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