia, it is expected that women of noble families will ride into battle alongside the men. These women provide valuable support to their male kin, softening up the enemy prior to the main battle with a deadly hail of missiles. They are excellent archers and riders, even by the standards of Scythian horsemen. They are armed with superbly accurate and powerful composite bows, but only carry knives for defense . The martial culture of Scythia is not discriminatory when it comes to battle: Scythian women who fall in combat are usually buried with their war gear in the same way as the men. Some young girls even have their right breasts mutilated with a hot iron so they don’t restrict their right arms or a bow string. Perhaps such practices are the origin of the stories about the tribe of fearsome Amazon warrior women, said to rule a city hidden somewhere on the steppes! Strengths Weakness: Read the Description ------------------------------------------------------------------------------ Scythian Noble Archers Attack (melee): 10 Attack (missile): 8 Defense: 12 Armor: 9 Defensive Skill: 3 Shield: 0 Charge Bonus: 6 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 900 Description: Horse-archery is the defining characteristic of warfare on the wide-open steppes of the east. Most nobles and their retinues from these territories are highly practiced in this deadly art from an early age. Scythian nobles are disciplined, following the well-established code of honor of the upper circles of their people. These units of aristocratic mounted bowmen are composed of men of well above average station. They can afford a better class of equipment than typical horse archers, including coats of mail that hang to the rider’s knees when he is in the saddle. They also carry swords, and are not afraid to close for a melee if the opportunity presents itself but are sensible enough not to hurl themselves into the fray without orders. Strengths Weakness: Read the Description ------------------------------------------------------------------------------ Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 730 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- ----------------------------Spain [IB24]--------------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ Spain is another crappy faction with average cavalry but weak infantry. ------------------------------------------------------------------------------- Peasants Attack (melee): 3 Attack (missile): NA Defense: 3 Defensive Skills: 3 Shield: 0 Armor: 0 Charge Bonus: 1 Weapon: Pitchfork Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 120 Description: Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Town Militia Attack (melee): 3 Attack (missile): NA Defense: 7 Armor: 0 Defensive Skill: 2 Shield: 5 Charge Bonus: 1 Weapon: Spear Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 150 Description: Town militia are trained bands of citizens dragged from their homes and shops, given a spear each and some rudimentary training before they are thrown into battle. Their war gear is literally no more than a cheap shield and a spear, so they are defensive troops best used against light cavalry. They should not be expected to stand unsupported against an enemy, and until they have been seasoned by surviving a battle or two they shouldn't be expected to do much more than defend themselves! They are, however, cost effective to raise. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Iberian Infantry Attack (melee): 7 Attack (missile): NA Defense: 8 Armor: 2 Defensive Skill: 4 Shield: 2 Charge Bonus: 2 Weapon: Sword Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 240 Description: Iberian infantry are fast moving close combat infantry. They may not be the best trained troops, but they are cost effective warriors. They are one of the basic units available to generals in the Carthaginian-influenced world. Every Iberian infantryman carries a shield in addition to his short sword, but his only other protection is a helmet; he relies on speed and agility instead of armor. They are best employed against enemy spearmen and, like other infantry, can be vulnerable to cavalry attacks. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Scutarii Attack (melee): 9 Attack (missile): 13 Defense: 12 Armor: 5 Defensive Skill: 2 Shield: 5 Charge Bonus: 4 Weapon: Sword Weapon (secondary): Javelin x2 Category: Infantry Special Abilities: none Recruitment Cost: 430 Description: Scutarii are well-equipped light infantry armed with swords, shields and heavy javelins.They are called by the Romans because of their distinctive, large, oval shields (the Latin for shield being ‘scutum’). They fight with heavy javelins and swords, peppering the enemy with missiles before closing up for hand-to-hand combat. Centuries of feuding among the hill tribes have hardened the people so there is no shortage of tough and cunning warriors - they are quite handy when springing tactical ambushes on enemy units. Historically, the design of the later Roman legionary sword (or gladius) was influenced by the blades carried by these men. The design was adopted after Roman armies had faced large formations of scutarii during the First Punic War. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Naked Fanatics Attack (melee): 13 Attack (missile): NA Defense: 7 Armor: 0 Defensive Skill: 2 Shield: 5 Charge Bonus: 5 Weapon: Sword Weapon (secondary): none Category: Infantry Special Abilities: Warcry Recruitment Cost: 430 Description: There are warriors among the barbarian ranks whose love of battle is such that they live for little else. Clad only in flimsy loincloths, the fanatics whip themselves into a frenzy by chanting, beating themselves and drinking heavily. In this state they make an unnerving sight on the battlefield! They are best sent into battle en masse, shocking the enemy by a ferocious charge, but they should be kept away from enemy cavalry. They carry just swords and shields and have practically no discipline, but they can cause heavy casualties among most enemies. They fight mostly (if not completely) naked to emphasise their own fierceness and utter lack of fear. Scars and tattoos adorn their skin, and they let their hair grow wild. Only after a kill is their hair cut often with a sword blade while standing over a freshly dead foe. While their reckless courage is not in doubt, they can lack the cohesion and discipline to adapt to setbacks, breaking and running in confusion when subjected to severe pressure. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Bull Warriors Attack (melee): 13 Attack (missile): 17 Defense: 12 Armor: 5 Defensive Skill: 5 Shield: 2 Charge Bonus: 4 Weapon: Sword Weapon (secondary): Javelins x2 Category: Infantry Special Abilities: none Recruitment Cost: 1150 Description: Among the doughty folk of the Spanish hills the bull warriors are men whose bravery, stamina and skill is unmatched. These elite fighters are shock troops who disregard all danger when cutting their enemies to pieces. Carrying only a sword and shield they do not look much of a threat, a mistaken assessment that enemies rarely get to make twice! This is particularly true of they manage to ambush enemy forces. They fear no men and their over-eagerness to join a battle can be problematic, but like all foot soldiers, they need to be wary of cavalry. Bull warriors derive their name from the distinctive horned helmets which they wear. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Slingers Attack (melee): 3 Attack (missile): 4 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Sling Weapon (secondary): Knife Category: Infantry Special Abilities: none Recruitment Cost: 150 Description: Slingers are highly skilled missile troops but are at a huge disadvantage in hand-to-hand combat, especially against cavalry. They can maintain a sustained and concentrated barrage on enemies and then fall back rapidly to avoid hand-to-hand combat. Slingers carry a shoulder bag with many pieces of lead shot (they can also use stoned picked up on the battlefield and several spare slings including slings of different length for greater or lesser range. Other than a Knife and a small shield, they carry no other equipment. Strengths Weakness: Read the Description ------------------------------------------------------------------------------- Skirmishers Attack (melee): 3 Attack (missile): 6 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Throwing spears Weapon (secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 180 Description: Egyptian Skirmishers rush forward to pepper an enemy with havelins , and then withdrawin good order before a counter-attack can be organised. It is their taskt to harass and disrupt enemy units as well as screen the main force of the army. they are also adept at staging tactical ambushes. Skirmishers are equipped with a clutch of javelins, a sword and a light shield. They wear no other armor, and rely on speed as the best form of protection. This doesn't work when facing Cavalry! Oddly, many Egyptian skirmishers aren't Egyptians at all, but are recruited from amoung foreign communities. When they can be founf, Egyptian generals favor using Thracians for this role as they are particularly bloodthirsty and known to take heads of fallen enemies as trophies. Strengths Weakness: Read the Description ------------------------------------------------------------------------------- Round Shield Cavalry Attack (melee): 7 Attack (missile): NA Defense: 10 Armor: 2 Defensive Skill: 4 Shield: 4 Charge Bonus: 4 Weapon: Sword Weapon (secondary): none Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 330 Description: Round shield cavalry are best used to ride down skirmishers and pursue fleeing enemies. They lack the armor protection needed for prolonged melees against heavier opponents and, as they are armed with swords, do not have an initial shock value when they charge home. That said, properly deployed they will give a good account of themselves. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Long Shield Cavalry Attack (melee): 8 Attack (missile): NA Defense: 13 Armor: 3 Defensive Skill: 6 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: Wedge Formation Recruitment Cost: 510 Description: Long shield cavalry are spear-armed light cavalry, who can be used to break enemy formations, drive off skirmishers and pursue fleeing foes. This makes them a flexible and powerful force for any commander to have under his hand. They can also fight effectively in melee after a charge, as they carry swords of the falcata design. These are cunningly balanced so that the weight is towards the tip of the sword, giving a powerful cutting blow. Against spearmen, however, they can be at a disadvantage. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- General's Bodyguard Attack (melee): 11 Attack (missile): NA Defense: 14 Armor: 3 Defensive Skill: 7 Shield: 4 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 790 Description: This general has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- General's Armored Bodyguard Attack (melee): 11 Attack (missile): NA Defense: 18 Armor: 11 Defensive Skill: 7 Shield: 0 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 1040 Description: This general has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these armored men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 830 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. ------------------------------------------------------------------------------- _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- --------------------------------Thrace [TE25]---------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ This is a half greek half barbarian faction. They have pike units, but also falxmen. Unfortunately they still have the crappy greek cavalry. ------------------------------------------------------------------------------ Peasants Attack (melee): 1 Attack (missile): NA Defense: 1 Defensive Skills: 1 Shield: 0 Armor: 0 Charge Bonus: 1 Weapon: knife Weapon (Secondary): NA Category: Infantry Special Abilities: NA Recruitment cost: 100 Description: Peasants are reluctant warriors, but numbers are useful in all armies. Forcing peasants to fight is one way of getting lots of men in the field quickly and cheaply. They have little tactical sense,and even less willingness to fight - they would rather be defending their own homes than be dragged to a battle they neither care about nor understand. If nothing else they are useful when there is digging to be done! They are, however, experts at reading the land and hiding whenever there is cover. Strengths and Weaknesses: These guys are undoubtibly the worst unit in the entire game. But, they do have their uses. These guys may have no use in actual killing ability but they can be used to garrison a town to keep them from rebelling. The other use is as a fodder unit. They are great for soaking up enemy Pila and arrows. Although, in the late part of the campaign and in most multiplayer battles they aren't very useful and most people will just use damaged units to absorb missile fire. even when fully upgraded these guys will get murdered. ------------------------------------------------------------------------------- Falxmen Attack (melee): 13 Attack (missile): NA Defense: 10 Armor: 3 Defensive Skill: 7 Shield: 0 Charge Bonus: 5 Weapon: Falx Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 500 Description: Falxmen are used to carve a path into enemy formations. They are superior, but somewhat ill-disciplined warriors who are willing to charge into a fight without orders. They wear no armor, partly as a sign of their bravery and partly because it would interfere with the free swinging of their falxes. A falx can cut a man in two lengthways in the hands of a skilled user. It is a frightening weapon: a curved scythe-like blade on the end of a long handle that is sharpened on the inner curve of the blade. The damage from any blow is done with a pulling motion, meaning that any blow that lands will hack off a limb or decapitate a foe at the least. Historically, this is one of the few weapons that made the Romans change their standardised armor, as they added reinforcing bars to Legionary helmets after encountering falxmen. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Militia Hoplites Attack (melee): 5 Attack (missile): NA Defense: 8 armor: 0 Defensive Skill: 3 Shield: 5 Charge Bonus: 2 Weapon: Pike Weapon (Secondary): Sword Category: Infantry Special Abilities: Phalanx Formation Recruitment Cost: 230 Description: Militia hoplites are levies drawn from cities and thrust into battle with a little training. They fight best as spearmrn, and are armed with long spears and each carries the large round hoplon shield which gives them their name. As a type of infantry hoplites have been around for centuries and have changed little in tactics or equipment. These men wear no armor, but then they are drawn from the poorer classes and it is traditional for citizens to provide their own war gear when called into the army. The cities of the greek world have a long tradition of the people defending their own cities from invaders. They are at their best when used as a soldier block of spearmen and can form a phalanx to attack the enemy. Strengths and Weaknesses: basic militia unit that is only effective at defense. ------------------------------------------------------------------------------ Phalanx Pikemen Attack (melee): 8 Attack (missile): NA Defense: 13 Armor: 6 Defensive Skill: 5 Shield: 2 Charge Bonus: 3 Weapon: Pike Weapon (secondary): Sword Category: 580 Special Abilities: Phalanx formation Recruitment Cost: 580 Description: Phalanx pikemen (or phalangites) form the backbone of Macedonian and Seleucid battle lines. In phalanx formation these troops can be used to pin the enemy line in place, while mobile forces wheel around the flanks to deliver a decisive blow. The phalangites are drawn from families with decent resources, as these men need to provide leather cuirass armor and a metal helmet for protection. Phalanx pikemen carry a small shield strapped to the left arm, leaving both hands above the head up to five ranks' worth of pikes be aimed at 45 degree angle, creating a shield to ward of enemy arrows. All phalanx pikemen also have short swords. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Bastarnae Attack (melee): 14 Attack (missile): NA Defense: 6 Armor: 2 Defensive Skill: 2 Shield: 2 Charge Bonus: 6 Weapon: Sword Weapon (secondary): none Category: Infantry Special Abilities: none Recruitment Cost: 790 Description: The Bastarnae are a particularly ferocious tribe from the northern Balkans who rejoice in man-to-man combat. Some scribes would have it that there are no fiercer men in battle, and they are a formidable resource for any Thracian commander: they are highly unlikely to break and run. Even their weapon of choice - the rhomphaia - is a cruel looking, curved blade sharpened on the inner edge, like a sickle. With one blow, this weapon is capable of severing an arm or leg. Each Bastarnae warrior also carries a small shield, which other than his helmet is his only protection, not that this lack of armor worries these fearless fighters for a moment! Often tattooed and with blue-dyed hair, the only concern with such battle-hungry fighters is that they are liable to fling themselves into the fray at the earliest opportunity. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- Peltasts Attack (melee): 3 Attack (missile): 6 Defense: 4 Armor: 0 Defensive Skill: 2 Shield: 2 Charge Bonus: 1 Weapon: Throwing Spears Weapon (secondary): Sword Category: Infantry Special Abilities: none Recruitment Cost: 180 Description: Greek peltasts advance at speed to pepper an enemy with javelins, and then withdraw in good order before a counter - attack can be organized. They are skirmishers and it is their task to harass and disrupt units before the main battle lines clash. They are also adapt at staging tactical ambushes. Peltasts are equipped with a clutch of javelins, a sword ad a light shield, the pelte, which gives them their name as "pelte-bearers". They wear no other armor, and they rely on speed as the best form of protection, and this isn't much protection should they be caught by cavalry. Strengths Weakness: Read the Description ------------------------------------------------------------------------------ Archers Attack (melee): 3 Attack (missile): 7 Defense: 2 Armor: 0 Defensive Skill: 2 Shield: 0 Charge Bonus: 1 Weapon: Bow and Arrow Weapon (secondary): Sword Category: Infantry Special Abilities: Flaming Ammunition Recruitment Cost: 190 Description: Archers are rightly feared for the casualties they can inflict, but they are vulnerable in hand-to-hand combat. They are drawn from the peasant classes of all societies, as these are the people who need to be skilled hunters in order to survive. Learning to use a bow well is something that takes a lifetime and constant practice, and putting food on the table provides good practice. They are best used to weaken enemy formations, or placed in a spot where they can retreat can find protection from other troops. Strengths Weakness: Read the Description ------------------------------------------------------------------------------- Militia cavalry Attack (melee): 6 Attack (missile): 6 Defense: 6 Armor: 0 Defensive Skill: 2 Shield: 4 Charge Bonus: 3 Weapon: Throwing Javelins Weapon (secondary): Sword Category: Cavalry Special Abilities: Cantabrian Circle Recruitment Cost: 340 Description: Militia cavalry are javelin-armed mounted skirmishers who can strike quickly and be gone in the time it takes a more ponderous enemy to react. They do not wear armor, but do carry shields and swords so that they can fight in hand-to-hand combat should the need arise. They are, however, best used to dash in and harass a mass of enemies, such as heavy infantry who cannot hope to catch them. They are not ideally suited to fighting other skirmishers - mane of their javelins will be wasted against targets who can dodge, after all - but they can be very useful in harrying fleeing enemies and driving them from the field. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- General's Bodyguard Attack (melee): 11 Attack (missile): NA Defense: 10 Armor: 3 Defensive Skill: 7 Shield: 0 Charge Bonus: 6 Weapon: Spear Weapon (secondary): Sword Category: Cavalry Special Abilities: none Recruitment Cost: 690 Description: This General has a bodyguard of loyal spear-armed cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry ,able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this unit is best committed to the fight at the point of crisis, when the general's inspiration leadership and combat powers of his men can tip the balance. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------- General's Armored Bodyguard Attack (melee): 10 Attack (missile): NA Defense: 17 Armor: 11 Defensive Skill: 6 Shield: 0 Charge Bonus: 9 Weapon: Spear Weapon (secondary): Sword Category: cavalry Special Abilities: none Recruitment Cost: 1020 Description: This general has a bodyguard of loyal spear-armed and armored cavalry to accompany him onto the field. Armed with spears, these men are shock cavalry, able to deliver a devastating charge attack; they are then well trained enough to fight effectively in continued hand-to-hand combat. Like all general's guards, this is best commited to the fight at the point of crisis, when the general's inspirational leadership and the combat power of his men can tip the balance. Strengths and Weaknesses: Read the description ------------------------------------------------------------------------------ Onagers Attack (melee): NA Attack (missile): 53 Defense: 10 armor: 7 Defensive Skill: 3 Shield: 0 Charge Bonus: 0 Weapon: Artillery Weapon (Secondary): NA Category: Artillery Special Abilities: Flaming Ammunition Recruitment Cost: 830 Description: The onager is a catapult Jokingly named for the tremandous kick it has when fired as the enemy (an "onager" is a wild ass). This war machine is powered by a twisted spring of animal sinew ropes, the most elastic substance available The throwing arm is held in tension by the sinews. When pulled back and held by a catch it can fling a boulder with sonsiderable speed and range. The version can used for reducing stone fortifications, but can also be used on the battlefield for destroying enemy artillery and harassing troops (although admittedly by killing some of them outright). The onager can also be used to launch incendiary missiles such as firepots, making it a versatile piece of artillery to any commander. Strengths and Weaknesses: They can destroy walls quicker then any other method and they can cause large casualties in an enemy army. They should mainly be used for breaking down walls in a siege bu can be used as anti infantry weapon. Be weary, as the Onager can potentially kill your own men or completely miss the enemy several times in a row. effective against walls but inconsistent against infantry. _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- -------------------------------My other Guides [MOG1]-------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ God of war chains of Olympus- X-men Origins Wolverine- (PSP) Ratchet and clank size matters- Syphon Filter: Dark Mirror- Call of duty 4 Modern warfare- Rainbow Six 3 weapon guide- Rome Total War- Rome Total War Barbarian Invasion- Call of duty 2 modern Warfare- Medal Of Honor- Medievil 2 Total War- Call of Duty World at War- _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- --------------------------------Credits [CS23]--------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ 1. Gamefaqs.com for making such a great site. 2. the makers of this game, keep making these great games. 3. My MOM for buying this game for me. _____________________________________________________________________________ / \ ------------------------------------------------------------------------------- --------------------------------Copyright [CYT2]------------------------------- ------------------------------------------------------------------------------- \_____________________________________________________________________________/ This guide may not be reproduced or changed in any way whatsoever except for personal or private usage. It should not be placed on any website without my written permission. Copyright 2010 Alek Kettenburg Thanks for reading