Rome Total War

Rome Total War

17.10.2013 13:21:03
ROME TOTAL WAR FAQ V1.3
http://www.romewar.com

by: Tony James
tony@salehippo.com



==================
TABLE OF CONTENTS
==================
1.0 Authors Note

2.0 Controls
2.1 Campaign Map
2.2 Battle Map
2.3 Control Tips

3.0 Factions

3.1 Playable Factions
3.2 Non Playable Factions

4.0 Quick battle

5.0 Single player campaign

5.1 Overview
A. Starting a game
B. Game modes
C. Campaign Map
D. Control Panel

5.2 Families

5.3 Cities
A. Early growth
B. Money
C. Revolts
D. Temples
E. Walls

5.4 Armies
A. Creating Armies
B. Mercenaries
C. Generals
D. Gaining experience for armies
E. Managing Armies
F. Forts and Watchtowers

5.5 Battle
A. Formations
B. Flanks and Rear
C. Morale
D. Unit strengths
E. Fatigue
F. Terrain
G. After they flee
H. Attacking with multiple armies
I. Special Abilities

5.6 Navies

5.7 Agents
A. Spies
B. Assassins
C. Diplomats

5.8 The Senate

6.0 Multiplayer

7.0 Units

7.1 Roman

7.2 Britons

7.3 Carthaginians

7.4 Egyptians

7.5 Gauls

7.6 Germans

7.7 Greeks

7.8 Parthians

7.9 Seleucids

8.0 Bugs

9.0 Tips/Tricks

10.0 FAQ

11.0 Credits







-------------------------------------------
1.0 Authors Note
-------------------------------------------
version 1.3 update
-fixed some bugs and added some tips

version 1.2 update
-added the units section with all the units from playable factions

version 1.1 update
-added more details in the faction description
-updated formations with more details
-updated overview
-updated families
-updated tips tricks
-updated senate info
-updated generals
-updated attacking with multiple armies
-updated terrain
-updated unit strengths
-updated credits
-updated Forts and Watchtowers

This FAQ is designed to help beginners of Rome: Total War to get a head start
and learn some basics and strategy for the game. I will try to be general
in order to allow you to adopt strategies for any faction. This faq is only
the first versionand I will include many additions in the next release, please
email me with any
contributions.

-------------------------------------------
2.0 Controls
-------------------------------------------

These are the game controls which you will find in the game manual

[2.1 Campaign Map]

Option menu = Esc
Toggle settlement labels = Ctrl+T
Toggle Character labels = Ctrl+N
Zoom to Capital = Home
Stop character walking = Backspace
AI speed up = Space
Quick save game = Ctrl+S
Quick load game = Ctrl+L
Show help window = F1
Select all units = Ctrl+A

[2.2 Battle Map]

Option Menu = Esc
Pause = P
Toggle unit run = R
Stop current orders = R
Toggle special unit ability = F
Toggle guard mode = D
Toggle skirmish = S
Toggle fire at will = A
Toggle unit formation (tight/loose) = C
Alternative attack = Alt+right mouse button
Rotate unit clockwise = ,
Rotate unit counterclockwise = .
Increase formation width = =
Decrease formation width = -
Set waypoint = Shift + right mouse button
Show unit destination = Space
Group selected units = G
Ungroup selected units = G
Select all units = Ctrl + A
Deselect all units = Enter
Select all artilery units = Ctrl+B
Select all infantry units = Ctrl+I
Select all cavalry units = Ctrl+C
Select all melee units = Ctrl +H
Select all missile firing units = Ctrl+M
Send message in multiplayer = T
Zoom to general = Home
Show Help Window = F1

[2.3 Control Tips]

-Running is useful when you want to charge the enemy with cavalry or
other units, but it also tires your troops more quickly thank walking.
I recommend that you wait until you are close to the enemy force before
you start charging.

-Skirmish mode is useful for ranged attackers; it keeps them at a distance
from the enemy as they attack with their ranged weapon. It is sometimes
smart to disable skirmish mode if you have the opportunity to flank the
enemy on the sides.

-Tight Formations are better for breaking a hole in the enemy while loose
formations are better for avoiding arrows when charging

-Formations with greater width are useful when you have greater numbers want
to surround the enemy

-You must group units in order to be able to use them in a formation, once
they are grouped and in formation, they will move overall in formation

-------------------------------------------
3.0 Factions
-------------------------------------------

[3.1 Playable Factions]

Roman Factions (Julli, Scipii, Brutii, Senate)- they have strong units of
every type and once the Marius Reforms occur; you get new improved units
which overpower most other units in the game. A benifit about picking the
roman factions is that you have three allies throughout the game until
you decide it is time to take over rome. The combined might of rome can
easily overpower any of the other factions.

Julii-This faction starts next to the Gauls, which are no match for your
Roman armies. Most of the Gaul units are light infantry. Taking over the
Gaul cities quickly gives an early boost to your econonmy and overall
growth.

Brutii-This is another easy Roman faction to play. You have the Greek
and Macedonian phalanxes to face against early in the game. If you
play to the weaknesses of the phalanx, you will have no problem quickly
growing your faction. A benifit of choosing the Brutii is the religius
structures you can build which increase the experience of units trained
in that city.

Scipii-A somewhat challenging faction to play. You have to deal with
volcanic eruptions and your expansion is mainly south towards
Carthage.

Egyptians-they have good spearman and foot archers as well as chariots
which can come in handy. They are also very strong economically and
are usually near the top of the faction lists, a very easy nation to
play. Conquer the weak Seuclids to the north before they can build
a strong army with their superior variety of units. Don't trust anyone
but keep a small army to protect your border to the west because
the neumidians may invade you. Once you start to win in the east
start attacking in the west.

Seleucids-The Seleucids have strong phalanxes and cavalry as well as
elephants. Their variety of units is their strength. If you can stop
the Egyptians to the South and work on conquering the Parthians to
the West, you have a chance of surviving with this challenging
faction.

Carthage-This nation has a strong unit selection as well as elephants.
This factions strength is in its cavalry and its elephants. Use the
cavalry to surprise the enemy from different sides and destroy
the Roman legions with your elephants.

Parthians-The Parthians have strong cavalry but weak infantry. Their
best units are the mounted archers and the cataphracts, which are
heavily armored cavalry. Use your mobility to your advantage
in order to win battles.


Gauls-The Gauls have strong close attack infantry but weak cavalry. They
are surrounded by enemies with stronger units and have a tough time
growing. The Germans Britons and Julii are all on this factions borders.
Pontus-light infantry, heavy cavalry, phalanx, and chariots


Germans- The Germans have strong axmen but limited cavalry. Most of their
territory is covered in forests so you must use these to your advantage.
Hide armies to ambush passing enemies so you gain a strong advantage in
battles.


Greeks-The Greeks have hoplite phalanxes and missile units, but limited
cavalry. They posess one of the strongest units in the game, the
Spartians. The face the Macedonians to the north and the Roman Brutii
to the west. Your first order of business should be dealing with the
threat of the Macedonians who are right on your backs.


Britons- A strong barbarian faction with strong infantry and
chariots. This is probably the strongest of the barbarian nations because
of its units. This nation can overpower the other barbarian factions
and will become a strong power later in the game if played intelligently.


[3.2 Non Playable Factions]


Macedonians-they have hoplites and pike phalanxes. They start out near the
Greeks.

Armenians-many different types of cavalry but weak infantry

Dacians-many close combat infantry, but weak cavalry

Numidian-light infantry and camel mounted specialists

Scythians-strong cavalry, weak infantry

Spanish-mix of barbarians and organized infantry

Thracians-mix of hoplite phalanxes and barbarians, but limited cavalry


-------------------------------------------
4.0 Quick Battle
------------------------------------------

If you want to get straight into the action, from the single player
menu click quick battle, custom battle, or historical battle. In these modes
there is no campaign map only a single battle for you to practice your
tactics. When you begin either custom battle or quick battle, you will be
able to pick the starting amount of money and purchase the units you want
to test out on the field. When you are selecting units you can pick any units
which are available for that faction. You can also choose to spend money to
upgrade units experience and weapons. It is usually smart to give your units
at least some experience so they dont flee from battle too early. Also dont
forget to recruit a general, this should help the morale of your troops.
In the historical battle, you will be given a
background story for the battle and will start as one of the factions.
You can only play certain factions in the historical battles, but there
should be mods coming out soon which will unlock the other factions.
Some of these battles are very challenging on the harder modes and
can really test your tactics against larger numbers.


-------------------------------------------
5.0 Single Player Campaign
-------------------------------------------



[5.1 Overview]

A. Starting a game

When you first start the game, you should go to single player and
click prologue to start a tutorial campaign as the Julli faction. Here you
will learn all the basics of playing the game. Once you finish the tutorial
you can choose to continue or you can quit and start one of the three
imperial campaigns. The first time you play, I suggest you leave the advisors
on, they help you understand many basic concepts about the game. At any time,
you can go to options and disable the advisor. The easiest faction to start
out as in my opinion is the Julii, because their only enemy in the
beginning is the Gauls to the north which are easy prey for your strong Roman
Army. As for the campaign difficulty, you should try medium campaign
difficulty and medium battle difficulty if you are fairly new to the Total
War series. Otherwise put it on hard/hard if you want somewhat of a
challenge. I would not recommend very hard for beginners because everything
is stacked against you economically and militarily. Once you beat either
the short imperial campaign or the full imperial campaign, you will unlock
all the different playable factions. Another way to unlock playable factions
is to destroy them in campaign mode. You start the game as one of the three
Roman factions, the Julli, Brutii or Scipii. If you chose the full campaign,
your goal is to conquer Rome and own 50 provinces.

B. Game modes

The game is presented in two modes, a campaign map and a battle map.
Most of your time will be spent in the campaign map, controlling your cities
armies, fleet, and agents. This mode is represented as a world map where you
see all your assets from an overhead perspective. Gameplay on the
campaign map is turn based. You must perform all the actions you want to
perform and are able to perform within one turn. You can perform actions
with your armies, fleet, and agents as well as govern your cities as you see
fit. In this mode you can also perform diplomatic and family actions.

C. Campaign Map

On the campaign map, you can only see locations where your armies or
other units have sight range. Settlements are represented as cities with
banners representing the ruling faction. The amount which the banner is
filled with color represents the strength of the garrison of that city.
Cities which you own have a summary beneath the name with symbols giving
you quick information. Put your mouse over these symbols to find out
what they mean. Armies are represented as soldiers with banners. Like
cities, the strength of the army is represented by how full the banner is
with color. Armies with generals have stars representing their command
ability. Use this to size up enemy armies before attacking. Fleets are
represented on the water as ships.

D. Control Panel

The control panel on the bottom right shows information regarding
the city or unit you have selected. The coins represent income, the face
happiness, the + sign population growth, the unit symbol represents training
of units, the tools represent construction, and the gears represent
auto-management. The minimap on the bottom gives and overview of the world.
You can get information by using the mouse and hovering over cities. You
will recieve messages and events on the left through small icons; make sure
you review these messages by left clicking them, you can remove them by right
clicking on the icons. Once you have selected a unit you can also choose the
next army, fleet, agent, or settlement by clicking the arrows next to its
name in the control panel.


[5.2 Families]


Your faction starts out with a few family members. All your men
and your daughters can marry and have children. Make sure you try to
choose suitors for your daughters who have high skills or your kids will not
be as skilled as you would like. All your generals and governors are family
members. The only ways to get family members is through birth, adoption,
marriage, and bribery. Each man in your family can build up his skills and
retinue according to what he does in his life. Retinues are assistants which
affect the family members’ skills. Commanders become stronger commanders with
every victory and governors become better leaders through governing.

The stars next to commanders represent their command ability and the
scrolls next to governors represents their governing ability. Better commanders
will win more victories and better governors will be able to keep the people
happier and get more taxes. Building academies will help governors gain skills
much faster, so make sure to build these when they are available. Another
thing to remember is that you can transfer retinue between family members
when they are in the same city by dragging and dropping. Influence is also
an important skill that family members can gain. Inlfuence is represented
by wreaths on the character profile. Cities are better controlled by leaders
with higher influence and these leaders also attract more retainers. Always
remember to transfer retinue to younger family members before old generals
and governors die out. I find that 60 years old is a good time to transfer.

Your must also have a faction leader. You can determine the faction
leader and the faction heir in the family tree window. The faction leader
and heirs get a bonus in influence and mangement.

There appears to be another way to get family members: Promotion.
Three times now (all post-Marius) I've sent a small Captain-lead army out to
clean up some rebel armies that were cluttering up my provinces. After winning
three or four fights in the same turn, a window popped up with the title
"Man of the hour". Basically, my Captain had proven himself worthy on the
field of battle and had been promoted to Generalship with full Family rights.
It seems to be handled as a special case of adoption. -Chris Clark



[5.3 Cities]

A. Early growth

You start out with a few cities under your control. Each city can be
assigned a governor who will make controlling the city much easier. When a
city doesn’t have a governor or a lot of troops garrison it tends to have
riots or revolt, which results in many deaths. To keep publicorder, I
recommend training at least a couple of town guard. Peasants are another
option, but they won’t provide much assistance in the case of an attack and
they cost the same amount in upkeep. Early in the game, you need to grow your
population in order to build bigger and better buildings. One way is to reduce
taxes, which I don’t recommend you do because you need money especially early
in the game. The best way in my opinion is to enslave the populace of
conquered cities, this distributes most of the population of that settlement
into your cities which have a governor. Don’t forget to build farms
and other buildings which increase population growth.

B. Money

To get money quickly, you will need to build roads and ports for
trade as well as mines early in the game. You can also stunt the growth of
other nations by blockading trade ports with ships and destroying trade
buildings with your assassins. If you need money desperately you can
exterminate the populace of cities you take over, which has the positive
side effect of reducing future revolts for a time. To have a growing
economy, you need to make sure you have trade agreements with as many
nations as possible. Make as many cities as you can financial powerhouses
rather than military production cities, since you can always concentrate
military production in a few cities. Keep on conquering cities because
keeping an army costs money, a large size force can cost over 50k in
upkeep. Dont leave all your cities with auto recruit on, you may get a
lot of units which you wouldnt want to use in your army.

C. Revolts

Cities which are far away from your capital tend to revolt a lot,
this is because of cultural differences. You can fight this by placing strong
governors, holding gladiatorial games in the coliseum, by moving the capital
closer, by garrisoning troops, or by building structures which
increase happiness. Part of the game is dealing with an overextended empire.
Dont gett discouraged with the fact that your faction is so large that you
cant micromanage every city.

D. Temples

You can build temples which have different positive effects on your
city. Some temples increase happiness, while other temples such as those of
the Brutii allow you to train units which start with battle experience and
the temples of the Scipii which increase weapon strength. Similar to temples
are the wonders which you start out with or gain by capturing. These have
various positive effects such as reducing the cost of religious buildings.

E. Walls

Upgrading the walls of a city is important for cities which are
close to enemy territory. The strength of the cities walls determines how
long the enemy must lay siege before the city starves and surrenders. They
also provide protection when defending the city in an assault. Buildings
can also be damaged in an attack, repair them using the building repair
option in the settlement scroll.

F. Forts and Watchtowers

You can build forts to guard a strategic location where you can
garrison your units. However, a fort needs to have troops garrisoned or it
will fall into disrepair. Watchtowers are useful for extending your view
past your cities and armies.



[5.4 Armies]


A. Creating Armies

Armies are what keep your faction strong and growing. When you create
an army you need to take a few things into consideration. The generals command
strength which is represented by stars in his profile represents how strong
the army will be led. This is probably the most important factor in
determining the strength of an army. You should mix up your units so you have
infantry, ranged attackers and cavalry. Try to focus unit production in a
few cities so you can build up those cities more quickly than the rest of
your cities to allow you to produce the best units. Make your other cities
focus on economic development. If your units start out with experience or
upgraded weapons. they will be represented on the unit icons as chevrons for
experience and shield and weapon for weapon upgrades.

B. Mercenaries

Good generals will be able to recruit mercenaries on the field to
add to his army. This is a good way to keep an assault into enemy territory
going without having to go back and get more troops. The downside is that
mercenaries are more expensive than standard troops. Mercenaries also cannot
be retrained in your cities since your city does not usually train these
types of units.

C. Generals

Focus on training your generals to gain command stars. A very strong
general can attack a similar army with a weak general and come out victorious
with minimal losses. Generals near units raise the morale of these units and
they tend to perform better. You can use your diplomats to bribe enemy generals
into joining your army. This is expensive but is often worth the cost. Whenever
you face a battle, if you think you will be able to fight it manually, do so,
because you can protect your general better than the AI. Also be wary of
AI controlled armies helping you in a fight, don’t let the AI take control
of valuable generals. The bottom line is that you can’t let your good
generals die, they are too valuable. Armies without generals are lead by
captains, who are regular units who are given temporary command of an
army. Captains are not nearly as effective as Generals in leading an army
but they sometimes rarely be promoted to Generals after a good battle.


D. Gaining experience for armies

Armies gain experience as they fight battles. Their experience is
represented as chevrons. The chevrons go from bronze, to sliver to gold, with
each level having three ranks. A more experienced soldier has higher stats
and is much less likely to flee from battle. Generals can also gain experience
and command skills through battles and gain the most when they actually
participate in the fighting. When your experienced units grow thin, combine
them by dragging and dropping them. When you retrain a unit in a city,
the new soldiers introduced into the unit lower the average experience of
the unit. However,each soldier has its own experience level, it is not
determined by the by unit.

E. Managing armies

Armies come in groups of 20 indivirual units grouped into a larger
unit. Right click on the army or navy tab to bring up a list of all your
armies. From here, right click on a force to get more details. You can transfer
units from one army to another by selecting an army and right clicking on
another army, this will bring up an interface which lets you transfer
armies.
When you attack another army on the campaign map, a Battle Deployment
Scroll will come up which gives an overview of your armies and commanders.
If you are strongly outnumbered or face a strong general, consider regrouping
and coming back with more reinforcements. You have the option of fighting
the battle yourself or letting the computer auto resolve the battle. I
reccommend that you fight the battle yourself whenever possible because the
AI is unpredictable.



[5.5 Battle]


A. Formations

It’s pretty much common sense to come up with a good formation for
your army but the basic idea in most situations is to have your infantry
in front, ranged units behind, cavalry protecting the flanks and your general
right behind the infantry. Having the general next to your infantry boosts
their morale. If you have larger numbers than the enemy, it’s usually a good
idea to spread your formation so you can surround the enemy. Here are the
basic formations you can use once you group
your units.


1.) Cavalry First Line: This sets your troops up in three lines:
cavalry first, followed by infantry and then missile. This is
great when facing weak infantry. You can smash them down with
your cavalry and finish them with your infantry.

2.) Column: The column formation places your troops into single-file
lines, sorted by unit. This is best for defending narrow spaces
such as in a city or on a bridge.

3.) Single Line: A single line formation stretches your units into a
line without strategic positioning. This is good for quickly
surrounding the enemy, or getting into a quick defensive position
when you are caught off guard. The Sorted Single line is a better
formation in most cases.

4.) Double Line: Similar to the single line formation, a double line
simply draws your units into two parallel lines without
strategically positioning any of them. This is also good for
quickly surrounding the enemy, but the sorted double line does
a better job.

5.) Foot First 3 Line: Foot first formation places your heavy infantry
in the first line, backed up by missile in the second line,
and cavalry in the third. This is effective against cavalry
charges but is vulnerable to skirmishers and archers.

6.) Missile First Line: Puts your missile troops at the front of the
line, with non-missile infantry in the second line, and cavalry
in the third line. This formation is good when the enemy is far
away. When the enemy closes in, pull your missle units behind
your infantry to protect them.

7.) Sorted Single Line: Heavy infantry in the center, with light
infantry and missile troops stretching out of the sides and avalry
is placed at the ends. This formation is great for surrounding the
enemy.

8.) Sorted Double line: A sorted double line is identical to a sorted
single line, except your units are two rows deep instead of one.
This works well for surrounding the enemy when you have superior
numbers.


B. Flanks and Rear

The flanks and rear of any army are its most vulnerable points.
By placing cavalry on the side you can help protect your flanks. When facing
an enemy, always try to attack its flanks or rear with your army, especially
your cavalry. A cavalry charge to the rear can devastate any unit and lower
its morale. When facing an army unit such as Greek hoplite phalanx, you must
use the slow speed of the enemy to your advantage to flank the opponent. The
Phalanx is particularly vulnerable anywhere except the front. One tactic that
seems to work is to slowly flank the enemy is to form your troops in a slight
half circle so you can slowly surround your enemy. Never let your infantry
become isolated, try to keep them in formation in a line so they dont feel
like they are being surrounded.


C. Morale

The morale of your troops is the most important aspect of a battle.
If your troops are surrounded they will lose morale and try to escape in a
rout. Try to prevent this and use this to your advantage by surrounding troops
whenever possible. Showering arrows on the enemy army lowers its morale
Also, launching a surprise attack on an unprotected side has the same
effect. Having enemy generals near your troops lowers their morale slightly,
this is also true of your general and enemy troops. Keep in mind that more
experienced troops have higher morale. New troops will most likely rout if
your general flees.

All units on the battlefield know who is winning the battle by
observing their surroundings. If they see any unit or a general fleeing,
they are more likely to flee. Use this to your advantage; if you have
a unit surrounded and they are routing, let them flee rather than let
them fight their hardest to get out of their situation. Once other enemy
units have seen them, mow them down with your cavalry to show the other
army who is the boss.

D. Unit strengths

Each of the different unit types is vulnerable to another type.
Cavalry is vulnerable to frontal spear attacks. Light Infantry is
vulnerable to cavalry and Heavy infantry is also vulnerable to side
attacks from cavalry but is effective in hand to hand combat.
Artillery is good offensively against almost any unit but is extremely
weak defensively and dies quickly after a head on attack.

Elephants are a great unit against infantry and lower the morale
of enemy troops. They can be supressed by a large number of ranged units
and scare tactics such as incendiary pigs. Your Elephants may also turn
and attack your own troops in which case you have the option of using
the special ability where your rider executes them.

Archers are very effective against light troops and mounted
archers are a good way to harass enemy troops. Always keep archers
them away from the infantry and cavalry. Put them behind your infantry
when the enemy is close and protect them with your cavalrywhen necessary.
If you have the opportunity to flank the enemy using archers,make sure
you take off skirmish mode and attack, you will catch the enemy
off guard. When the enemy is far away put the archers in the front to
shoot arrows as the enemy approaches then bring them behind.



E. Fatigue

Your units will slowly or quickly get fatigued based on their actions.
Use this to your advantage by forcing attacking armies to march to you and by
running only when necessary.

F. Terrain

Use the terrain to your advantage. When fighting near or in a forest,
lure the enemy and launch surprise attacks. Place one or two units out in the
open while you hide the rest of your army in the forests. However, remember that
archers perform poorly near trees. Also, remember that generals are not hidden
in forests. When you are fighting on a map with a slope, try to control the
higher ground and avoid an uphill battle. Units move very slowly when marching
uphill and attack much less effectively; the opposite is true downhill
If you have the option to wait out the battle and the weather doesn’t suit
your army, wait until the weather changes. Some units are better suited to
certain weather condtions than others. Read unit descriptions to find out
more details about each units ideal figting conditions.
Some terrain such as mountains is impassible to your armies. Try to
find an alternate route. Certain choke points such as bridges are important
strategic locations. Defending a bridge is much easier than defending on an
open plain. You can also hide your whole army on the campaign map in a
wooded area to launch surprise attacks on an enemy army.


G. After they flee

When the enemy starts to flee, continue the battle rather than end it
so you can use your cavalry and attack dogs to run over the fleeing enemies.
You can gain more experience for your units this way. Using your general's
cavalry to run over routing units is a quick way to gain experience and
skills for the general.

H. Attacking with multiple armies

Whenever possible, try to attack with multiple armies by surrounding
the terrain around the enemy with your forces. When one of your armies is
adjacent, the AI is in control of the army and helps in the fight. Any
type of reinforcement usually helps win the battle but be wary of the AI
poorly managing your valuable Generals and armies.

I. Special Abilities

These are special skills you can use by selecting the unit and
pressing F or clicking the special ability icon during a battle.


Catabrian Circle- This is a formation used by light, missle cavalry. Units
using this ability gallop in a way that allows archers to reload while
archers in front fire, attacking in an organized manner rather than using
single volleys. This is great for harassing the enemy and lowering his
morale.

Flaming Arrows-Archers have this special ability which can light people and
buildings on fire. Not much of a difference from regular arrows when the
overall kills are taken into account.

Phalanx-Spearmen, hoplites, and pikemen can form a phalanx. A phalanx is a
strong line of infantry which is based on strength and formation. This
formation is strong but slow and vulnerable in the flanks and read.

Rally-This is a special ability generals possess which allows them to try
and recall nearby fleeing troops back into the battle.

Testudo-An intresting formation where Roman legionaries lock shields
to form an armored shell. The legionaries can then move towards the enemy
without fear of missle fire. This is effective only against missle attacks,
and doesnt fare well against melee attacks.

Warcry-Use this ability to give your units a temporary boost to attack
strength. Activate this when your units are right on top of the enemy.

Wedge-Some types of cavalry can form a wedge which concentrates cavalry
in the center of the formation resulting in a stronger split in the enemy
when the formation charges.

Chant-A barbarian ability which increases their own morale while lowering
the enemies.

Kill Elephant-the rider kills the elephant. Useful when an elephant loses
control and starts attacking your own troops.




[5.6 Navies]


Your navies play an important part in the game. Early in the game,
you can use them to fulfill the many blockade missions which the senate will
undoubtedly throw at you. Early in the game, I recommend that you build a
strong navy and attack the small enemy groups of ships you encounter to gain
experience for your navy. Ships are also extremely useful for transporting
troops. If you control the seas, you will have a big advantage over other
factions which must move troops slowly across land.



[5.7 Agents]


A. Spies
Spies are very useful in the game when used intelligently. Use spies
as mobile watch towers to get warning for an attack before it happens. Put
spies in your army to increase its sight radius. Infiltrate enemy cities
before you attack to get an idea of what is waiting for you so you can
prepare accordingly. Also, putting a spy in an enemy city gives a good chance
that he will be able to open the city gates in the case of an attack.
Even if you arent planning on attacking a city, putting a spy in it
lets you see what is going around in the surrounding areas without risking
your diplomats. Spies always risk failing a mission and sometimes die in
the course of a mission. Experienced spies are less likely to fail or die
during a mission.



B. Assassins


Use assassins to tip a war in your favor. When you first recruit an
ssassin, have him kill diplomats and captains of armies to gain experience.
A strong assassin has a good chance to weaken an army by killing medium ranked
generals. You can also use him to sabotage buildings in other cities to slow
down a faction's growth. Assassins, like spies can die during a mission, so
make sure you train a few.


C. Diplomats

Diplomats are essential to a successful campaign. Immediately after
starting the game, send out diplomats to every corner of the map to form
trade agreements with every faction you are not at war with. This will help
jump start your economy once you have trade buildings. You should also use
them to form alliance when necessary and bribe enemy generals to join your
faction. During wartime, keep a couple around to bribe away armies to avoid
a battle you don’t want to fight. You should train diplomats by bribing
small armies so later you will have diplomats with the negotiating skills
to make tougher deals with generals and other nations. Diplomats are easy
targets for assassins, so be cautious with your high level diplomats.



[5.8 The Senate]

During the game you will have to deal with the senate. Starting
from the beginning, you will be assigned missions from the senate to help
guide your campaign. You can choose to follow or not follow these
missions. Performing these missions will gain you favor with the senate
and will help you gain offices, money, and influence. I reccomend that
you do these missions if they do not overextend your army or force you
into attacking an enemy you are not prepared to attack. Sometimes these
missions give you units or money as rewards, which can prove useful
early in the game. Another reward that is important is being assigned
senate postions. Being assigned an office in the senate gives your
family members benefits which continue to show througout their entire
lifetime.
You can view the senates policy on a certain faction by going
to the senate policy screen and clicking on a faction, this gives you an
idea of how the senate wants you to treat that faction. On the senate
floor tab you can view your popularity with the senate and the people.
You will need the support of the people to overthrow the senate late in
the game.




-------------------------------------------
6.0 Multiplayer
-------------------------------------------

If you have gamespy installed you can play online. The competition
online is a lot tougher than the AI, you need to practice your tactics and
unit choice. Playing a multiplayer game is much like playing a custom battle
in single player mode. You can choose to play a historic battle or play a
custom battle. In the same way as a single player custom battle, players
choose their units and skills. The players can also choose which team they
are on by clicking on the roman numerals on the right of their name.

-------------------------------------------
7.0 Units
-------------------------------------------
Here is the unit information not included in the manual.

[7.1 Roman Units (Julli, Brutii, Scipii, and Senate)]

A. Roman Infantry


Peasants

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's digging to be done! They are,
however, experts at reading the land and hiding whenever there is cover.

Town Watch

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.

Archers

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 armour 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
is obvious to Roman commanders, and hence these archers are recruited
from among the peasant classes.

Archer Auxilia

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 standardised around its heavy infantry legionaries
other types of troops are recruited as auxiliaries. Their training
is very nearly as vigorous as that of the 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 the now-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.

Velites

Velites are light skirmishing troops who screen the main battle
line of an early-pattern Legion as it advances. They are armed
with javelins and a stabbing sword, and carry a small round shield
but no other protection. It is their task to harass the enemy before
the main combat begins. Velites are recruited from younger citizens,
who lack the experience (or the money for their own gear) to fight
as hastati or other heavy infantry. Roman velites become obsolescent
after the Marius Reforms. Historically, Marius put the 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.

Hastati

Hastati are among the younger men in an early Republican Legion,
and form the front line in any battle. They are supposed to wear
down an enemy and hold him before the next Roman battle line
attacks and carries on the fight. They are, as a result, capable
troops in their own right. They are armed with two pila that
are thrown at the enemy at close range before they close to fight
hand-to-hand. They are equipped 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 thrown 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
requirements, was why they fought as hastati.

Principes

Principes are older, more reliable soldiers who have seen some
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 exhaust the enemy. They are, as
a result, capable soldiers and unafraid of combat. They are armed
with two pila that are thrown at the enemy at close range before
they close to fight hand-to-hand. They are each equipped with a
sword, a bronze helmet, a large shield and chain armour. 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 why they fought as
principes.

Triarii

Triarii are tough heavy spearmen who make up the third and most
senior part of a Roman Legion before the military Reforms of Gaius
Marius. They carry a long "hoplite-style" spear (the hasta)
that is used to thrust, a long shield and a gladius. They are the
oldest veteran soldiers, and well armoured – hardly surprising,
given that they are also drawn from the richest section of society.
The triarii are the last available line in early-pattern Republican
Legions. "Going to the triarii" is a Roman saying meaning carrying
on to the bitter end, and if they are used it's a sign that the
moment of decision in a battle has arrived. Historically, triarii
spent their own money on their equipment and could afford to buy
the best of everything.

Light Auxilia

Light auxilia are skirmishers who act as a screening force for
heavier troops. They also break up enemy formations with showers
of javelins that have a longer range than the iron-shafted heavy
pila carried by Roman legionaries. These auxilia do not wear armour
and so cannot be expected to last long in hand-to-hand combat but
they can fight if 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.

Auxilia

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 auxiliaries were recruited to serve alongside
the now-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.

Early Legionaries

Roman legionaries are tough, professional troops with good armour
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
their shields for protection. Every legionary's chainmail armour,
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.

Early First Cohort Legionaries

The Roman first cohort consist of well-armed and armoured infantrymen,
who go into combat carrying the symbol of Roman power, a Legionary
Eagle. This is inspirational for other Roman troops. Legionaries are
tough, professional troops with good armour 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 their shields for protection.
Every legionary's chainmail armour, 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, the first cohort
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 professional 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.

Legionaries

Roman legionaries are tough, professional troops with good armour
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
their shields for protection. Every legionary's flexible banded armour,
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. The lorica segmenta armour was adopted because it
was cheaper to make and offered more protection as the earlier chainmail.

First Cohort Legionaries

The Roman first cohort consists of well-armed and armoured infantrymen,
who go into combat carrying the symbol of Roman power, a Legionary
Eagle. This is inspirational for other Roman troops. Legionaries are
tough, professional troops with good armour 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 their shields for protection. Every
legionary's banded metal armour, 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, the first cohort 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 had so many troops in the field.

Praetorian Cohort Legionaries

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 might be 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 armour, the lorica segmenta, a metal helmet
and carries a large curved shield. They fight with two heavy 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. 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.

Urban Cohort

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 equipped with the same gear
as legionaries - it is the men inside the uniform that make them
effective - and wear banded armour, the lorica segmenta, metal helmets
and carry large shields. They fight with two pila (singular, pilum),
throwing spears with 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 conditions were better. Other urban cohorts were established
in the larger cities of the Empire in later years, and the prefect in
charge of the cohorts often became an important political figure.

Velite Gladiator

Velite gladiators are more than mere light infantrymen - they are superb
individual fighters, unmatched by any ordinary warriors. They fight
wearing little armour - their lot in life isn't always to live through
a fight, but to die in an entertaining manner. The style of the velite is
one that uses only a spear and shield combination, relying on natural
agility to avoid injury and death. Gladiators are used in battle as a
specialised elite, one that cares little for personal safety - the only
way to attain freedom is through victory! Gladiators, after all, are
part of the damnati: the disgraced, the condemned, and the untouchables
in society. There is nowhere else for them to go.

Samnite Gladiator

Samnite gladiators are more than just soldiers. They are superb individual
fighters, unmatched by any ordinary warriors. They fight wearing little
armour - their lot in life isn't necessarily to live, but to die in an
entertaining manner. Samnites would normally fight as one half of a matched
pair, but on a battlefield they form a unit all of their own. They are a
specialised elite, one that cares little for personal safety as the only
way to attain any reward is through victory! Gladiators, after all, are
part of the damnati: the disgraced, the condemned, the untouchables in
society. There is nowhere else for them to go in the search for freedom.

Mirmillo Gladiator

Mirmillo gladiators are superb individual fighters, unmatched by any
ordinary soldiers. They wear apparently impractical armour, but then
it is designed to stop a quick kill in the arena, not necessarily keep them
alive in a battle. They would normally fight singly as half of a matched
pair, against another style of fighter, but on a battlefield they form a
unit all of their own. They care little for personal safety as they are
part of the damnati: the disgraced, the condemned, the untouchables in
society. They fight; they win; they may gain freedom... eventually.

Roman Arcani

They are a shadowy part of the Roman army organised 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 armour 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!


B. Roman Cavalry


Equites

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 armour 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.

Cavalry Auxilia

Cavalry auxilia are javelin-armed mounted skirmishers who strike quickly
and retire with equal and prudent haste. They do not wear armour, but do
carry shields and swords so that they can fight in their own defence
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 driving them from
the field.

Roman Cavalry

Roman cavalry are auxiliary spear-armed medium cavalry who have a
screening role in a Roman army. 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).
They wear little armour 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. 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.

Legionary Cavalry

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 armour and carry shields;
their weapons are the spear (lancea) and long sword (spatha), both of
which are deadly in the hands of an expert. Historically, Rome's best
cavalry forces were organised into wings (or alae, singular ala) rather
than cohorts, and recruited from among horse-culture minorities within
Rome's borders. Generally, this meant that cavalry were predominantly
non-Italian, the opposite of 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.

Praetorian Cavalry

Praetorian cavalry are an elite within the elite: dedicated bodyguards
who serve as heavy cavalry. Praetorian training is, as might be expected,
demanding and thorough. These men are some of the best, toughest, most
unflinching soldiers in Rome - and good cavalrymen 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 men 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!



C. Roman Siege and Others



Incendiary Pigs

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.

Wardogs

Wardogs 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. Wardogs 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, hardy and
not easily intimidated: many have fingers, hands or even chunks of
limbs missing!

Ballista

A Ballista is a sinew-powered weapon that looks like an 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 different. The two arms are pushed through ropes made of tough
animal sinew. This naturally elastic material is then twisted, and becomes
a hugely powerful spring, pulling each arm forwards. 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 is sensitive to damp
a Ballista does not work well in wet weather.

Scorpion

A Roman scorpion is a sinew-powered weapon that looks like a large bow
layed sideways on a frame. It has a tremendous range and can skewer a man
with a single shot! While a scorpion might look like a huge bow, its
working principles are rather different. The two arms are pushed through
ropes made of tough animal sinew which is then twisted, becoming a hugely
powerful spring, pulling each arm forwards. The arms are pulled back,
creating even more tension, the scorpion is loaded with a missile, and
then this is shot at the enemy with considerable force and accuracy.
Providing care is taken to make sure that the two sinew bundles are under
the same tension, the scorpion is a very accurate weapon, but because
sinew is sensitive to damp a scorpion may not work properly in wet weather.

Onager

The onager is a catapult jokingly named for the tremendous kick it has
when fired at 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
considerable speed and range. This version can be used for reducing stone
fortifications, but it 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.

Heavy Onager

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 back and reload. Its missiles are devastating, and it can also
fire incendiary firepots. Range is no more than the smaller onager and
this makes the heavy onager susceptible to counter fire. Often, it is
best employed alongside smaller artillery to deal with enemy fire.

Repeating Ballista

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 into 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.





[7.2 Briton]

A. Briton Infantry

Peasants

Peasants are reluctant warriors, but barbarian peasants are better
fighters than most: hard lives produce hard men. 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. They are, however, experts
at reading the land and hiding when there is cover.

Slingers
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 armour 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.

Head Hurlers
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, alsoshow little regard for their
own danger and are not above rushing into combat without orders.

Warband
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.

Swordsmen
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 honour 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.


Chosen Swordsmen
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
armour and large shields. They are an intimidating sight for any enemy.

Woad Warriors
Religion and magic are powerful reasons for bravery. Woad warriors are
brave fighters - and mad. They disdain armour 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 armours 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!

Druids
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 presence 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 bend
the people to the will of Rome .



B. Briton Cavalry



Light Chariots

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 ontrolling
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.

Heavy Chariots
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 honour and glory lead them into attacking without
orders.

Briton Warlords
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.



[7.3 Carthage]

A. Carthaginian Infantry


Peasants

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
rather than be dragged to a battle they neither care about nor understand.
But if nothing else, they are useful when there's digging to be done! They
are, however, experts at reading the land and hiding whenever there is cover.

Skirmishers

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 itself, they are traditionally recruited from among the Ibero-Celts.
Regardless of where they are recruited, they are skilful practitioners
of the skirmishing arts, and very adept at springing tactical ambushes. They
are not intended to hold a position in a battle line, but to harass and disrupt
the enemy.

Slingers

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 stones 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.

Town Militia

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.

Iberian Infantry
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 armour. They
are best employed against enemy spearmen and, like other infantry,
can be vulnerable to cavalry attacks.

Libyan Spearmen
Libyan spearmen are best when defending against cavalry, but can hold
a battle line for 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 armour 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.

Bull Warriors

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.

Sacred Band Infantry

The Sacred Band is the elite infantry of any Carthaginian army and can
be relied upon to do their duty to the end. They are equipped and organised
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 have learned that these men are formidable in battle, a
linchpin for the entire Carthaginian army!

Poeni Infantry

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 armoured 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 when required.

Archers
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 and find
protection from other troops.

Numidian Javelinmen

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 armour. Historically, Numidian justice was extremely harsh on
deserters and cowards: crucifixion was a common punishment.

Desert Infantry

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.

Numidian Legionaries

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.



B. Carthaginian Cavalry


Round Shield Cavalry

Round shield cavalry are medium cavalrymen who are best
used to ride down skirmishers and pursue fleeing enemies.
They lack the armour 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.

Long Shield Cavalry

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.

General's Cavalry

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.

Sacred Band Cavalry

Sacred Band cavalry are an elite in Carthaginian warfare
and society. They fight as heavy cavalry, but with a level
of discipline and élan that is rarely matched in other
nations. They carry spears and wear good armour, so that
they can charge home with devastating effect. They are the
devoted 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.

Numidian Camel Riders

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. They 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.

Elephants

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 two metres 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
unarmoured, but many blows simply glance off the tough hide.
Only a single rider is carried.

War Elephants

War elephants are fierce and terrible beasts, able to
trample men and horses into the dirt. Over three metres
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.

Armoured Elephants

Armoured elephants are the most fearsome creatures to be
found on a battlefield. Little can stand before these
armoured giants. Each elephant has heavy armour that
completely protects it from missiles and hand-held weapons,
and the crew are armoured too. The driver uses the elephant
itself as a weapon, guiding it as it tramples and gores its
way through the opposition. The archers snipe down into
enemy formations, weakening opponents before the inevitable
clash. Armoured elephants can run amok, causing havoc in
the process to anyone nearby.

Numidian Cavalry

Numidia produces some of the finest cavalry in all Africa,
if not the Western Mediterranean world. Armed with javelins,
these mounted skirmishers 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 when
charged. If the enemy stand, they are slaughtered with
volleys of javelins, and 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 have
great stamina, and they are also experts in their form of
the Cantabrian circle attack.





[7.4 Egyptian units]



A. Egyptian Infantry

Peasants
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's digging to be
done! They are, however, experts at reading the land and
hiding whenever there is cover.

Skirmishers
Egyptian skirmishers rush forward to pepper an enemy with
javelins, and then withdraw in good order before a counter-
attack can be organised. It is their task 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 armour, 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 among
foreign communities. When they can be found, Egyptian
generals favour using Thracians for this role as they are
particularly bloodthirsty and known to take the heads of
fallen enemies as trophies.

Slingers
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 stones
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.

Bowmen
Bowmen 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 and find protection from other troops.

Pharaoh's Bowmen
Pharaoh's bowmen are skilled archers, the finest to be
found in Egyptian armies. They carry the finest bows
available, and have the 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 armour,
giving them protection against counter-fire, but they are
vulnerable - like any archers - if unsupported when
attacked by cavalry.

Nubian Spearmen
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 into phalanxes and sent against other infantry.
Their lack of training and armour means that they should
not be used to attack armoured 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.

Nile Spearmen
These well trained spearmen are the mainstay of many
Egyptian armies, thanks to their all-round defensive
abilities. They wear light padded armour - hardly
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.

Desert Axemen
These superior soldiers 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
stand in line of battle and hack into an enemy formation or
position. They are very useful against other infantry -
including armoured infantry - but they are less able to
defend themselves against 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.

Pharaoh's Guards
The Pharaoh's Guard are the true elite of any Egyptian army,
armoured 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.


B. Egyptian Cavalry



Desert Cavalry

Desert cavalry are fast moving horsemen armed with axes for
close combat. They are not heavily armoured, but do have
shields for protection, giving them good prospects of
surviving in melee. They are well suited to hunting down
skirmishers and other infantry, but may suffer undue
casualties against heavier cavalry forces. These are hardy
soldiers, and untiring in combat, as might be expected from
recruits taken from desert dwelling people at the margins
of Egypt 's lands.

Nubian Cavalry
Nubian cavalry are lightly equipped raiders who are perfect
for flanking attacks on an enemy line. They are recruited
into the service of the Pharaoh from the upper reaches of
the Nile . They are superb horsemen, proud and
independently minded. Nubians do not wear armour, but then
this is only 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 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.

Nile Cavalry
Nile cavalry are mail-armoured 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 their service, the amount depending on rank and
length of service.

Camel Archers
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 an
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.

Chariots
Chariots are fearsome devices, and have scythe blades to
cut down any infantry foolish enough to stand when charged.
The armoured 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 nations.
These are not subtle troops, and their chief power lies in
a headlong charge into an enemy formation. Each chariot is
pulled by powerful horses, and the deserts are an ideal
place for them to be used to full effect.

Chariot Archers
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 and 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. Each chariot is under the control of a
driver, leaving the archers to concentrate on their killing
work; all wear high quality armour.

General's Bodyguard
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 circumstances.
Each chariot is pulled by powerful horses, and the deserts
are an ideal place for them to be used to full effect. The
general can inspire his men by his presence and bring a
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.


C. Egyptian Siege

Onagers

The onager is a catapult jokingly named for the tremendous
kick it has when fired at 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
considerable speed and range. This version can be used for
reducing stone fortifications, but it 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.

Heavy Onagers

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 back and
reload. Its missiles are devastating, and it can also fire
incendiary firepots. Range is no more than the smaller
onager and this makes the heavy onager susceptible to
counter fire. Often, it is best employed alongside smaller
artillery to deal with enemy fire.



[7.5 Gaul Units]

A. Gallic Infantry

Peasants

Peasants are reluctant warriors, but barbarian peasants are
better fighters than most: hard lives produce hard men.
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. They are, however,
experts at reading the land and hiding when there is cover.

Skirmishers
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 armour
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.

Foresters
A 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 armour.
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!

Warband
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.

Swordsmen
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 honour 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.

Chosen Swordsmen
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 armour and large shields. They
are an intimidating sight for any enemy.

Naked Fanatics
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.

Druids
Druids are spiritual leaders with practical fighting skills
who instil confidence in nearby friendly warriors. They
have a religious zeal that gives them great courage and
their mere presence 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 bend the people to the will of Rome.

Warhounds

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!




B. Gallic Cavalry


Barbarian Cavalry
Barbarian cavalry are lightly armoured 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. Honour and standing come
from fighting, and sometimes the urge for glory 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.

Barbarian Noble Cavalry
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 'civilized' cavalry, and may not be as effective in a
hand-to-hand fight. Shock and initial impact are their main
weapons.

Warlord's Cavalry
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 armour 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.


[7.6 German Units]

A. German Infantry




Peasants

Peasants are reluctant warriors, but barbarian peasants are
better fighters than most: hard lives produce hard men.
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. They are, however,
experts at reading the land and hiding when there is cover.

Skirmishers

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 armour
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.

Chosen Archers

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 armour 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.

Spearmen

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.

Axemen

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 honour 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.

Chosen Axemen

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 double-
headed axes with any degree of skill and control. The axes
are easily capable of cleaving a man down to his breastbone
even through armour. Chosen axemen themselves disdain
armour as a sign of cowardice.

Naked Fanatics

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.

Night Raiders

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 armoury. 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!

Berserkers

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 armour as a sign of weakness,
along with mercy, common sense and knowing when to stop
fighting. They are supremely dangerous foes in close combat.

Warhounds

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!




B. German Cavalry




Barbarian Cavalry

Barbarian cavalry are lightly armoured 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. Honour and standing come
from fighting, and sometimes the urge for glory 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.

Barbarian Noble Cavalry

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 'civilized' cavalry, and may not be as effective in a
hand-to-hand fight. Shock and initial impact are their main
weapons.

Gothic Cavalry

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 armoured, having spears, heavy mail coats
and shields. They are, however, prone to attacking whether
or not it makes sense to their warlord - glory and honour
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.

Warlord's Cavalry

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 armour 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.


[7.7 Greek Units]

A. Greek Infantry



Peasants

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's digging to be
done! They are, however, experts at reading the land and
hiding whenever there is cover.

Peltasts
Greek peltasts advance at speed to pepper an enemy with
javelins, and then withdraw in good order before a counter-
attack can be organised. They are skirmishers and it is
their task to harass and disrupt enemy units before the
main battle lines clash. They are also adept 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 armour, and rely on speed as the best form of
protection, and this isn't much protection should they be
caught by cavalry.

Archers
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 and find protection from other troops.

Militia Hoplites
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 armour, 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 solid block of spearmen and
can form phalanx to attack the enemy.

Heavy Peltasts
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.

Hoplites
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.

Armoured Hoplites
Armoured 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
armour, 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.

Spartan Hoplites
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. Spartans 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.

Incendiary Pigs

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.



B. Greek Cavalry




Militia Cavalry
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 armour, 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.

Greek Cavalry

Greek cavalry are fast moving horsemen armed with spears
for maximum impact in a charge. They are not heavily
armoured, and do not have shields for protection, relying
instead on the old maxim of 'speed is armour' for
protection. As a result, they are best used as a hit-and-
run force, rather than as soldiers who can indulge in hand-
to-hand combat. That said, they are excellent for breaking
up skirmishers, attacking lighter infantry such as missile
troops and pursuing already broken enemies to prevent them
rallying and rejoining a battle.

General's Cavalry
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.

Light Lancers

Light lancers are fast, lightly equipped cavalrymen who
rely on hit-and-run charges where the killing power of
their lances are maximised. Although they have cavalry
swords for close quarters fighting, a lack of armour means
once the melee becomes protracted they are susceptible to
enemy counterattacks: 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 unit s flank or rear can be attacked.

C. Greek Siege



Onagers
The onager is a catapult jokingly named for the tremendous
kick it has when fired at 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
considerable speed and range. This version can be used for
reducing stone fortifications, but it can also be used on
the battlefield for destroying enemy artillery and
harassing troops (although admittedly by killing 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.

Heavy Onagers

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 back and
reload. Its missiles are devastating, and it can also fire
incendiary firepots. Range is no more than the smaller
onager and this makes the heavy onager susceptible to
counter fire. Often, it is best employed alongside smaller
artillery to deal with enemy fire.

Ballistas
A Ballista is a sinew-powered weapon that looks like an
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 different. The two arms are pushed through ropes
made of tough animal sinew. This naturally elastic material
is then twisted, and becomes a hugely powerful spring,
pulling each arm forwards. 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 is
sensitive to damp a Ballista does not work well in wet
weather.




[7.8 Parthian Units]

A. Parthian Infantry



Peasants

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.
But if nothing else, they are useful when there's digging
to be done! They are, however, experts at reading the land
and hiding whenever there is cover.

Slingers
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 stones
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.

Archers
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 and find protection from other troops.

Hillmen
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!

Eastern Infantry
Eastern infantry are easily recruited militia-spearmen, who
are good for defence 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.

Heavy Spearmen

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.

Bronze Shields

Bronze shields are the elite of the army of Pontus, heirs
to the world-conquering phalanxes of Alexander! They are
lightly armoured and carry a small 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 battlefield as well. Bronze shields are the
successors to the hoplite warrior traditions of Greece and
Macedonia; to carry a bronze shield means that you are
worthy of honour and that your family has social standing.

Peltasts

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 armour,
and rely on speed as the best form of protection.

Phalanx Pikemen

Phalanx pikemen, or phalangites, are well-drilled infantry
who fight best as solid mass of men. They are armed with an
enormously long pike, or sarissa, often 4-5m in length.
This is the weapon that Alexander's armies used, and it has
remained popular in all the Successor states that sprang up
in his collapsed empire, even though most of the men
recruited to fight as pikemen are neither Macedonian nor
Greek by descent. It is popular because the first five
ranks can present their pikes to the enemy creating a
mobile forest of sharpened metal, while those further back
hold them at a 45 degree angle to deflect enemy arrows. In
phalanx formation these men can advance in a disciplined
mass and 'push' against an enemy line, often breaking
through in the process as few enemies will stand in the
face of so many spear points coming towards them! Indeed,
from the front a phalanx can be almost invulnerable.

Armenian Legionaries

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!





B. Parthian Cavalry




Cataphracts
Cataphracts are extremely heavily-armoured cavalry who can
turn a battle with one thunderous charge. They are the
ultimate in shock cavalry, an armoured 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
armour that is almost unmatched for weight and protection,
and their horses are similarly armoured. On the move they
are a wall of metal bearing down on enemies, tipped with
razor-sharp spear points. Their armour 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 often break through (or ride over) an enemy
line without too much trouble.

Persian Cavalry
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
armour 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 armoured punch, or beating an
enemy down before driving them from the field with lighter
pursuers.

Horse Archers
Horse archers are a speciality of the East: swift horses
and expert marksmen make a deadly combination. They are
armed with a powerful bow and a dagger for defence, but
they are not armoured and should not be expected to fight
other than to escape. Horse archers rely on the maxim that
'speed is armour' 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.

Cataphract Camels
Cataphract camels are well armoured - 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 peoples these
soldiers rely on their heavy armour for protection, and
their camels are equally well protected. This heavy armour
also means 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 smell of the camels upsets horses,
giving them an edge when fighting against cavalry.

Cappadocian Cavalry

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.

Chariot Archers

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 and the staying power of
infantry, and this makes them a powerful weapon for any
commander. Each chariot is under the control of a driver,
leaving the archers to concentrate on their killing work;
all wear high quality chainmail armour.

War Elephants

War elephants are fierce and terrible beasts, able to
trample men and horses into the dirt. Over three metres
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.

General's Cavalry
This general has a bodyguard of loyal and heavily armoured
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.

Pontic Light Cavalry

Pontic light 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 armour, 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.

Cataphract Archers

Cataphract archers are very heavily armoured, but slow,
horse-archers that are almost impervious to attacks and can
fight in close combat. They are not as armoured 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. The 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.

Pontic Heavy Cavalry

Pontic heavy cavalry are javelin-armed horsemen who can
also fight hand-to-hand - a potent combination in one force!
They wear light chainmail armour 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.

Scythed Chariots

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 every axle 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 headlong charge
into an enemy formation. Each chariot is pulled by powerful
horses, and the driver is heavily armoured.

C. Parthian Siege

Onagers
The onager is a catapult jokingly named for the tremendous
kick it has when fired at 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
considerable speed and range. This version can be used for
reducing stone fortifications, but it can also be used on
the battlefield for destroying enemy artillery and
harassing troops (although admittedly by killing 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.








[7.9 Seleucid Units]

A. Seleucid Infantry



Peasants
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's digging to be
done! They are, however, experts at reading the land and
hiding whenever there is cover.

Peltasts
Greek peltasts advance at speed to pepper an enemy with
javelins, and then withdraw in good order before a counter-
attack can be organised. They are skirmishers and it is
their task to harass and disrupt enemy units before the
main battle lines clash. They are also adept 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 armour, and rely on speed as the best form of
protection, and this isn't much protection should they be
caught by cavalry.

Archers
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 and find protection from other troops.

Militia Hoplites
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 armour, 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 solid block of spearmen and
can form phalanx to attack the enemy.

Levy Pikemen
As war approaches, peasants, farmers and down-at-heel
townsfolk can find themselves pressed into service as
pikemen by their rulers. Due to their lack of armour 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 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 armour other
than the small shields strapped to their left arms, under
pressure these levied troops are liable to suffer heavy
casualties.

Phalanx Pikemen
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 armour and a metal helmet for protection. Phalanx
pikemen carry a small shield strapped to the left arm,
leaving both hands free to brandish a lengthy pike (the
sarissa). Gripped in both hands above the head up to five
ranks' worth of pikes can be aimed at the enemy. Men in
rows further back hold their pikes at a 45 degree angle,
creating a shield to ward off enemy arrows. All phalanx
pikemen also have short swords.

Silver Shield Pikemen

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 6m 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 realization of many a Seleucid boy's dream,
though only renowned men of higher birth would
automatically qualify for such an honour. 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.

Silver Shield Legionaries
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 equipped 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 armour they wear and the tactics
that they use are also modelled closely on the Roman
originals too, including use of the tortoise (or testudo)
formation to approach enemy fortifications while under fire.
The Silver Shields are very good troops indeed, and can be
relied on in most battle situations.




B. Seleucid Cavalry



Militia Cavalry

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 armour, 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.

Greek Cavalry

Greek cavalry are fast moving horsemen armed with spears
for maximum impact in a charge. They are not heavily
armoured, and do not have shields for protection, relying
instead on the old maxim of 'speed is armour' for
protection. As a result, they are best used as a hit-and-
run force, rather than as soldiers who can indulge in hand-
to-hand combat. That said, they are excellent for breaking
up skirmishers, attacking lighter infantry such as missile
troops and pursuing already broken enemies to prevent them
rallying and rejoining a battle.

Companion Cavalry
Companion Cavalry are a social and military elite, and
fight as heavy cavalry using shock and mass to break enemy
units. They are the direct 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 armour 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 battle's outcome.

General's Cavalry
This general has a bodyguard of loyal spear-armed and
armoured 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, even though they do not carry shields. 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.

Scythed Chariots
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 axle 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 headlong charge
into an enemy formation. Each chariot is pulled by powerful
horses, and the crew is heavily armoured.

Elephants

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 two metres 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
unarmoured, but many blows simply glance off the tough hide.
Only a single rider is carried.

War Elephants
War elephants are fierce and terrible beasts, able to
trample men and horses into the dirt. Over three metres
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.

Armoured Elephants
Armoured elephants are the most fearsome creatures to be
found on a battlefield. Little can stand before these
armoured giants. Each elephant has heavy armour that
completely protects it from missiles and hand-held weapons,
and the crew are armoured too. The driver uses the elephant
itself as a weapon, guiding it as it tramples and gores its
way through the opposition. The archers snipe down into
enemy formations, weakening opponents before the inevitable
clash. Armoured elephants can run amok, causing havoc in
the process to anyone nearby.

Cataphracts
Cataphracts are extremely heavily-armoured cavalry who can
turn a battle with one thunderous charge. They are the
ultimate in shock cavalry, an armoured 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
armour that is almost unmatched for weight and protection,
and their horses are similarly armoured. On the move they
are a wall of metal bearing down on enemies, tipped with
razor-sharp spear points. Their armour 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 often break through (or ride over) an enemy
line without too much trouble.

Light Lancers

Light lancers are fast, lightly equipped cavalrymen who
rely on hit-and-run charges where the killing power of
their lances are maximised. Although they have cavalry
swords for close quarters fighting, a lack of armour means
once the melee becomes protracted they are susceptible to
enemy counterattacks: 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 unit s flank or rear can be attacked.

C. Seleucid Siege

Onagers
The onager is a catapult jokingly named for the tremendous
kick it has when fired at 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
considerable speed and range. This version can be used for
reducing stone fortifications, but it can also be used on
the battlefield for destroying enemy artillery and
harassing troops (although admittedly by killing 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.








-------------------------------------------
8.0 Bugs
-------------------------------------------

-the old Egypt wasn’t in existence during this time
-Wonders of the world on some games don't affect anything, when they
should. ETC Trade increase, cheaper buildings.
-Rare issue were the computer the game is installed on wont work because
of the PC's hardware and config.
-Sometimes your troops will not follow a command in battle eg: stand around
being murdered for a minute or two, very late and delayed reacting
from the AI. Some scripting certainly has to be looked at.
-Some saved replays only record a minute or two of the battle
(Happens to all the great battles on LAN you have, and want to look back on)
-After fresh install , when loading up the game, an error from the .Dat .dll
etc appear ( Simply just get the name of the file off the CD again)
-Game locks up sometimes
-More gameplay options are needed for the casual players (I doubt everyone
knows what they are doing in the config files of the game, sounds stupid..
but fair)
-Crash to desktop well loading saved game
-Mouse cursor lag on strat map and sometimes in 3D battle
-Multiplayer crashes to desktop after selecting internet game in the
multiplayer menu
-Player Ships sometimes break apart
-Flags on ships sometimes break apart
-Bad scripting when moving around in Fortifications/Cities
-Legions in Testudo formation most times will not move
-Little to Massive FPS(Frames per second) lost when using Fire
Arrows/Missles.
-Troops cannot attack wardogs, only the men controlling them.
(You can leave your guys on guard and wait for the wardogs to attack first)
-Cavalry/Foot soldiers sometimes charge, then stop.
-Cavalry when chasing a target will run around the target/stop/or completely
stop around the target.
-Game Crashes to Desktop (If your new to the Totalwar era, it has all
happened in Shogun/Medieval)
-PRESET Formation settings are almost useless due to conflicting AI scripting.
-Some saved games will crash to desktop after loading up.
-Sounds, Music and Video in game sometimes will loop or 'lag'
-Battle Replays crash sometimes.
-In game Console only allows 1 command , Sorry cheaters!
-Errors Installing the game
-Campaign Map turns black/grey every so often
-Senate missions sometimes screw up
-Troops sometimes don't move when told too.
-Missile troops sometimes get stuck just before they are about to throw
thier Pilums/Spears
(bugs reported on twcenter.com forum)

-------------------------------------------
9.0 Tips/Cheap Tricks
-------------------------------------------
-draw a path on the campaign map by holding down the right mouse button

-You can trade Retainers between your generals. Put two generals into the
same army or town. Right click the general with the retainer you wish to
transfer. Hold left click on the retainers picture and drag it to the unit
card of the other general. Then release. Some retainers conflict with
eachother and wont trade, some wont trade at all

-Recruit mercenaries for
your general and you are likely to pick up the mercenary captain retainer
which gives +1 to command

-take a spy with the plague into an enemy city to infect it

-Plagues can die off if you remove or kill the governer that is infested
in the city

-A cheap stragery to use early on or just anytime during the game just
to free up troops is, when your city is under attack and you have a
stone wall in place, just leave a couple peasents and a governor in
that city, have the general sit outside thte gates, and lure the enemy
near, since you sallied forth right when they attacked they dont have
seige engines yet, so they will get harassed by your tower defenses,
and when they come near the gate, they will get burned from your wall
defenses
-submitted by Chewie

-Riot for Cash
When a city that you controlled goes into Revolt, the Senate will
usually give you a mission to retake it to set an example of what
happens when you go against Rome. So, if you take a city that is
in Revolt (e.g. I took Tara with just a Captain), move your army
out of the city and let it revolt. The Senate will then give you
a mission. Re-take the city and get your mission reward.
(I got 10,000 denarii). I'm not sure how many times in a row you can
do this. Probably quite a few until you run out of population. Just
note that after the revolt, the city's army will be much larger because
the majority of the population gets turned into peasant militia.
So you'll need quite the army to re-take it.
I haven't tried purposefully letting a captured and otherwise sane city
go into revolt to see what happens, but it might be interesting to try
as a way of scoring a quick Senate reward. -submitted by Chris Clark

-Immortal Retainers
Although your spies, diplomats, assassins and family members age,
retainers don't. When you notice that a family member is getting up
there in years (60+), get a younger relation there and drag-n-drop all
the retainers you can. I've passed on some retainers this way over the
course of a 100+ years. -submitted by Chris Clark

-put an onager in a city and sally forth when someone attacks, you can
destroy them without them attacking you

1) To gain commander points for generals, if you are moving multiple armies,
is that if you are going to attack a city, or army, if you wait, and advance
the other army to your place, The commander who waits gains extra commander
points.

2) When attacking a town with wooden walls, build as many battering rams as
you can, to stretch the defending forces, and avoid huge melees as you try
to get your troops into the town.

3) If you want to attack a faction that senate wants peace with, (e.g.
Germania), offer to attack them with a diplomat. The senate will even pay
you to do this. ( I got tired of marching around a Germaian village). Once
you have attacked them, the rest of the Roman factions, seem to get pulled
into the conflict as well.

4) Don't always do what the senate want. I've found as I am building my
forces, in one area, e.g. Gaul, the senate asks you to attack a Greek city.
This splits your forces, and even invites defeat. (I've found this out to my
detriment.) keep your clear goal in mind, attack one faction at a time with
big armies, whilst maintaining a presence on your other borders.

-contributed by Rob Holgate

-------------------------------------------
10.0 FAQ (Frequently Asked Questions)
-------------------------------------------
-What is a protectorate?
It is basically a deal where a faction pays you not to attack them
factions almost almost never accept
-How do I reduce pollution?
Well what you have to do is building that increases the polution in the
city. Build sewers and bath houses and temples and anything else
that keeps your city clean.
-what is the Cantabrian Circle good for?
Its good against other ranged troops, but it tires out your horses quickly.
-How do i defeat elephants?
Fire arrows work pretty well against elephants

-------------------------------------------
11.0 Credits
-------------------------------------------

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.

Websites authorized to use this faq are posted on
http://www.romewar.com/authorized.html


post any questions and comments at http://www.romewar.com and
Check out my games site at www.freewaregames.net

thanks to
Chris Clark Chewie and Rob Holgate for contributions

contact me with contributions and I will add you to the credits

by: Tony James
tony@salehippo.com
email me with any contributions
 
Comments:
Je reactie is bewaard !!!
The Captcha element applies the Captcha validation, which uses reCaptcha's anti-bot service to reduce spam submissions.

Cheats

18.Oktober 2013
Dt. Trainer für Geld und unbegrenzte Bewegung (für v1.1 bis v1.5)
Trainer

18.Oktober 2013
Strategy Guide
Engl. Leitfaden

17.Oktober 2013
Völker freischalten (für v1.5)
Cheats

18.Oktober 2013
City Management Guide
Engl. Leitfaden

16.Oktober 2013
Trainer für Geld und unbegrenzte Bewegung (für v1.5)
Trainer

18.Oktober 2013
Geldtrainer (für v1.3)
Trainer

18.Oktober 2013
Völker-Unlocker
Cheats

18.Oktober 2013
Geldtrainer (für v1.2)
Trainer

14.Oktober 2013
Trainer für Geld und Freiheit zu tun, was immer du willst (für v1.1)
Trainer

16.Oktober 2013
Trainer für Geld und Freiheit zu tun, was immer du willst (für v1.0)
Trainer

18.Oktober 2013
Cheats

17.Oktober 2013
Alle Völker spielbar
Cheats

15.Oktober 2013
Geldtrainer (für v1.1)
Trainer

15.Oktober 2013
Engl. FAQ

17.Oktober 2013
Geldtrainer
Trainer

18.Oktober 2013
 
Meest populair
07.April 2014
07.Juli 2015
25.September 2015
30.December 2013
27.Mei 2015
19.Februari 2014
11.Juni 2014
04.Maart 2019