Hey there As you may know I've been writing a Unit guide to the RTW series. It is available as a pdf here. The pdf will include guides to all three RTW games when its finished in one file but there will be a separate thread for each.
Note: The PDF will usually be more current than this thread, so you should download the PDF if you want the most current version of the guide.
Author: Forlornhope AKA Forlornhop3, Trueforlornhope
Hello and welcome to my unit guide for Rome: Total War and its expansions. This guide includes information on every unit in the RTW series, how best to use them, general information on how to use each class of unit, a glossary of Total War related terms and more! Devour this guide and make it a part of yourself and you will know how to use every unit.
Note that this guide does not focus on the campaign. It just focuses on units and tactics and how to use them in battle.
Note: The data files and the game differ on the listed price for units sometimes, which might have made some unit upkeep costs inaccurate. If you see an inaccuracy contact me and I’ll correct it and credit you
Copyright
This guide is exclusively the property of Allan Curtis aka Forlornhope, Forlornhop3, Trueforlornhope and sites I CHOOSE to allow to host it. Do not sell, make mass copies of, make derivative works of, bundle or charge access to this guide. This guide will remain free and may not be sold, except when I deem it allowable. Any breach of copyright will be met with the full extent of the law. I take my work very seriously and I will find you if you steal it as this took a long time to write. If you want to use it on your site CONTACT ME FIRST and make sure I’m credited.
Contact
You can contact me via PM on TWC as Forlornhope.(with a period). My Xfire is DarknessofFate
Glossary
These are terms I tend to use in this guide and that are used elsewhere when talking about both Rome and other war games.
ALX/Alex: Alexander the other RTW expansion pack, involving Alexander The Great’s unification of Persia.
Artillery: A heavy war machine unit that fires large missiles from far away and can fire over walls and such. Onagers are artillery. Archers do not count as artillery.
BI: Barbarian Invasion the Expansion pack to RTW, involving the later years of the Roman Empire
CA: Chariot Archers or Cavalry Archers. It is better to refer to Cavalry archers as Horse Archers or HA to prevent confusion with chariot archers. Also means Creative Assembly, the development team that created the Total War series.
Counter Fire: Fire directed at missile units by a missile unit, as most missile units themselves have poor armour and are easy prey for missiles.
Flank: The sides of a unit. Charging into the flank is much, much more effective than charging directly into the front. It is also a verb meaning to flank a unit i.e. going around their side.
Focus fire: Targeting all missiles at a particular unit, or group of units to weaken them
HA: Horse Archers. You shouldn’t refer to these as CA for Cavalry Archers as it can be confusing to some, thinking you mean Chariot Archers.
Skirmish: A unit firing missiles and staying out of melee. Skirmish mode, which all missile units have makes them run back to avoid melee if the enemy gets close.
RTW: Rome Total War. If you don’t know what this is why are you reading this?
TWC : Total War Centre a cool forum and TW website where I host this guide and I’m a member of.
General unit notes
Formations
Wedge
My! What a large wedge you have!
Wedge formation draws cavalry up into a tight triangular formation, with the unit’s leader at the front on the point. This means if you do this with a unit led by a captain he will be the first into the enemy and isolated and at risk of being killed. When a unit charges in wedge formation it focuses the entire charge on a small frontage and tends to bust though the centre of the unit. Usually though this isn’t of much use, as the front of the unit gets isolated and destroyed and the back of the wedge takes longer to make it into melee and are slower to start actually killing. In a standard formation more men charge into the enemy to do damage and more men are in the melee faster letting them kill more enemies faster. Really wedge isn’t much use for anything and its best not to use it, particularly with captain led units, unless you want him to die. Try to charge straight with this formation as it’s easy to lose cohesion if you try to move them any other direction but straight.
Cantabrian Circle
When crop circles go bad.
The Cantabrian circle is an ability useable by almost all horse archers, though it works better with lighter units. In this formation the cavalry gallop around in a small tight circle constantly moving and the ones nearest the front as they near the enemy fire their missiles and then reload as they move further form the enemy. The result is a constant stream of missiles onto the enemy and the cavalry constantly moving, making them a tougher target for return fire. Cavalry archers are vulnerable to counter fire and need every advantage they can get when it comes to ranged duels with foot archers. If you can’t or don’t want to charge the archers and fight them hand to hand, or you are using weak horse archers against powerful archers and they couldn’t win in melee the Circle is the next best thing. It’s also useful when you want constant fire on a unit rather than larger, slower vollies. When you use the Circle you should keep the units circling apart; so they don’t get bunched up and become an easier target. Cavalry fatigue quite quickly since they are always moving in this formation, so use it wisely.
Testudo
Crunchy on the outside deadly on the inside...
The Cantabrian circle is an ability usable by almost all horse archers, though it works better with lighter units. In this formation the cavalry gallop around in a small tight circle constantly moving and the ones nearest the front as they near the enemy fire their missiles and then reload as they move further form the enemy. The result is a constant stream of missiles onto the enemy and the cavalry constantly moving, making them a tougher target for return fire. Cavalry archers are vulnerable to counter fire and need every advantage they can get when it comes to ranged duels with foot archers. If you can’t or don’t want to charge the archers and fight them hand to hand, or you are using weak horse archers against powerful archers and they couldn’t win in melee the Circle is the next best thing. It’s also useful when you want constant fire on a unit rather than larger, slower vollies. When you use the Circle you should keep the units circling apart; so they don’t get bunched up and become an easier target. Cavalry fatigue quite quickly since they are always moving in this formation, so use it wisely.
Loose formation
The brown undies are appropriate for this.
A unit in loose formation spreads out into a looser formation, with space between each solider. This helps the unit resist missiles, as the space in the formation means there is a chance missiles may harmlessly hit the ground between men instead of hitting one of your soldiers. The formation doesn’t actually have any hard coded effects, like raising defence or the like it simply works on a physical level: by reducing the chance a missile will hit one of your soldiers. The formation is useless in melee however as men tend get into melee slower and the charge has less people impacting. The unit is also very vulnerable to cavalry charges as the unit seems to lack mass and allows cavalry to ride right into their flanks and rip them up and flank individual soldiers. Only use this formation when you’re under fire. Loose formation is also good for fodder units stood around solely to absorb missiles to allow them to survive just that little bit longer. It comes in handy also for light cavalry trying to catch horse archers as they can cover more area and it makes it easier to catch the horse archers and force them commit to melee.
Ready Status: If a unit is stationary and an enemy comes close enough, you’ll see an animation where the unit will prepare, they might raise their swords/spears and shields or skirmishers will raise their javelins, ready to throw them, if they are not on fire at will. The unit’s state will change from “Idle” to “Ready” when this happens. In this state, units resist charges better and you should always try to have your troops stationary if you’re going to receive a cavalry charge with units like legions, if you aren’t counter charging.
Force melee: If you are using a unit with missiles, like archers or legions holding alt and right clocking on an enemy unit will force them to charge straight into melee. This is useful for forcing archers to stop skirmishing and fight back or getting legions into melee quickly to help other units instead of waiting for them to throw their pila.
Armour Piercing: Axe, Falx, elephant melee attacks, artillery and mace units are armour piercing, to name some. These units ignore half their enemies’ armour and thus are devastating to those units. This is shortened to AP in the guide. Note that Armour is included in the unit’s defence statistic in this guide. I wanted to show armour separately as it governs resistance against missiles.
Charge Bonus: When a unit charges, its charge rating is added to the units attack for the duration of the charge. After the unit stops charging and the soldiers start standing and fighting the charge bonus fades. Thus the first attack a unit makes on an enemy unit will usually have the charge bonus behind it and will often kill. Note that a unit must reach full speed to deliver its charge bonus so they need room to run.
Combat bonuses: Some units get bonuses to attack in certain terrain. Most of the time this is easy to guess. Units that have a desert home such as Egyptian Peasants, Desert Axemen and the like get a bonus to attack in deserts, and get a penalty in terrain they would not be used to like woods or snow. This penalty can affect battle quite a bit and ranges from +3 to -3 to their attack. Cavalry suffer a huge penalty in forests as they get -6 attacks. Keep cavalry out of the trees!
Missile fire: The effectiveness of missiles dependent on where the unit is hit.
Units have two statuses for defence against missile fire, as defence skill is only taken into account in melee: armour and shield.
The front: If a unit is attacked from the front its shield attribute comes into effect, as the units shield is facing the fire. Units attacked from the front also receive a bonus to their shield effectiveness, as shields count for double the protection when shot from in front. This makes men much harder to kill from the front as a shield often gives a large amount of defence and the fact it’s doubled for frontal hits makes them almost impervious to missile fire if they are armoured as well. The unit’s armour also protects it.
From the right side: The right side is where soldiers hold their weapons; in their right hand. They therefore cannot block missiles coming front the right as their shield is in their left hand, so the unit has only its armour rating for defending, making it easier to kill. You should always try to attack from the units weapon hand if not from behind.
From the left side: The unit still has its shield to block attacks as it is held in the left hand, as well as their armour. This time however the shield just counts for its full value, not double. Attacking from the left is rather ineffective but much better than from in front.
The rear: Attacking a unit in the rear gives them only their armour rating for defence, and is by far the easiest way of killing troops. Compounding this is the fact that units armour only counts for 60% of its actual value when struck from behind. Units hit in the rear will take very heavy casualties from missiles and you should always target them.
Thus if you have a unit under missile fire and its impossible for them to attack the firer, like heavy infantry being attacked by horse archers, turn them to face the fire and leave them stationary. This way they can protect themselves from the missile fire with their shields and if the unit is stationary it braces behind the shield, which seems to also raise their defence a bit. If there’s room you should also put the unit into loose formation. See formation section for details. Never allow your units to be shot from behind as they will die very quickly.
Ammo: Ammunition carried by each man in a unit: Javelins: 6 BI Spearmen Javelins: 3 Slingers: 40 Archers and Elite Archers: 30 Head Hurlers: 6 Chariot Archers: 60 Horse Archers: 40 Elite Horse Archers: 30 Javelin Cavalry: 6 Elephant Archers: 60 Legions: 2 BI legions: 2 Crossbows: 20 Ornagers: 30 Heavy Ornagers: 30
Range: Unit ranges are expressed as numbers so it’s easy to tell relative ranges of units. Archers: 120 Trained Archers: 140 BI Elite archers: 160 RTW Skirmishers: 50 BI Skirmishers: 55 Crossbows: 70 Throwing axes: 45 RTW Legion pila: 35 BI Legion pila: 45 Head hurlers: 40 Ballistae: 180 Scorpions: 250 Ornagers: 300 Heavy Ornagers: 300 Slingers: 80 Elite slingers: 120
Fatigue: Fatigue is a major factor in battles. Fatigue doesn’t really begin to show its effects until a unit hits “Tired” as they start to move much more slowly and their morale is lowered. Very tired has a large effect on morale and exhausted, a huge one. Exhausted units rout much faster and move very slowly. Lighter troops such as skirmishers and missiles tend take longer to get tired than heavily armoured troops. Cavalry have a lot of stamina but heavy cavalry get tired faster than light cavalry. Heavily armoured units and units from cooler climates fatigue quickly in deserts and desert units fatigue more slowly. This effect is actually because of two attribute units have called “Stat_Heat” and “Hardy” or “Very Hardly” attribute, but heavy units still get tired faster. Shooting bows causes some fatigue. To restore units stamina let them stand still and don’t move them. The unit will gradually recover stamina, the rate they recover depends on if they have the hardy or very hardy stat or no stat. The hardier the unit the faster it will get its stamina back.
Disciplined and Impetuous: These attributes are usually found on elite or crazy units. Roman troops usually have disciplined because of their training while the crazier barbarian troops like Berserkers or elite ones like Chosen Swordsmen have Impetuous to represent their warrior ethos. Both these traits make the unit resistant to morale shocks so things like frighting weapons such as fire arrows or the general dying don’t affect them as much. Impetuous troops may charge without orders. If you have them close to an enemy, say you send your cavalry to flank the enemy and they pass close by them while on their way past you may sometimes see them charge into melee when you didn’t order them to. That is caused by the impetuous trait.
Morale: Morale is vital to units and to winning battles. A unit’s morale is its willingness to fight. Each unit has a morale value, how high it is depends on the unit. As you’d expect elite troops like Praetorian cohorts have high morale and untrained units like peasants have low morale. As a unit takes losses and gets into a bad situation their morale drops. Winning a battle and being in a strong position and the like raise morale. When morale gets too low the unit breaks and starts fleeing. It becomes uncontrollable and starts fleeing back to the side of the battlefield it entered from. Units with good morale and who are disciplined, have a chance to rally. Weaker troops like peasants once they break will flee a long way before rallying, if they do at all. Elite troops unless they have been utterly decimated will rally rather quickly as soon as they are away from the enemy. Routing troops have effectively no defence and any attack to them will usually kill them. Routers will occasionally hit back at an enemy trying to attack them from the front and they can actually kill the odd person with that attack.
If a unit breaks, but can’t rout as it’s surrounded or blocked somehow, it will fight to the death: the unit sits there and fights as normal but they seem to be a lot weaker, the soldiers will not attack as often and they seem to die much more easily.
Units are far more vulnerable to morale drop if the general is dead, they rout much faster from all things.
What follows is a list of factors and how severely they impact a unit’s morale. The more disciplined and the more elite a unit is the less these factors bother them.
Negative effects
Losing in melee: Moderate. If the unit has taken a lot of casualties that and this will be enough to make them rout
Casualties: None, to high, depending on number. Less effect on morale than losing a battle. If a unit has taken a lot of casualties, but starts winning a melee they will often stay and fight.
Threatening enemy troops: Moderate. If an enemy is at a units flank or rear, even if they are not attacking it will drop the flanked unit’s morale.
Flank attack: Moderate. Getting hit in the flank will cause quite a lot of casualties, so this can rout lesser units
Rear attack: High. Getting hit in the rear will cause a truckload of casualties and, coupled with the penalty for the rear attack will insta-rout even tough units.
Proximity to the enemy general: Low to high. This is kind of ambiguous, but being close to the enemy general seems to have an effect on morale, though it’s countered if you general is also close. If your general is dead the effect is much more pronounced. It’s enough to rout already battered units. This is one of the reasons most units lose to generals bodyguards.
General/Captain death: Very high, to moderate depending on discipline. The general dying is how many a battle will end and become a slaughterfest, the general’s death has a huge effect on morale at first, often causing a mass rout; the effect is largest close to the general and radiates out losing intensity, at the time of his death. You could call it a shock effect and then that effect slowly decreases over time till it affects units to a much lesser degree, if they haven’t routed off the field yet that is.
Fire attack: Low. Getting hit with fire attacks, e.g. fire arrows or flaming artillery missiles will apply a morale penalty, but it’s not that big and unless the unit has been already beat up it shouldn’t do much.
Artillery fire: Low. Getting hit by siege weapons, such as Ballistae or Ornagers and having that missile kill at least one person will lower a unit’s morale as they are panicked by artillery fire.
Routing friends: Moderate/large. If a unit can see friendly units routing, they will take a morale drop which is quite large.
Fighting a cavalry unit: Low. Some infantry units sometimes seem to get a morale message about being worried about fighting enemy cavalry, even if they are Spearmen. It seems to have little or no effect on morale.
Dismayed at the loss of the battle: This only happens when most other units on the unit’s side have routed/are routing and it’s clear the battle is unwinnable, they will have a morale message saying this. It doesn’t seem to have too much of an effect, but that late in a battle it hardly matters.
Intimidated by nearby enemy: This state comes from being close to enemy units that scare the enemy. For example Berserkers scare enemy infantry, lowering their morale with this state and elephants scare everything.
Positive effects
Proximity to General: Moderate to very high. Units close to your general receive a morale bonus, depending on how good a general he is and what traits he has, you can tell because their morale state will say (Sprits lifted by the general’s encouragements). Thus it is good to keep the general close behind fighting units, especially with low morale troops.
Winning a melee: Moderate. Just the opposite to losing a melee, being on the winning side of an ongoing melee will encourage your troops to keep fighting.
Secure Position: Low. If a unit has its flanks covered by friendly units it will get a morale bonus. This means if you have a line of spearmen, the ones in between the units on the end will get a morale bonus. The end ones will not.
Routing enemies: Moderate. If a unit can see routing enemy units they will be happy and get a morale bonus.
Hill: Low Being on a hill will make units feel safe, probably because they can see around them more and will give them a morale bonus.
Glad to be hidden: Low. If a unit is hiding, such as in a forest they will get a morale bonus.
Generals Rally: High. The generals rally special ability greatly raises nearby unit morale for about 30 seconds and can put units from wavering to steady.
Veteranacy
Units that fight in RTW can get more experienced, though this system seems a bit odd. Sometimes units which fought great and killed loads while taking few casualties get no experience and units that got decimated do. I have seen a unit gain experience in battle when it did nothing but march a bit and didn’t actually fight, so just being in a battle gives a unit some experience. Note that killing routers only gives 1/5 of that unit’s original XP gain for killing them. Experience is shown by chevrons () on the unit card and the actual unit will have one smaller square flag for each point of Veteranacy.
This is a raw unit with no experience.
This unit has the maximum 9 experience or three gold chevrons
The unit starts with no chevrons, unless it was produced from a settlement with an experience giving temple. After a bit of combat experience, the unit can get bronze chevrons once it gets three bronzes a bit more experience gives it silver ones then the cycle continues till it gets a golden chevron after a load of battle experience, three gold chevrons is the maximum and it is a very, very powerful unit able to hold its own against twice as many enemies.
Actually getting units to this experience level is very tough as they will take casualties getting to it. It’s much easier to get missile units experience because they can get kills without having their own men at risk as well like melee units do. Experience affects missile attack as well as melee attack.
The flags also indicate equipment upgrades. From the back of the unit the vet flags start at the right and with three gold chevrons or 9 experience there's nine flags from right to left if you give them bronze weapons and armour there's 12 flags so the next three count for their upgraded armour. With fully upgraded weapons and armour (gold) and gold chevrons the unit has 15 flags 9 for vet and six to show each level of upgraded weapons and armour.
Note that since experience grants defence skill bonuses, not armour, experienced units are still just as vulnerable to missile fire, because defence skill does not protect against it. Keep your veteran troops out of missile fire and let lesser units take it.
Experience is better than armour and weapons upgrades. Armour and weapon upgrades just upgrade armour and attack, not actually skill; they do not raise morale either. Defence skill is also useful in any melee fighting from any direction and isn’t affected whatsoever from AP attack.
Abilities
War Cry
Angus, you take those ones on the left. MacTavish, you get them fellers in front of you. Me and my boys will handle the ones in the middle. (quote from Morbles guide to Scotland in VI)
War Cry is an ability usable by most barbarian melee infantry. The ability causes the unit to taunt the enemy and raises their attack by about 4 for 60 seconds. The animation of the war cry must finish for the ability to take effect. When the ability is active you’ll see the units soldiers bang their shields and taunt like the pre battle animations, making it easy to know if it’s still active. The Warcry can only be done out of melee, the icon is unavailable in melee combat. All infantry that can do Warcry should; as it gives them a nice bonus that offsets their often low defence by allowing them to kill more enemy faster, reducing the amount of enemies that survive to cause damage.
Fire Arrows
Ohhhh pretty...
Fire arrows are an ability of foot archers. When activated the unit fires flaming arrows rather than normal ones. Fire arrows cause a small morale drop and can set constructed siege equipment alight. Another main use of fire arrows is that they scare elephants like all fire attacks and have a chance of making them run amok. When you are fighting elephants always use fire arrows. Archers shoot fire arrows slower than normal arrows, about 3times as slowly, when an archer raises his bow to shoot it takes about two seconds for him to loose his arrow with normal arrows. For fire arrows it takes about 7 seconds; the “loading” animation is the same and happens at the same speed. This makes normal arrows far more effective for actually killing soldiers as the archers’ fire faster. Use fire arrows to lower morale and damage siege engines.