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    Default RTW unit guide complete thread DONT POST!

    This is a thread with all my guides combined into one big topic for easy vewing/feedback/updating please dont post in this thread as it will take me a while to add everythinG in.
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    Default Re: RTW unit guide complete thread DONT POST!

    RTW Unit Guide
    Version 3.2
    Author: Forlornhope AKA Forlornhop3, Trueforlornhope


    This guide is dedicated to FrogBeastEggwho inspired me to write it with her amazing MTW guides, and to April my love.

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

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

    This guide is still a work in progress and will be constantly updated. This version is the first complete version of the guide with sections for the three games finished. Of course there are probably still errors and typos and like all good guides this file will be updated a lot to get it as close to perfection as possible.

    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 Forlornhop3. My Xfire is DarknessofFate






    Contents

    1. Prelude
    1.1 Glossary
    1.2 General unit notes
    1.3 Veteranacy

    Unit Guide

    2. RTW

    2.1 Legions
    2.2 Missiles
    2.2.1 Skirmishers
    2.2.2 Infantry Archers
    2.2.3 Slingers
    2.2.4 Others
    2.3 Spearmen
    2.4 Phalanx
    2.5 Swordsmen
    2.6 Axemen
    2.7 Cavalry
    2.7.1 Light Cavalry
    2.7.2 Heavy Cavalry
    2.8 Generals Bodyguards
    2.8.1 Early Generals
    2.8.2 Late Generals
    2.9 Camels
    2.10 Horse Archers
    2.11 Javelin Cavalry
    2.12 Chariots
    2.12.2 Chariot Archers
    2.13 Elephants
    2.14 Artillery
    2.15 Peasants, Militia and others
    2.16 Mercenaries
    2.16.1 Infantry
    2.16.2 Missiles
    2.16.3 Cavalry
    2.16.4 Missile Cavalry
    2.16.5Camels

    3 BARBARIAN INVASION
    3.1 Notes on BI
    3.2 Legions
    3.3 Missiles
    3.1.1 Skirmishers
    3.1.2 Infantry Archers
    3.1.3 Slingers
    3.1.4 Crossbows
    3.4 Spearmen
    3.5 Swordsmen
    3.6 Axemen
    3.7 Cavalry
    3.7.1 Light Cavalry
    3.7.2 Heavy Cavalry
    3.8 Generals bodyguards
    3.9 Camels
    3.10 Horse Archers
    3.11 Javelin Cavalry
    3.12 Chariots
    3.13 Elephants
    3.14 Horde Units
    3.15 Artillery
    3.16 Peasants and Non Combatants
    3.17 Mercenaries

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


    5.0 OUTRO
    5.1 Version Info
    5.2 Thank You and Credits


    Glossary

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

    ALX/Alex: Alexander the other RTW expansion pack, involving Alexander The 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 armor 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 Center 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 center 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.

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

    Loose formation
    The brown undies are appropriate for this.

    A unit in loose formation spreads out into a looser formation, with space between each solider. This helps the unit resist missiles, as the space in the formation means there is a chance missiles may harmlessly hit the ground between men instead of hitting one of your soldiers. The formation doesn’t actually have any hard coded effects, like raising defense 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 to 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.

    Armor Piercing
    : Axe, Falx, elephant melee attacks, artillery and mace units are armor piercing, to name some. These units ignore half their enemies’ armor and thus are devastating to those units. This is shortened to AP in the guide. Note that Armor is included in the unit’s defense statistic in this guide. I wanted to show armor 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.

    Combat bonuses: Some units get bonuses to attack in certain terrain. Most of then 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 is usually quite small 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 defense against missile fire, as defense skill is only taken into account in melee: armor and shield.

    The front: If a unit is attacked from the front 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 defense. The unit’s armor also protects it.

    From the right side: The right side is where soldiers hold their weapons in their right hand they cannot block missiles coming front the right as their shield is in their left hand so the unit has only its armor 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 armor. 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 armor rating for defense, and is by far the easiest way of killing troops. Compounding this is the fact that units armor only couldn’t for 60% effectiveness 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 defense 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 Head Hurler: 6 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 armored troops. Cavalry have a lot of stamina but heavy cavalry get tired faster than light cavalry. Heavily armored 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.

    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 defense and any attack to them will usually kill them. Routers will occasionally hit back at an enemy trying to attack them from the front and they can actually kill the odd person with that attack.

    If a unit breaks, but cant rout as 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. 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 armor there's 12 flags so the next three count for their upgraded armor. With fully upgraded weapons and armor (gold) and gold chevrons the unit has 15 flags 9 for vet and six to show each level of upgraded weapons and armor.

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

    Experience is better than armor and weapons upgrades. Armor and weapon upgrades just upgrade armor and attack, not actually skill; they do not raise morale either. Defense skill is also useful in any melee fighting from any direction and isn’t affected whatsoever from AP attack.


    Abilities

    War Cry


    War Cry is an ability usable by most barbarian melee infantry. The ability causes the unit to taunt the enemy and raises their attack by 10 for 30 seconds. It also raises morale for the duration. The animation of the war cry must finish for the ability to take effect which takes ten seconds. Moving the unit or getting them tot ake antoher action stops the war cry 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 defense by allowing them to kill more enemy faster, reducing the amount of enemies that survive to cause damage.

    Fire Arrows


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

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


    Legions

    Pila is a huge equalizer in battles.

    The legions are the heart of the Roman faction’s armies, as well as high level troops in a few other factions. They are heavy infantry armed with sword stabbing swords, called a Gladius, a large shield and a number of pila; heavy javelins.

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

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

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

    Armenian Legionaries
    Attack: 7 Missile attack: 11 Defense: 16 Charge: 2 Armor: 7 Cost: 500 Upkeep: 220
    Factions: Armenia

    Armenian Legionaries are basically crappier versions of early legionary cohorts. They look almost exactly the same except palette swapped and with a slightly different shield, but they have the stats of Principes meaning they have less attack and less defense than post Marian Early Legionary Cohorts. Their morale is also lower. Don’t go about trying to beat the Romans at their own game because it won’t work and they will lose. That said, they are leaps and bounds ahead of the other steppe infantry (besides Heavy Spearmen, that Armenia also have) and will crush them with ease and they are still quite a useful unit as they have great defense for that regions infantry and they still have the pila. Armenian legionaries are definitely worth using, just be careful with them and use legion tactics and you’ll be fine with some support. They can’t form testudo.

    Early Legionary Cohort
    Attack: 9 Missile attack: 13 Defense: 17 Charge: 3 Cost: 610 Upkeep: 220
    Factions: Roman


    These are you first post Marian reforms legions. They are much like what came before them, except again with better stats. They still use a gladius, large shield, and a number of pila. They are effective against pretty much anything except later legions or tough cavalry and are quite cheap and have very good morale. Still you should upgrade to the standard legion cohort when you can. They are the first legions that can form testudo, a huge advantage.

    Early Legionary First Cohort
    Attack: 9 Missile attack: 13 Defense: 17 Charge: 3 Armor: 7 Cost: 1010 Upkeep: 310
    Factions: SPQR (as a reward), Roman (only trainable in Rome)

    This is basically a huge version of an Early Legionary Cohort with 242 troops rather than 161. It also has a legionary eagle though you can’t actually see it which provides a morale boost to all troops close by. With that many it can be a real job for the enemy to fight as they can outnumber any unit by so much and are good troops. You only get first cohorts in the campaign as gifts from the senate or by training them at Rome ONLY. No other cities can train first cohorts. You can get them as rewards for senate missions however. Put them in the center of your line to affect as many troops as possible with the morale boost and make sure they aren’t routed or you will lose the eagle suffer a morale drop and give the commanding general very bad traits. They can form testudo

    Hastati
    Attack: 7 Missile attack: 11 Defense: 14 Charge: 2 Armor: 5 Cost: 440 Cost: 170
    Factions: Roman

    Hastati are the first legions Roman factions get. They carry the basic gladius large shield and pila. They are well armored for early infantry and much better trained than other factions early troops. Hastarti can slaughter any other faction’s early infantry, even hoplites if they can get behind them. You should use lots and lots of Hastarti, usually half your army will be them in the early period, as they are well rounded and can do anything the situation requires. They also have huge morale compared to other early troops and will not rout unless most of them are dead. Their upkeep is quite expensive early on so watch out. They can’t form testudo.







    Numidian Legionaries
    Attack: 7 Missile attack: 11 Defense: 16 Charge: 2 Armor: 7 Cost: 500 Upkeep: 220
    Factions: Numidia

    Numidia’s only decent infantry unit, these will be the core of your armies if you play as them. They lack the ability to form testudo. They are only as tough as Principes, so don’t expect them to be amazing. They can’t form testudo

    Principes
    Attack: 7 Missile attack: 11 Defense: 16 Charge: 2 Armor: 7 Cost: 490 Upkeep: 170
    Factions: Roman

    These are an upgrade of Hastarti. They have slightly more armor and better morale. Other than that there’s not much to say, use them like Hastati and remember they are slightly better. They can’t form testudo

    Legionary Cohort
    Attack: 9 Missile attack: 13 Defense: 22 Charge: 3 Armor: 12 Cost: 740 Upkeep: 210
    Factions: Roman

    Legionary Cohorts are an upgrade of Early Legionary cohorts surprisingly enough. Again they are almost the same except they have much better defense having upgraded from the earlier chain mail to the Lorica Segmentata the classic legionary armor. Use them in the same way. Also use them to soak up missiles as they won’t take much damage at all especially if you put them in testudo. Just remember to take them out of it before the melee begins and to stay away from armor piercing attacks. They can form testudo

    Legionary First Cohort
    Attack: 9 Missile attack: 13 Defense: 22 Armor: 12 Charge: 3 Price: 1010 Upkeep: 310
    Factions: SPQR, (as a reward) Roman (only trainable in Rome)

    The same as the Early Legionary First Cohort, except with the better stats provided by legionary cohorts Legionary First Cohorts are tough to kill as there’s so many of them and they are so tough. This unit can be a real boon to use. As with the early, be careful not to lose the eagle. They can form testudo. These units cost a lot to keep so if you have one, use it!

    Praetorian Cohort
    Attack: 12 Missile attack: 16 Defense: 23 Charge: 3 Armor: 12 Cost 810 Upkeep: 320
    Factions: Roman

    These are incredibly tough post Marian reforms legions. They have much better attack than rank and file legions, are slightly tougher and have way better morale than standard legion cohorts. These troops will devastate just about any other unit besides general’s bodyguards. Just keep them far away from armor piercing units. They are also very expensive and their upkeep is VERY high So if you make these units, use them! Leaving them in towns as garrisons loses you loads of money.

    Other than that this is just a Legionary Cohort on speed, you can expect them to not break until there is absolutely no other option and grind though massive amounts of enemies. They can form testudo.





    Silver Shield Legionaries
    Attack: 9 Missile: attack 13 Defense: 22 Charge: 3 Armor: 12 Cost: 710 Upkeep: 260
    Factions: Selucia

    With the same stats as Legionary Cohorts, these are a great addition to your battle line and help make the Seleucids one of the best factions. Use them in conjunction with Silver Shield Pikemen to compensate for the phalanxes low mobility. They are allergic to armor piercing attacks such as what the Egyptians and their many Axemen use. They can form testudo.

    Urban Cohort
    Attack: 14 Missile attack: 18 Defense: 24 Charge: 3 Armor: 12 Cost: 860 Upkeep: 320
    Factions: Roman

    These guys are like gods in armor. Huge morale, unshakably awesome defense, huge attack and cool looks make these some of the best infantry ever. Their morale is so high that they almost never break, usually fighting to the death, even if surrounded, they can massacre general’s bodyguards, they crush most other infantry and they can rip cavalry up. These troops are a nightmare to face and an absolute boon to use. Use them for anything at all if you’re Roman, they will completely annihilate anything. If you aren’t Rome these will stop you like a wall. Kill them with artillery, shooting them in the back and AP units. Melee even with stupid numbers of troops will result in you taking insane causalities. They are also cheap for how good they are. Use them, love them. They can form testudo.


    Swordsmen


    When you need a wall of men to stand fast and take and give pain think swordsmen.
    Swordsmen are pretty basic troops and are quite common. They are usually the infantry of the line coupled with spears, the ones that get stuck in and dish out and take causalities, they tend to have good morale, attack and defense and are usually balanced stat wise. When using swordsmen you should have them in a thin formation with few ranks as then more swordsmen can make contact with their charge bonus and ensue the maximum amount of enemy die on contact. If you are going to be receiving cavalry charges with your swordsmen, put them in a deep formation say 5 ranks to resist and absorb the charge and allow the swordsmen to cut the cavalry to pieces after their charge has been stopped. Once they are in melee you shouldn’t pull them back as swordsmen are made to sit in a melee and not move until they or the enemy is dead, though they often have enough morale to be able to fall back, without it turning into a rout. Use swordsmen as your do everything troops. Use them to plug gaps, reinforce wavering units, hold enemies in place and generally as soldiers, as they are good at everything. Just remember some swordsmen aren’t that well armored particularly barbarian ones, so try to watch out for cavalry charges, as even with many ranks they will still take quite a few casualties, since most swordsmen lack the armor to resist charges. Missiles are also a major threat.

    Arcanii
    Attack: 12 Defense: 15 Armor: 7 2 Hit Points: Cost 900 Upkeep: 160
    Factions: Roman

    Arcanii are high level Roman troops only trainable in huge cities. There are 64 men per unit on large sizes. They can hide anywhere. They have 2 hit points a trait which few units share and use two swords rather than a sword and shield and lack pila. Arcanii will lose to later roman legions as they are outnumbered because of their smaller unit size and the Praetorian and Urban Cohorts still have better stats. The idea with Arcanii is to take advantage of their ability to hide anywhere and put them off to the side of a battle where they can later fall upon enemies from behind and crush them. That sort of opportunity doesn’t come often in RTW because the units start closer together than in MTW. Still Arcanii can be useful as they are still very strong and well armored and will beat many lesser troops. Just don’t use them instead of your legions as legions are much more useful.








    Bastarnae
    Attack: 14 Defense: 6 Charge: 6 Armor: 2 2 Hit Points Cost: 790 Upkeep: 130
    Factions: Thrace

    Bastarnae are born flankers. They have a high attack with very low defense and almost no armor. They do have two hit points which gives them a lot of staying power. They can crush earlier legionary cohorts without too many problems but their defense is still low and you’re better off flanking. They are also fast which helps them flank. Make sure to keep them away from missiles or they will die very fast. Their low armor and high attack makes them very effective against armor piercing units like axemen.

    Bull Warriors
    Attack: 13 Missile attack: 17 Defense: 12 Charge: 4 Armor: 5 2 Hit Points Cost: 1150 Upkeep: 200
    Factions: Spain

    Bull warriors are ridiculously powerful infantry. They are one of the few infantry units with 2 hit points, they have a very high attack, decent defense and a huge missile attack equal with Urban Cohorts: They use pila like the legions do. They are Spain’s late game line troops and will rip apart most other barbarian infantry: their two hit points give them plenty of staying power and their high attack ensures they dish out a lot of damage. They are however the most expensive infantry in the game, besides Spartan hoplites and their armor is rather light for such an uber melee unit, but it is a blessing when going against armor piercing units as they do not lose much and they still have enough armor to resist missiles. Cavalry is still a danger to the sword wielding Bull Warriors. If you are Spain make as many of these units as you can and use them along with Scutarii as your late game forces.

    Chosen Swordsmen
    Attack: 13 Defense: 17 Charge: 4 Armor: 7 Cost: 680 Upkeep: 210
    Factions: Gaul, Britannia, Dacia

    Chosen Swordsmen are basically Swordsmen on steroids: they are way better at everything, have more armor, and keep the large shields making them quite tough. They are the best sword unit for these factions but will still be crushed by legion troops, and tough infantry, like bull warriors. When you aren’t facing Romans though they will crush most opponents themselves. They can War Cry and you should, though it’s not as vital with this unit as it is with lower defense units.

    Druids
    Attack: 13 Defense: 14 Charge: 4 Armor: 7 Cost: 480 Upkeep: 90
    Factions: Britannia, Gaul

    Druids are well armored barbarian infantry with sickles. They have a great attack and good defense. They have a Chant special ability that raises the morale of nearby troops and lowers enemy morale. They come in very useful for the mostly low morale barbarian troops and should be used like Screeching Women: keep them to the rear of the battle line, right behind the hardest fight and chant to keep your men fighting longer and the enemy routing faster. Chanting is also fun to listen to if you listen closely you ahev to wonder how humans can make those sounds. It really sounds cool. They are effective in melee themselves however so don’t hesitate to throw them into it if you need an extra push, unlike Screeching Women they can more than handle themselves in melee.








    Iberian Infantry
    Attack: 7 Defense: 8 Charge: 2 Armor: 2 Cost: 240 Upkeep: 170
    Factions Carthage, Spain

    Iberian Infantry are basic swordsmen; they can be recruited from the beginning of the game, and as Carthage you’ll be using a lot of them at the beginning. They have a decent attack, but their defense is crap for a melee fighter, as they have almost no armor and small shields. Armor upgrades are much encouraged for this unit. These units cannot handle head on assaults against pretty much anything besides spear units, missiles and the lightest cavalry. You should instead use them to flank to mitigate their lousy defense. They also have rather low morale and will rout quickly. Still for a basic infantry unit they could be a lot worse. Their incredible cheapness helps them along, as you can afford hordes of these units to swarm the enemy with. Always use as many of these troops as you can.

    Naked Fanatics
    Attack: 12 Defense: 5 Charge: 5 Armor: 0 Cost: 430 Upkeep: 130
    Factions Gaul, Germania, Dacia, Spain

    Naked Fanatics are an odd unit to say the least. Clad only in loincloths, but using large shields they fight with long swords. They have, as you’d imagine no armor whatsoever and low defense (unless you get them armor upgrades). This is coupled with a very good attack and decent morale. They also have the war cry ability to pump them up for a few seconds. This unit will kill fast and die just as fast, the low defense ensuring any decent opponents will whittle the unit down in no time. The way to use fanatics is to flank with them, that way they can kill enough of the enemy to rout them or at least kill enough to prevent the fanatics getting slaughtered. The War Cry ability really makes a difference to fanatics. When I first tested them: five units of Gaulish fanatics vs. five Desert Axemen units, they suffered an average defeat with about 200 kills vs. 600 deaths. The next time I tried it with War Cry used just before the charge and they routed the axemen and then used it again before engaging the last of them and got a heroic victory with 640 kills and about 200 deaths. Getting in and killing first really counts with fanatics. Don’t try and use them to hold a line or they will die very fast.

    Scutarii
    Attack: 9 Missile attack: 13 Defense: 12 Charge: 4 Armor: 5 Cost: 430 Upkeep: 140
    Factions: Spain

    Scutarii are must have troops for Spain. They are one of the few units to use AP pila, just like legion troops and they have a good attack and very good defense for infantry. You should use Scutarii like legion troops: try to throw as many vollies as possible by halting them and turning on fire at will. Use them along with Bull Warriors as your main Spanish battle line troops. They are tough enough to stand in line as swordsmen.

    Swordsmen
    Attack: 10 Defense: 12 Charge: 4 Armor: 3 Cost 460 Upkeep: 170
    Factions: Gaul, Britannia

    Swordsmen are a good improvement on Spear Warbands. They are tough decent troops about equal to Hastarti in a custom battle with one unit of swordsmen vs. a unit of Hastati they only just lost and the melee remained even, it was only because they got pilaed while charging and once in melee that they lost. They make a good infantry line troop able to take a decent beating and dish one out. Make sure to use War Cry before charging. They have large shields to offset their low armor. Their low armor makes them effective against AP attacks like Germania’s copious Axemen. They can War Cry. When going against roman troops consider using fodder units to take the pila then attacking the engaged unit with your Swordsmen


    Woad Warriors
    Attack: 13 Defense: 4 Charge: 5 Armor: 0 Shield: 2 Cost: 380 Upkeep: 130
    Factions: Britannia

    Woad warriors are like Naked Fanatics but with even better attack and even worse defense. They are also fast for infantry which aids them in flanking. Read the Naked Fanatics section above for more and use Woad Warriors in the same way. They can use War Cry and always should.

    Axemen



    Who needs can openers?

    Axemen are rather specialist troops. Some of them are armor piercing making them very effective against heavily armored foes. They usually have high attack coupled with low defense so they should all be used as flankers if possible. Getting them armor upgrades is also a very good idea. You should deploy axemen in long thin formations like swordsmen to ensure the maximum amount of troops make contact with their charge bonus. With axemen this is important because they tend to have low defense and they need to be able to kill enough of the enemy to prevent them getting slaughtered quickly because of their low armor. All axe units, besides screeching women have the war cry special ability and as mentioned above the need to get in and kill the enemy first makes the attack bonus from war cry very useful.

    Axemen
    Attack: 11 Defense: 9 Charge: 5 Armor: 3 Price: 450 Upkeep: 170
    Factions: Germania, Scythia

    The ground floor for Axemen, these units are essential for these factions survival against Rome’s legions as they are heavily armored and the Axemen can chop them up. They do not pierce armor even though it looks like they should, but have good morale and still have a good attack to hurt most troops. Their defense is low and you should try to get them some armor upgrades or flank with them. They can use War Cry and should before every melee if possible to increase their chances of survival.













    Chosen Axemen
    Attack: 18 Defense: 6 Charge: 5 Armor: 0 Cost: 580 Upkeep: 200
    Factions: Germania

    Germania’s elite axe units, Chosen Axemen have a huge attack coupled with a very low defense and no shields. They wield giant two handed axes and have a very high kill chance with every attack. They utterly shred armored units but take a lot of casualties themselves, due to their very low defense. You should use Chosen Axemen like you do Naked Fanatics, use War Cry, use them as deadly flankers if possible, get them armor upgrades and keep them away from missiles. Chosen Axemen has the best attack in the game and should rip apart most units if you can prevent them dying too quickly. They are also awesome to watch: their attacks really look painful!

    Desert Axemen
    Attack: 10 Defense: 10 Charge: 4 Armor: 3 Cost: 370 Upkeep: 200
    Factions: Egypt

    Desert Axemen are fast cheap troops with axes, some armor and small shields. They have good morale and work well against any infantry. Like all axes, target the armored foes for maximum impact. They are a steal for their price.

    Falxmen
    Attack: 13 Defense: 10 Charge: 5 Armor: 3 Cost: 500 Upkeep: 170
    Factions: Thrace, Dacia

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

    Falxmen are a deceptive unit, their stats might not look that impressive but this unit is very deadly: it can kill much “better” units than itself, like Chosen Swordsmen. Falxmen seem to have a very high kill chance in melee: every attack they do seem to almost always kill somebody. I don’t know if they have a bonus against infantry or what but they are very deadly in melee, as well as piercing armor, although with their lack of shields they also die quite quickly and you must keep them away from missiles. Falxmen are also great flankers as they only need a second or two of hitting the enemy from behind with their ultra deadly weapon to inflict a lot of casualties. You can charge straight with Falxmen and still do a ton of damage however.

    Night Raiders
    Attack: 14 Defense: 10 Charge: 6 Armor: 3 Cost: 540 Upkeep: 130
    Factions: Germania

    Night Raiders are another good Germania axe unit. They scare nearby infantry and have a very good attack and just about excusable defense for an axe unit. These are useful troops for Germania, however they do not pierce armor, so don’t use them against heavily armored troops and expect them to win alone. The morale penalty they project makes them very useful also. Try using them with Berserkers for a morale crushing army that also owns in melee. They can use War Cry and, as with all barbarian troops it’s highly encouraged, as it makes them much more effective.










    Screeching Women
    Attack: 11 Defense: 1 Charge: 6 Armor: 0 Cost: 320 Upkeep: 130
    Factions: Germania

    Another fun Germania axe unit, Screeching women are very useful units despite what you might think. They aren’t that good in a fight they will kill quite a few as they have a good attack and charge, but their nonexistent defense means they will drop in melee in no time. They do not pierce armor. Their real worth comes in their Screeching special ability. This ability makes them stop and start screaming their heads off, which is a lot of fun to watch and listen to, it also raises the morale of nearby troops and lowers that of enemies. The morale bonus is quite substantial and can really prevent units from routing. It’s a good idea to station them right behind the fight out of harm’s way and let them scream their heads off to keep the men fighting. Only melee with them if they really need to, since when they stop yelling the morale bonus disappears and they die very quickly in melee. They rather cheap and easily replaced however. This unit is probably my favorite in the game and when you use Germania you should try them!


    Spearmen



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


    I feel like kebabs for dinner after the battle guys…

    Spearmen are low tech troops (usually), whose job it is to hold off cavalry and hold a line. They generally have good defense, with low attack and decent armor. They are not very effective vs. infantry, as they get a -4 penalty against swords Spearmen get a bonus against cavalry, to the tune of +8 and you should always use them against them with you can. Spearmen are also good at holding a line or pinning a unit in place for a while, as they can stay alive in melee for a while with their (usually) high defense even if they don’t dish out many kills.

    Auxilia
    Attack: 5 Defense: 16 Charge: 2 Armor: 7 Cost: 430 Upkeep: 170
    Factions: Roman

    Auxilia are Post Marian reform spearmen, replacing the Triarii, and sadly not nearly as good. They are obviously effective against cavalry. They have average morale compared to actual roman legions and will rout easier. They are well armored and have decent defense making them useful to put on your flanks to protect from any cavalry attacks. Cheaper than legions they can soak up missiles too as they are decently armored. They aren’t all that effective at actually killing stuff other than cavalry however. They have a very low attack for melee units and other than against other spears you shouldn’t use them in melee except for a pinning force to hold units in place while you flank with cavalry.

    Desert Infantry
    Attack: 7 Defense: 13 Charge: 3 Armor: 3 Cost: 390 Upkeep: 200
    Factions: Numidia

    Desert Infantry are very good spearmen with good defense and great attack for spears. They also have good morale. Like Triarii they can hold on for a while against weaker infantry but will lose against anything but other spearmen. Just use them against cavalry and as good useful general infantry. They are a steal for their price.







    Eastern Infantry
    Attack: 3 Defense: 10 Charge: 1 Armor: 3 Cost: 330 Upkeep: 150
    Factions: Pontus, Parthia

    Eastern Infantry is one of the most useless units in the game. Their attack is terrible their defense is horrible for a melee unit and their charge bonus is woeful. These guys are barely worth recruiting for any reason other than pushing battering rams, and acting as missile fodder. They are completely useless in sieges as virtually anything beats them in melee. Their only saving grace is they come in units of 240 men like peasants so they can get a tiny bit of mileage out of their numbers. They also have a little bit of armor and large shields so they can soak up missiles for a while, better than Hillmen can. This useless infantry is what makes Parthia and Pontus hard to play as sieging just doesn’t work with them. Even against cavalry this unit is of little use as their defense is so low they will take a lot of casualties. They aren’t even useful as garrison troops as peasants are cheaper. You could use them as a pinning force to flank with cavalry, though their morale is such that they won’t hold on in melee for long. They are better than Hillmen.

    Hillmen
    Attack: 5 Defense: 9 Charge: 2 Armor: 3 Cost: 290 Upkeep: 170
    Factions Parthia, Pontus

    Hillmen are amazingly even more useless than Eastern Infantry are. They come in the standard 160 men on huge unit sizes which means that eastern infantry outnumber them and have better defense, meaning the Hillmen will lose despite the fact they have slightly better attack. You should never use Hillmen: they are utterly completely useless when the factions that can use them have Eastern Infantry for a tiny bit more. They are however fast for infantry and can hide in long grass, which would make them useful for ambushes except for the fact that once they ambush their pathetic status get them killed just as fast. If you must use them, use them as flankers to put their slightly better attack to work and help offset their terrible defense. They have a little armor and are cheap so you could use them to soak up missiles as well. They only have a small shield however so they will take casualties quickly, so eastern infantry are better at this. They do however have somewhat better morale than eastern infantry do. This doesn’t really make them better however as they die very quickly.

    Judean Zealots
    Attack: 11 Defense: 7 Charge: 5 Armor: 0 Cost: 490 Upkeep: 200
    Factions: Rebels

    Judean Zealots are spearmen that appear when Jerusalem rebels against whoever is ruling them as part of the Judean rebel army. There is no way to recruit or obtain this unit as it solely appears in this rebel army They have a very high attack for spearmen: the best in RTW, along with almost nonexistent defense and no armor as well as good morale. If you are facing them shoot them with missile units and watch them drop in droves. Obviously don’t send cavalry at them because it will be chopped up even faster than more normal spears.

    Libyan Spearmen
    Attack: 5 Defense: 16 Charge: 2 Armor: 7 Cost: 400 Upkeep: 170
    Factions: Carthage

    Libyan spearmen are exactly like Auxilia in every way, except they have large shields instead. Use them in the same way






    Warband
    Attack: 7 Defense: 10 Charge: 4 Armor: 3 Cost: 420 Upkeep: 200
    Factions: Gaul, Dacia, Britannia

    Warbands are the bog standard unit of all these barbarian factions. They are light spear infantry with good attack, avarage defense for spears and a good charge for their class. They also have lousy morale. They are the only infantry you have at the beginning of a barbarian campaign, but really aren’t all that useful afterwards. They are obviously good for defeating cavalry, but they are useless almost against infantry, like most spears and especially for the Gauls who start right near the Romans they are no match at all for Hastarti. Train these in the early game when you have to but use a lot and remember to support them well with missiles and your general and other cavalry. Expect to retrain them very often and always make a lot. They can war cry and you should as they need every advantage they can get.

    *Germania’s Spear Warband can form phalanx and is found under the Phalanx section

    Triarii
    Attack: 7 Defense: 17 Charge: 3 Armor: 7 Cost: 500 Upkeep: 210
    Factions: Roman

    Triarii are tough, elite pre Marian reforms heavy spearmen. Unlike the troops before them they carry a long spear, large shield and do not carry pila. Though they are supposedly you best troops, they are spearmen and therefore are not that effective against enemy infantry. They will kill quite a few and hold for a long time before breaking due to their high morale, but they will get the short end of the stick against infantry besides other spearmen. They are godly against cavalry though their toughness and high attack (for spearmen) means they will shred cavalry and even hurt general’s bodyguards. It’s best to have a core of Legion troops and have a few Triarii to guard the flanks and kill cavalry. Don’t make up armies solely of them. Triarii are also rather hard to reach before the Marian reforms in RTW and you often won’t get to use them or will use few, as they are unavailable after the reforms. Hold onto the ones you have after the reforms however, because they are much better anti cavalry troops than are Auxilia.


    Phalanx



    It slices it dices and yes it kills in two different ways!
    The phalanx is a dense block of men with shields and very long spears or pikes. The men stand shoulder to shoulder and hold their shield in front of them creating a layer of them.
    The formation works by having the first few ranks lower their pikes to form a wall of them to stab approaching enemies, the next ranks put theirs at a 45 degree angle to help block arrows, and the rear ranks keep their pikes vertical out of the way. Thus the phalanx is a block of steel with sharp points.
    There are different length spears for different phalanx, the best being Levy Pikemen or better that the Greeks/Seleucids have. They can aim a maximum five ranks of pikes forward, provided the formation is deep enough, and can keep an enemy far away. This is important because as soon as an enemy gets too close, the nearest soldiers will switch to their swords.
    Hoplites have shorter spears which puts them at a major disadvantage if used head on against a Pikemen Phalanx as the enemies longer spears will kill the hoplites at a distance while they try to close in formation to attack with their own spears. If you have to use Hoplites to fight pikemen you’re better off taking them off phalanx and guard mode and trying to flank or at least get into close melee to try to force the pikemen to change to their swords and put them on a more even footing with your troops.
    The idea is to have the spear wall facing the enemy at all times.
    Anyone approaching the phalanx from the front will take huge casualties, however if the enemy close enough the unit will switch to their hand weapons. It's also extremely deadly vs. cavalry if you catch them on the front of the formation. Make sure you turn if off if you need your men to move quickly as they can't run while in phalanx formation.
    A stationary phalanx is more effective, as the men brace themselves and are harder to push or move and resist charges better. The bracing is visually shown as an animation of the troops raising pikes and shields and the unit’s status will change to "Ready" instead of "idle" when still. Bracing happens automatically when enemies get close and the unit is still.
    The problems with phalanx is that it’s very slow and that if they are flanked it’s much harder for them to win. If the unit is flanked take them off phalanx, click to attack the flanking enemy then, when the troops turn around put them on phalanx again. This will make them lower the pikes, slaughtering the nearest troops and give them some breathing room to get back in formation.
    When you order a phalanx to attack, they will usually raise their pikes - causing the formation to be useless, as enemies can walk right up to them while the pike wall is not up - while turning, so you want to make sure you are moving them straight at the enemy to ensure their pikes stay in position It's usually a good idea to halt them right in front of the enemy, so they brace themselves before the melee and let the enemy charge you. If you have cavalry, once themelee starts send your cavalry around to the enemies rear and charge into the engaged units rear: this is almost always an insta-rout.
    Quite a few phalanxes have low attack and defence and will suffer in melee. Often if the side of the phalanx is attacked and the soldiers have to use their swords other parts of the formation will continue to thrust their spears in phalanx formation. Just because a phalanx is partly in melee doesn’t mean it can’t still be effective.
    Phalanxes should be deployed so they have no gaps between them if possible. This forms a solid wall of spear points and prevents the pikemen getting dragged into melee by enemies making it close enough to get though the pike wall, or enemies managing to get behind or flank the phalanx. Faster troops or cavalry should be on the phalanx’s flank ready to intercept flankers. Normal non phalanx spearmen, other tough infantry or even phalanx troops in normal formation are good for this, as are cavalry if infantry are too slow to prevent flankers.
    Use phalanx to block wall breaches and gates and watch the enemy die in droves against them. Any narrow area is a great place for a phalanx, as the enemy is focused onto their spearpoints. Just drag out the formation to fit the width of the gap you are blocking and if possible put missiles behind them to fire into the enemy.
    Guard mode makes a large different to the phalanx. With guard mode on, the formation will stay more coherent, troops will take longer to resort to their sword if attacked close up, sometimes continuing to thrust forward while being attacked at point blank. With guard mode off the soldiers in the unit will move around slightly more and act somewhat more independently. They will also not hesitate as long to start fighting with their swords if enemies make it close.
    Generally phalanx should be kept on guard mode. They are used to make a wall and kill off enemies with their pikes not fight with swords. Only take them off guard mode if they will be fighting in standard formation such as if their pike wall collapses or they need to be more mobile.
    Spearmen/hoplites vs. Pikemen
    : Within the phalanx class there are two sub classes: Spear/Hoplite phalanxes and Pikemen Phalanxes. Pikemen have longer weapons than Spear/hoplites, enabling them to attack first in a phalanx vs. phalanx fight and start inflicting casualties before the Spear units can even start hitting back, this also helps to keep enemies away from the spearwall. Pikemen units tend to be inferior to Spear ones on other ways such as lower stats or morale, they also always have small shields because of their heavier weapon making them more vulnerable to missiles than spear units that have large shields, but their longer weapons give them a huge edge. Pike units also have 240 men a big increase over the Spear’s 160 men, a big advantage. If you are using spear equipped troops, don’t try to attack phalanxes head on with your own phalanx, because chances are they will lose.
    Armored Hoplites
    Attack: 9 Defense: 22 Charge: 4 Armor: 11 Cost: 640 Upkeep: 210
    Factions: The Greek Cities

    Armored Hoplites are a huge improvement over normal hoplites. They are much more heavily armoured and have a better attack and very high defense. You might as well disband your standard hoplites when you can crank these guys out.




    Bronze Shield Pikemen
    Attack: 10 Defense: 14 Charge: 4 Armor: 6 Cost: 690 Upkeep: 360
    Factions: Pontus

    Bronze Shields are exactly like Silver Shield Pikemen and will serve you well as phalanx, as they have good attack and good defense. This is the strongest Pontic phalanx

    Heavy Spearmen
    Attack: 7 Defense: 17 Charge: 3 Armor: 7 Cost: 460 Upkeep: 170
    Factions Armenia

    Heavy Spearmen are surprisingly tough phalanx for Armenia, a usually light mobile faction. They are well armored and have an adequate attack. This unit makes Armenia tolerable at sieging, and you should use a lot of these units when playing as them.

    Hoplites
    Attack: 7 Defense: 16 Charge: 3 Armor: 6 Cost: 440 Upkeep: 170
    Factions: The Greek Cities, Selucia

    Hoplites are the backbone of Greek armies and are much better than Militia Hoplites. They have good defense and decent attack. Use them as your line infantry till you can mass recruit Armored Hoplites. They are extremely cheap for the huge amount of use you’ll get out of phalanx.

    Levy Pikemen
    Attack: 6 Defense: 5 Charge: 2 Armor: 0 Cost: 310 Upkeep: 150
    Factions Selucia, Macedon

    Levy pikes have very bad defense and low attack. They are pikemen though so their long weapons help offset all that. In normal melee these troops aren’t very useful, as they are only about as strong as skirmishers and they have no armor so missiles will crush them. When used well however levy pikes can be the cornerstone of the early game and defeat far better troops with ease. Don’t underestimate them.

    Militia Hoplites
    Attack: 5 Defense: 8 Charge: 2 Amour: 0 Cost: 230 Upkeep: 100
    Factions: The Greek Cities, Selucia, Thrace

    Militia hoplites are actually allot more useful than they appear since they are very cheap easy to recruit phalanxes, they can defeat much “better” troops while in phalanx despite their bad stats. Their shorter pikes make them a lot less useful than levies as the enemy has an easier time getting close enough to make the pike wall collapse. Never use then outside of phalanx formation if you can help it, as they are poor troops in standard melee with low defense and lousy attack. They do have large shields though which gives then better defense than levy pikes. They have no armor which makes them very vulnerable to missiles especially since they should be used in the slow phalanx formation. They are great garrison troops, much more useful than Town Watch. Replace them with levies when you can though.











    Nile Spearmen
    Attack: 7 Defense: 13 Charge: 3 Armor: 3 Cost: 360 Upkeep: 170
    Factions: Egypt

    Nile Spearmen are a big upgrade over Nubian spearmen as they have some armor and keep the large shields. They are much more suited to fighting in your battle line. They should form the bulk of your armies till Pharaohs Guards are available. Despite what the game says about them not having secondary weapons, they do actually have knives and fight decently in normal melee. They are ridiculously cheap like almost all Egyptian units and with the Egyptians massive income you should make truckloads of these units and make entire armies of them as they are good fighters and so cheap.


    Nubian Spearmen
    Attack: 5 Defense: 8 Charge: 2 Armor: 0 Cost 230 Upkeep: 100
    Factions: Egypt
    Nubian Spearmen are basically the Egyptian version of Militia Hoplites. They have low attack and no armor, but do carry large shields just like the Militia. As they are phalanx troops they are useful despite their crappy stats but you should upgrade to Nile Spearmen as soon as you can and just use the Nubians for garrison duties because of their low cost.

    Phalanx Pikemen
    Attack: 8 Defense: 13 Charge: 3 Armor: 6 Price: 580 Upkeep: 250
    Factions: Pontus, Selucia, Macedon, Thrace

    Head and shoulders above the earlier Levy pikes, Phalanx Pikemen will be the backbone or your armies for much of the game when playing as these factions, especially Thrace, as this is their best phalanx. They have good attack and much better defense as they wear decent armor; they also have pretty good morale. They are great phalanx troops and essential to success as these factions.

    Pharaoh’s Guards
    Attack: 12 Defense: 16 Change: 4 Armor: 9 Cost: 600 Upkeep: 330
    Factions Egypt

    Pharaoh’s guards are the best Egyptian troops. They have a great attack for spears and pretty good defense as well as heavy armor. They lack shields and their defense isn’t as good as sacred bands but they are still extremely useful troops and should from the core of late Egyptian armies.

    Poeni Infantry
    Attack: 9 Defense: 18 Charge: 4 Armor: 7 Cost: 540 Upkeep: 210
    Factions: Carthage

    Poeni Infantry are very good Pikemen with a good attack great defense and decent armor. They have good morale and can be relied on. Use these till you get Sacred Bands.

    Royal Pikemen
    Attack: 10 Defense: 17 Charge: 4 Armor: 6 Cost: 740 Upkeep: 360
    Factions: Macedon

    Macedon’s best phalanx, Royal Pikemen have a great attack for phalanx, a great defense as they have large shields and are well armored with good morale. These men will excel at anything that phalanxes are used for and can be relied on to see many victories.





    Sacred Band Spearmen
    Attack: 12 Defense: 23 Charge: 4 Armor: 11 Cost: 710 Upkeep: 270
    Factions: Carthage

    Sacred Band are the second best Phalanx spearmen in the game after Spartan hoplites. They are very heavily armored with a huge attack for spears and great morale they will absolutely devastate just about anything in phalanx and out of it and are a vital unit for Carthage’s late game. Use them whenever you can.

    Silver Shield Pikemen
    Attack: 10 Defense: 14 Charge: 4 Armor: 6 Cost: 730 Upkeep: 360
    Factions: Selucia

    The best Selucia Phalanx the Silver Shields are decent troops and are great coupled with Silver Shield Legionaries, but they are no match for the toughest phalanxes of other factions like Sacred Band. Their defense is quite a bit lower.

    Spartan Hoplites
    Attack: 17 Defense: 18 Charge: 4 Armor: 3 Hit Points: 2 Cost: 1190 Upkeep: 460
    Factions: The Greek Cities

    Spartan hoplites are the toughest phalanx and the toughest troops in the game. They are like a phalanx on very strong steroids. Their armor might seem low but they have a huge defense skill making them extremely tough in melee even against Urban Cohorts which they narrowly lose to in standard melee and crush if kept as a phalanx. Their attack is huge and ensures they are a huge threat in phalanx or normal melee; this unit will destroy most others. They can take on two Phalanx Pikemen phalanxes and still have about half the unit left after routing and killing them one after the other. Spartan hoplites are a dream come true for phalanx users and you should absolutely use them every chance you get as they are the best troop in the game and absolutely essential to the Greek cities.

    Missiles

    Skirmishers




    This pic shows the maximum range of skirmishers. They can just target the Town Watch but will be charged and unable to throw more than one volley probably.

    Skirmishers are unarmored or lightly armored infantry armed with small shields, throwing javelins and a hand weapon, usually a knife. They are used to rush forward and pelt the enemy with their javelins and then withdraw just as quickly avoiding melee combat, as they are usually poor in it. They are extremely vulnerable to cavalry, because of their lack of armor, short range and light weapons they will be swept away. Skirmishers do not have much ammo: about 7 javelins each which can make it difficult for them to kill enough to contribute to a fight. They have a very short range and must get much closer than archers to throw their missiles. This makes them very vulnerable to enemy cavalry charges as they will often become isolated and are usually too slow to run back to your line in time unless you move your troops together and they have no armor to resist the charge. Archers also love killing them as their usual lack of armor and small range means the archers can shoot them easily while they run to get into range. If you want them to stay alive, keep a melee unit just behind them so they can skirmish behind it to safely if threatened. They are effective, like all missiles when they are attacking from the flank or behind. Some skirmishers are decent in a melee, so you can use them as light infantry afterwards. All skirmishers besides Heavy Peltasts carry small shields. Because of the fact they are cheap and not much use if you have some in a battle they are good troops to put out in front, taking arrows or to use to dig sapping points or push rams since it doesn’t matter if they take a lot of causalities and missiles alone won’t be enough to make them rout. They are also useful as just more bodies to throw into a melee if you need a unit to attack an engaged unit from behind or are desperate to stop another unit routing. They have less than half the range of standard archers. Skirmishers have surprisingly high upkeep for their limited use and you should disband ones you no longer need.










    Heavy Peltasts
    Attack: 5 Missile attack: 7 Defense: 11 Armor: 3 Cost: 350 Upkeep: 170
    Factions: The Greek Cities

    Heavy Peltasts are the best skirmishers in the game. They are like normal Peltasts, but with some armor and large shields. They are OK in a melee, where they benefit from their armor and shields, which allows them to defeat other skirmishers easily in both ranged duels and melee, as they take a lot less casualties from return javelin fire. Use them like peltasts but don’t hesitate to charge into flanks or into weak enemy units to support an allied unit. You should use more of them too, because unlike most skirmishers this one is actually useful. Their upkeep is the same as the normal Peltast, despite being much better.

    Light Auxilia
    Attack: 5 Missile attack: 7 Defense: 7 Charge: 2 Armor: 2 Cost: 290 Upkeep: 170
    Factions: Roman

    These troops are almost in every way the same to Velites, except they have better stamina, are post Marian reforms and cost a little more. Use them in the same way as Velites.

    Numidian Javalinmen
    Attack: 3 Missile attack: 6 Defense: 4 Charge: 1 Armor: 0 Cost: 180 Upkeep: 170
    Factions: Numidia

    Numidian Javalinmen are just peltasts by a different name. Use them in the same way.

    Peltasts
    Attack: 3 Missile attack: 6 Defense: 4 Charge: 1 Armor: 0 Cost: 180 Upkeep: 170
    Factions: Macedon, Seleucids, The Greek Cities, Pontus, Armenia, Thrace

    Peltasts are the most common skirmishers. They have very poor attack, defense and a low missile attack making them of limited use as skirmishers. They also do not have armor at all, making them very vulnerable to counter missile fire. Most factions have this unit and it really is of very limited use. Use normal skirmisher tactics, but don’t bother with them in melee, except against archers, as they do have slightly better stats than them. Upgrade to proper archers as soon as you can, though you might want to keep some of these guys around for suicidal tasks like drawing missile fire, or pushing battering rams. They do have small shields while archers don’t, since they have two handed bows.

    Skirmishers
    Attack: 3 Missile: 6 Defense: 4 Charge: 1 Armor: 0 Cost: 180 Upkeep: 170
    Factions: Egypt, Carthage, Spain

    These are the same as peltasts with the same stats. Use them in the same way.

    Skirmisher Warband
    Attack: 6 Missile attack: 9 Defense: 3 Charge: 4 Armor: 0 Cost: 220 Upkeep: 130
    Factions Gaul, Germania

    They have a pretty good attack and a good charge as well as having the best missile attack in the game for skirmishers, but very bad defense. You should use them as light infantry preferably to flank to offset their terrible defense. Don’t hesitate to use these troops in melee after they throw their missiles. They can defeat Velites and all other skirmishers, besides Heavy Peltasts easily. They are very cheap and have better stats than throwaway units, so you can get some use out of them.




    Velites
    Attack: 5 Missile Attack: 7 Defense: 7 Charge: 2 Armor: 2 Cost: 270 Upkeep: 170
    Factions: Roman

    The Roman version of skirmishers. They are tougher skirmishers than other factions use and can defeat them besides skirmisher Warbands and heavy peltasts, all things being equal. They can also work decently as light infantry. They also wear a little armor unlike most skirmishers.


    Infantry Archers



    When you have to take heavily armored men down with archers, attacking from behind is the way to go.

    Archers are a must have in most armies in RTW. Their ability to inflict casualties and lower the morale of enemies before melee is important. The fewer enemies that make it to melee with your front line troops the less you have to kill and the fewer casualties you take. Archers are also useful for killing artillery crews if they can’t be attacked by cavalry for whatever reason and killing masses of unarmored troops like peasants, skirmishers and militia. Archers are far more effective than skirmishers and have a much larger range, so upgrade to them as soon as possible. They will suffer greatly against cavalry in melee, just like skirmishers. Most archers are bad in melee and have little or no armor. You should deploy your archers just in front of a friendly melee effective unit, such as spears or legions. Archers shoot better the clearer their view is, so putting them directly behind defensive units is not very effective. Instead have them just in front of the unit with a clear path to the enemy and have them shoot. When the enemy gets too close they will skirmish back right though the defensive unit to safety and the enemy will hit the melee unit and fight the defensive troops instead. Just watch out for flank attacks. Skirmish also occasionally doesn’t work, so be ready to charge the defensive unit though the archers to intercept the enemy if it looks like the archers are going to be caught.


    Archers
    Attack: 3 Missile attack: 7 Defense: 2 Change: 1 Armor: 0 Cost: 190 Upkeep: 170
    Faction: Macedon Selucia, Parthia, Pontus, Armenia, Numidia, The Greek Cities

    These are the first archer unit most factions get. Keep them out of melee and just focus on shooting. They are great to use early on as there are a lot of light infantry and cavalry without much armor, just begging for a hail of shafts.

    Archer Auxilia
    Attack: 3 Missile attack: 8 Defense: 6 Charge: 1 Armor: 3 Cost: 400 Upkeep: 170
    Factions: Roman

    Archer Auxilia are post Marian reform troops and are far superior to Roman Archers They wear some armor so they can take some counter fire, are slightly tougher in melee and shoot slightly better. Their range is also huge. The combination of armor, accuracy and slight melee ability make these troops a must have for every army. Always use these when you can.


    Archer Warband
    Attack: 3 Missile attack: 7 Defense: 5 Charge: 1 Armor: 3 Cost: 270 Upkeep: 170
    Factions: Dacia, Scythia

    Archer Warbands are similar to standard archers for most factions except they wear a bit of armor. This makes them slightly more useful as they can soak up counter fire a little better. Still, use them exactly like normal archers and just take advantage of their armor when the situation requires it.

    Bowmen
    Attack: 3 Missile attack: 7 Defense: 2 Charge: 1 Armor: 0 Cost: 190 Upkeep: 170
    Factions: Egypt

    These are just the Egyptian version of standard archers. Use them exactly like basic archers


    Chosen Archer Warband
    Attack: 10 Missile attack: 8 Defense: 10 Charge: 4 Armor: 7 Cost: 700 Upkeep: 180
    Factions: Germania, Dacia, Scythia

    Chosen archers are again great archers: they have high attack, great defense and armor for archers and a good missile attack. These archers are actually better at melee than they are at shooting: their missile attack is lower than the other elite archer units. If you need support quickly in a melee don’t hesitate to send these guys in. They can come in handy in a siege since they can shoot the foe and then fight then if they make it up the walls much, much better than normal archers could. They do lack shields since a bow is two handed making them somewhat less useful as they are prone to die rather quickly. This versatility still makes them a must for every army.

    Forester Warband
    Attack: 11 Missile attack: 11 Defense: 7 Charge: 4 Armor: 3 Cost: 960 Upkeep: 200
    Factions: Gaul

    Forester Warbands are amazing units; ever better than Pharaoh’s Bowmen. They are the best archers in the game, have a huge melee attack for archers and a decent defense, allowing them to function as good light infantry if the need arises, particularly if they can hit the flank. They have a similarly huge missile attack, even higher than Pharaoh’s Bowmen that allows them to utterly destroy just about anything without a lot of armor that doesn’t reach melee with them, however Foresters do have spears for melee weapons unlike other archers so they can do well against cavalry in melee. Any light infantry and cavalry will fall to the Forester Warband. They are vital to Gaul’s survival in the campaign vs. Rome and you should get them as soon as possible. Get them love them.

    Pharaoh’s Bowmen
    Attack: 9 Missile attack: 10 Defense: 12 Charge: 3 Armor: 7 Cost: 680 Upkeep: 330
    Factions: Egypt

    Pharaoh’s Bowmen are amazing archers. They are deadly at range, have a huge defense value and high armor for archers, making them tough to kill with most missile fire. They are great in a melee for archers and will beat all other missile units, most early melee oriented units like Hastarti and Iberian infantry and will smash spear units. They shred just about anything without a lot of armor at range and lightly armored units such as spear war bands will be utterly crushed. These are the second best archers in the game and maybe the best Egyptian unit. Use them always.







    Roman Archers
    Attack: 3 Missile attack: 7 Defense: 2 Charge: 1 Armor: 0 Cost: 190 Upkeep: 170
    Factions: Roman

    Roman archers are the baseline archers for the roman factions. They are standard archers: use them to shoot and keep them far away from melee. Their lack of armor makes them vulnerable to counter fire as well. They are cheap and expendable so make a lot, but keeping them alive to get veteranacy is a better idea.


    Slingers


    This pic shows the maximum range of slingers. It is a bit shorter than the range of archers but a bit longer than skirmisher range.

    Slingers are very different to archers. They fire rocks that fly in straight lines and that do not arc like arrows do. This means they can’t fire over the heads of other units very well. They seem to fire with reduced accuracy and a few at a time if they are behind a friendly unit. Slings are also weaker at piercing armor and armored foes will be pretty much impervious to slinger bullets. Slingers are vulnerable to archers: they have a shorter range than them and are never armored making them a fat target for archers. They aren’t useless though as they are very cheap and slightly better in melee than most faction’s vanilla archers, they also have a small shield which archers do not.


    Slingers
    Attack: 3 Missile attack: 4 Defense: 4 Charge 1 Armor 0 Cost: 150 Upkeep: 170
    Factions: Britannia, Egypt, Carthage, Numidia, Parthia, Spain

    The only slinger unit besides mercenaries, slingers just have a sling, a knife, a small shield and no armor. They aren’t really useful for anything much except killing unarmored troops and acting as fodder. They are dirt cheap; just a bit more than peasants so make a lot to compensate for their weakness. Think of them as the RTW equal of TIE fighters. They are definitely much more useful than peasants are, so you could even consider using them for peasant type jobs. Parthia’s Slingers deserve special mention for wearing one of the most unique battledress I have ever seen in a wargame.


    Other




    Remember men always use your head in battle!

    Head Hurlers
    Attack: 12 Missile attack: 17 Defense: 2 Charge: 6 Armor: 0 Cost: 400 Upkeep: 130
    Factions Britannia

    Exclusive to Britannia and a fun unit to use, the head hurlers unsurprisingly hurl severed heads at their opponents. The heads have a major effect on morale and cause quite a lot of casualties, as well as being AP, and thus very effective against both lightly armored and heavy troops as they have a massive missile attack. They have quite a short range however, but are surprisingly effective in melee as they have a very high attack for missile units, though their complete lack of armor and their nonexistent defense makes them more useful as flankers. Keep them out of counter fire as their lack of armor means they die very quickly from missile fire.


    Cavalry

    Cavalry are used completely differently from infantry. Cavalry need to take advantage of their mobility and their charge bonus. Use cavalry to flank and charge into the flanks and rear of units to cause lots of casualties and to chase routers and kill them before they escape. Some cavalry should keep pulling back and charging while other cavalry is better left in melee to slug it out. Cavalry can also pull back a lot more effectively than infantry can if they are losing. Don’t leave Cavalry in a line and let them hold it like infantry do they just aren’t used that way. The whole point of cavalry is to stay mobile and use their speed to your advantage. Cavalry are terrible against Camels and get -4 attack vs. them and Camels get +2 attack vs. them. This means that camels absolutely destroy cavalry even the strongest ones.

    All cavalry are also bad in forests as they receive a -6 modifier to combat

    Light Cavalry




    When it comes to chasing routers light cavalry is the way to go to ensure those beaten enemies won’t be coming back to annoy you.

    Light cavalry includes units like Round Shield Cavalry, Light Lancers and Barbarian Cavalry They tend to be lightly armored and have low to average attack and fast speed. They are best used to charge into flanks and then pull back and charge again and to chase routers. Their low armor makes them useful for charging into AP units like axes that tend to be bad against cavalry anyways. They are usually not strong enough to charge into the front of most units head on and will get sliced up by prepared units. They have very good stamina and can gallop for a long time before tiring. They tend to be quite cheap and disposable.













    Barbarian Cavalry
    Attack: 8 Defense: 10 Charge: 7 Armor: 3 Cost: 400 Upkeep: 90
    Factions: Gaul, Dacia, Scythia

    Barbarian cavalry is your basic light cavalry unit. It has a good attack for light cavalry and ok defense for its class; they have a good charge as well. This is a useful cheap cavalry unit perfect for plowing into the rear of units to rout them and its tough enough for fighting other light cavalry and missile units.

    Equites
    Attack: 6 Defense: 12 Charge: 5 Armor: 3 Cost: 420 Upkeep: 110
    Factions: Roman

    Equities are cheap light cavalry good for chasing routers and flank attacks on weak units. They are not that good in a melee as they have low defense, little armor and a pretty weak attack for cavalry. Use them often early on until you get Roman Cavalry. They aren’t exactly cheap for how weak they are your better of spending money on more infantry and only using Equites when you need to.

    Desert Cavalry
    Attack: 6 Defense: 11 Charge: 5 Armor: 3 Cost: 420 Upkeep: 110
    Factions: Egypt

    Effectively Desert Axemen on horseback, Desert Cavalry are armor piercing so use them against heavy cavalry and watch them drop. Their attack isn’t that amazing so you’re better off flanking more lightly armored foes.

    Greek Cavalry
    Attack: 6 Defense: 8 Charge: 5 Armor: 3 Cost: 330 Upkeep: 120
    Factions: The Greek cities, Thrace, Macedon

    Greek cavalry are very weak light cavalry with pretty unimpressive stats. They are the worst cavalry in the game. They have no shields and low armor making them extremely vulnerable to archers since cavalry already are and you should never let them get close to them. Use them to just chase routers and attack missiles shooting at something else. Their stats are too low for them to even be useful as flankers They are cheap for cavalry though, making them rather throwaway troops. They can form a wedge.

    Light Lancers
    Attack: 7 Defense: 5 Charge: 9 Armor: 0 Price: 370 Upkeep: 140
    Factions: Macedon

    The stats say it all with Light Lancers. They have a devastating charge tied for the strongest in the game, but their total lack of armor and shields make them an absolute sitting duck for missiles and in melee they die really, really fast. The idea with lancers is to smash them into the flank of a foe causing loads of casualties because of their powerful charge and then trying to pull then back for another charge. Don’t leave lancers in a melee or they will die in the blink of an eye. Also don’t expect to defeat heavily armored legions with just the charge as they are strong enough to resist it. Charging missile units or skirmishers will often instantly rout them, because so many die from the charge.

    Long Shield Cavalry
    Attack: 9 Defense: 13 Charge: 6 Armor: 3 Cost: 510 Upkeep: 140
    Factions: Carthage, Numidia, Spain

    Slightly heavier cavalry than the Round Shield Cavalry they replace, Long Shield Cavalry are still too weak to work as heavy cavalry; they don’t have enough armor. Use them like round shields and for more aggressive tasks, as their good attack makes them effective flankers and since they are flanking their low defense doesn’t hamper them as much. Just don’t try to fight heavy cavalry with them. They are useful for killing off AP units however.

    Nubian Cavalry
    Attack: 8 Defense: 10 Charge: 6 Armor: 0 Cost: 420 Upkeep: 140
    Factions: Egypt

    Nubian cavalry are just another unit of light cavalry for chasing routers and destroying missile units. They lack armor but they do have large shields, so watch out for missiles.


    Round Shield Cavalry
    Attack: 7 Defense: 10 Charge 4 Armor: 2 Cost: 300 Upkeep: 110
    Factions: Carthage, Spain

    Round shields are pretty basic light cavalry, use them to chase routers and attack flanks as they are too light to be used head on. They are armed with swords and thus have a weak charge and are better left in melee. They have next to no armor, so watch out for missiles.


    Heavy Cavalry




    Taking advantage of Heavy cavalry charges correctly is vital to success with them.
    Heavy cavalry includes units like Praetorian Cavalry, Cataphracts and Companion Cavalry. They are always heavily armored; usually have shields and lances or maces. They are slower than light cavalry. They are best used as a battering ram to smash into units and break up their formation and rout units with their weight and mass. They tend to have a good charge which makes them devastating against anything other than spear infantry. They should also be used to fight enemy general units and destroy missile units. Generally use heavy cavalry to charge into tough units to inflict casualties and work as a jack of all trades unit that is faster than infantry and can do almost anything required. Their balance of speed and power makes them very flexible and should always be taken advantage of. Heavy cavalry tire much more quickly than light cavalry and are still vulnerable to spears and phalanx. Don’t use them to chase routers if you have light cavalry. They will also be vulnerable to AP units, though most of them suck against cavalry, try to rout them with the charge.
    Even elite phalanx, a major counter to cavalry dies like the rest when smashed with a rea charge.


    Cavalry have medium shields only, unlike infantry. They are the only units to have medium shields which give +4 defense.


    Barbarian Noble Cavalry
    Attack: 9 Defense: 15 Charge: 7 Armor: 6 Cost: 600 Upkeep: 160
    Factions: Gaul, Dacia

    These are good heavy cavalry: they have a good attack for cavalry and great defense for barbarian cavalry. Use them as your main cavalry as soon as you can make them.

    Cataphracts
    Attack: 7 Defense: 23 Charge: 9 Armor: 18(!) Cost: 940 Upkeep: 190
    Factions Armenia, Selucia, Parthia

    Cataphracts are basically tanks on legs. They have masses of armor: both horse and rider are covered in it. They are armed exclusively with spears meaning they aren’t that good in actual melee with enemies, the idea is to charge as they have a devastating charge and then pull back and charge again though you should leave then in combat with weaker infantry. They are better against cavalry as their use of a spear gives them a bonus. They will absolutely destroy non armor piercing units taking almost no damage. Of course missiles hardly do a thing against them with all that armor, besides pila and other armor piercing missiles. This unit can almost do anything except fight anything that pierces armor. Keep them far, far away from anything with an armor piercing attack, like Axemen or Scythian head Hunting Maidens, as they will slice this unit up in literally seconds because of its huge armor value. I remember online I attacked my enemies head hunting maidens with this unit and watched in disbelief as my cats were chopped up merrily in about 20 seconds and routed with more than half the unit dead. Stay away from them.


    Companion Cavalry
    Attack: 10 Defense: 17 Charge: 9 Armor: 11 Cost: 760 Upkeep: 240
    Factions Macedon, Selucia

    The best looking cavalry in the game I think, Companion Cavalry are heavy cavalry and have a devastating charge coupled with very heavy armor and a great attack for cavalry. They are the strongest cavalry in the game after praetorian cavalry and armored general’s bodyguards and you should use them whenever you can. Use their shattering charge to instantly rout weak units or crash them like a battering ram into the back of tougher units. They lack shields but the heavy armor compensates. They can form a wedge.

    Cappadocian Cavalry
    Attack: 7 Defense: 23 Charge: 9 Armor: 14 Cost: 870 Upkeep: 190
    Factions: Pontus

    The Pontic version of Cataphracts, Cappadocian cavalry is identical except they aren’t quite as insanely armored. Use them like Cataphracts and stay far, far away from armor piercing units like axes.








    Gothic Cavalry
    Attack: 12 Defense: 19 Charge: 7 Armor: 9 Cost: 790 Upkeep: 190
    Factions: Germania

    Totally out of left field comes this great cavalry. Their defense and armor are almost unheard of for barbarian units that tend to have lousy cavalry. They have good morale and a very good attack. You should take full advantage of this cavalry as it’s about the only barbarian heavy cavalry that can stand up to that of other factions and they change Germania’s strategy when you get them.

    Head Hunting Maidens
    Attack: 10 Defense: 11 Charge: 8 Armor: 6 Cost: 600 Upkeep: 140
    Factions: Scythia

    Head hunting maidens are one of three female units in the game. They are medium cavalry they are too well armed and armed to be called light cavalry but their nonexistent defense skill arbitrarily makes them weak for heavy cavalry. They are still well armored and have a decent attack so they will serve very well as light cavalry or fairly as heavy cavalry, use them for both jobs. Don’t forget their axes are armor piercing and they have a huge charge for non lance cavalry, so anything heavily armored including tough cavalry like Cataphracts will be sliced by them. They are also fast so it makes it easy to catch the routing heavy units and kill then off.

    Legionary Cavalry
    Attack: 8 Defense: 22 Charge: 6 Armor: 12 Cost: 790 Upkeep: 190
    Factions: Roman

    Legionary Cavalry is much better than the ones before it and offers better attack and much better defense and a lot of armor making them useful for all cavalry tasks. Charge them into archers, use them to charge into tough units flanks and whatever else these men can do the job. Just stay far away from armor piercing units.

    Macedonian Cavalry
    Attack: 8 Defense: 17 Change: 6 Armor: 11 Cost: 690 Upkeep: 160
    Factions: Macedon

    Unique to Macedon, these cool looking units are pretty good cavalry; they are very heavily armored and have a good attack. Use them like light lancers that can also fight in melee and for all the usual heavy cavalry tasks. They lack shields so they can be slightly vulnerable to missiles even with their huge amount of armor. The lack of shield also makes them even more vulnerable to AP units so watch out for them.

    Nile Cavalry
    Attack: 8 Defense: 13 Charge: 6 Armor: 7 Cost: 570 Upkeep: 190
    Factions: Egypt

    Nile cavalry are a lot like Nubian cavalry except they trade the shield for a lot more armor. Nile Cavalry are well armored, but lack shields. Still use them in the same way as Nubian cavalry.

    Noble Cavalry
    Attack: 9 Defense: 15 Charge: 7 Armor: 6 Cost: 600 Upkeep: 160
    Factions: Germania, Dacia

    A good cavalry unit for barbarians, Noble Cavalry has decent attack and good defense as well as being well armored, putting them on an even footing with most heavy cavalry. Barbarian factions aren’t known for their good cavalry so this unit and Gothic Cavalry are a real boon for Germania.


    Pontic Heavy Cavalry
    Attack: 9 Missile attack: 9 Defense: 14 Charge 5 Armor: 6 Cost: 630 Upkeep: 160
    Factions: Pontus

    Pontic Heavy cavalry are good units with a good attack, a high missile attack for a javelin unit and decent defense and armor. The fact that this unit can fight well in melee as well as throw javelins makes them very versatile. They have swords so leave them in melee as their charge isn’t really worth it.

    Praetorian Cavalry
    Attack: 12 Defense: 22 Charge: 6 Armor: 11 Cost: 840 Upkeep: 240
    Factions: Roman

    Praetorian Cavalry are Generals Armored Bodyguards, with the normal 1 hp each, slightly less armor and more defense skill. As a result they are truly deadly cavalry, able to shred any other cavalry in the game basically, besides Cataphracts. Use them as much as you can.

    Roman Cavalry
    Attack: 6 Defense: 15 Charge: 5 Armor: 6 Cost: 520 Upkeep: 120
    Factions: Roman

    Roman Cavalry are like Equities, except they have more armor. Use them in the same way, but you could also use them as weakish heavy cav.

    Sacred Band Cavalry
    Attack: 11 Defense: 18 Charge: 6 Armor: 11 Cost: 780 Upkeep: 340
    Factions: Carthage

    Sacred bands are better cavalry than the ones before them, they are very heavily armored and have a decent attack and they also have good morale. Use them as you would heavy cavalry. This unit doesn’t have a shield so they are rather vulnerable to missiles though with their heavy armor they are well protected. They have a huge upkeep cost, so only recruit them if you are going to use them.

    Scythian Nobles
    Attack: 8 Defense: 13 Charge: 10 Armor: 9 Cost: 630 Upkeep: 170
    Factions: Scythia

    Scythian Nobles are very tough lance armed cavalry they have a massive charge attack tied for highest in the game and heavy armor. Use them like you normally would lancers, shattering units with charges in the flank or rear, or front with some units then pulling back and doing it again. They can handle themselves in melee but their lack of shields puts them at a disadvantage. They still will be butchered by spear units so don’t charge head on into them.


    Generals Bodyguards


    Forward for the greater glory of Rome!

    Generals are at the heart of all armies, regardless of faction. In Rome Total war the general commands armies. The better he is at his job the better the overall army will fight and the difference can be huge. Firstly a general projects a boost of morale around himself: units around the general will get a boost to their morale. The general also has a rally special ability that temporally raises the morale of nearby troops even more and can stop routing or just make wavering troops stay and fight.

    The general’s command ability also greatly enhances his troops fighting skill and their morale to the tune of +1 attack and more morale for each star. The amount of stars also affects the area of morale boosting the general has with more stars providing a larger coverage. Influence might also tie into this. It also seems the more command a general has the larger his bodyguard unit is.

    General’s bodyguards range from average to the toughest cavalry in the game and the general can have a huge difference on the battle solely because of the fighting power of him and his bodyguards.

    Generals can get traits and some can be very bad or good for his army, boosting or lowering his army’s morale or other effects. Check a generals traits closely before using him and don’t disdain low star generals as using them in battles makes them better and gives them more stars. Young generals that have just come of age usually start with little command but since they are younger you should use them as soon as possible to start boosting their attributes, so their sons have good attributes too, as sons to an extent take on their father’s skills.

    Generals are an integral part of an army and every army you send out should have a general as often as you can.

    Note on Captains
    : A Captain has no skills whatsoever. No command or influence. He provides virtually no help, except he still boosts morale a bit and his death still crushes troop’s morale.







    Early Generals


    Warlord
    Attack: 12 Defense: 13 Charge: 7 Armor: 3 Hit Points: 2 Cost: 810 Upkeep: 110(Gaul, Dacia, Germania, Scythia)
    Attack: 13 Defense: 1 Charge: 7 Amour: 0 Cost: 1010 Upkeep: 140 (Britannia, Chariot)

    Good attack but low defense makes this an average bodyguard

    Another useless hated chariot bodyguard. Whee.


    General’s bodyguard
    Attack: 11 Defense: 10 Charge: 6 Armor: 3 Hit Points: 2 Cost: 690 Upkeep: 80 (Thrace, Selucia, The Greek Cities, Macedon)
    Attack: 11 Defense: 14 Charge: 6 Armor: 3 Hit Points: 2 Cost: 790 Upkeep: 80 (Spain, Carthage, Numidia, Roman)
    Attack: 12 Missile attack: 12 Defense: 15 Charge: 5 Armor: 6 Hit Points: 2 Cost: 940 Upkeep: 80 (Pontus, Armenia, Parthia)

    These are the beginning bodyguards and are a lot weaker. Greek generals are the worst as they have lousy stats and no shields. You should be much more careful with generals during the early game. Eastern factions are exempt from this rule as they have strong generals units even early and the general can throw powerful javelins with his unit’s very high missile attack so use them well.

    Late Generals


    Armored Eastern General
    Attack: 10 Defense: 24 Charge: 9 Armor: 18 Hit Points: 2 Cost: 1400 Upkeep: 90
    Factions: Armenia, Parthia

    The best general in the game, this unit has massive amounts of armor like a Cataphract and great attack for the Cataphract class. They also have an AP attack, which is insanely useful coupled with their other strengths. Take full advantage of their combat power in battles and don’t worry about the general dying much.

    Barbarian Chosen Warlord
    Attack: 12 Defense: 16 Charge: 7 Armor: 6 Hit Points: 2 Cost: 940 Upkeep: 110 (Gaul, Dacia)
    Attack: 11 Defense: 14 Charge: 10 Armor: 3 Cost: 980 Upkeep: 110 (Scythia)

    Scythia’s Chosen Warlord uses a lance and is a slightly stronger version of Scythian nobles.

    Chariot General
    Attack: 12 Missile attack: 9 Defense: 1 Charge: 6 Armor: 0 Hit Points: 5 Cost: 990 Upkeep: 130
    Factions: Egypt

    The reason I don’t use Egypt. Leave him in melee for more than a few seconds and say goodbye, as they have all the defense of wet tissue paper.


    General’s Armored Bodyguard
    Attack: 11 Defense: 20 Charge: 6 Cost: 1020 Upkeep: 80 (Thrace)
    Attack: 12 Defense: 13 Cost: 830 Upkeep: 80 (Egypt)
    Attack: 11 Defense: 18 Charge: 6 Armor: 11 Cost: 1040 Upkeep: 80 (Carthage, Numidia. Spain)
    Attack: 10 Defense: 17 Charge: 9 Armor: 11 Cost: 1020 Upkeep: 130 (Macedon, Selucia, The Greek cities)
    Attack: 11 Defense: 22 Armor: 11 Hit Points: 2 Cost: 1120 Upkeep: 80 (Roman)
    Attack: 10 Defense: 19 Charge: 9 Armor: 9 Hit Points: 2 Cost: 1020 Upkeep: 80 (Pontus)

    Egypt sucks again with an utterly crappy general. Greeks general is much better but still lacks a shield as he uses a lance. The Romans and Pontus have the best. The Pontic general loses his javelins and gains more Defense, Armor and a high charge stat, so use conventional general tactics.

    Rebel General
    Attack: 12 Missile attack: 12 defense 18 Charge: 5 Armor: 9 Cost: 770 Upkeep: 80
    Factions: Rebels

    Rebel; armies are sometimes led by a general. This is one tough unit with very high attack and missile attack very good defense and heavy armor. This unit is never playable it is seen solely in command of rebel armies sometimes, and it makes them a lot more annoying to kill. They actually have a cost in the data files though this is obviously something you can’t buy.

    Camels



    AI bugs or not camels destroy horses (Link leads to a video of a battle fought after noticing what happened in this one on YouTube showing the bug).

    Camels are made for one purpose: Killing cavalry. Cavalry get -4 attack when fighting camels and camels at the same time get +2; this huge deficit in attack makes camels much harder for cavalry to kill and makes it easier for them to kill cavalry. Hence camels are great vs. cavalry even though they are statistically usually much weaker. Camels usually have very low armor and average to low attack and you shouldn’t use them against anything but cavalry, as they are usually too slow and too weak to fight and charge infantry effectively and will lose to them or at least take too many losses to make it worthwhile. Skirmishers, weaker missile troops and peasants are fine to attack with camels however. The Cataphract camel is exempt from the weakness rule started above as they are very tough troops and will destroy cavalry so fast it’s not funny.

    Camel Archers
    Attack: 3 Missile attack: 7 Defense: 2 Charge: 2 Armor: 0 Cost: 420 Upkeep: 110
    Factions: Egypt

    Camel archers are really too slow to skirmish well as camels are slower than horses. Even though they have a bonus vs. horses their tiny melee and nonexistent defense mean heavy cavalry will still crush them.

    Numidian Camel Riders
    Attack: 8 Defense: 13 Charge: 6 Armor: 3 Cost: 520 Upkeep: 140
    Factions: Numidia

    These are useful troops indeed. They have a good attack for cavalry and decent defense and they are armed with spears, making them even more effective against cavalry. Good status coupled with anti cavalry weaponry and the camel bonus/penalty means this unit will crush cavalry completely; even Cataphracts will either be defeated or take a ton of casualties from this much cheaper unit. If you’re Numidia you’ll want to use lots of these.






    Cataphract Camels
    Attack: 7 Defense: 23 Charge: 9 Armor: 23 Cost: 940 Upkeep: 140
    Factions: Parthia

    The toughest camels in the game by a long way, Cataphracts have almost as much defense as Cataphract cavalry, but when it is coupled with the huge advantage against cavalry and a huge charge with lances you get the ultimate cavalry killer. Send this after anything from General’s Bodyguards to Praetorian Cavalry and they will slice them up with few casualties. Truly a boon for Parthia and makes it impossibly easy to kill generals.


    Horse Archers




    When you want a pile of dead infantry at little to no cost to your own troops you can’t go past Horse Archers.

    Often referred to as HA, horse archers can be a real boon to command. Their mix of mobility and arrows makes them a very effective force against slow opponents. They are however less accurate compared to Infantry archers and are usually weak in melee. They are also very vulnerable to missile fire themselves; usually lacking armor and being cavalry they are a large target for counter fire. Don’t use HA vs. infantry missile units, if they have to fight archers and you have no other more suitable cavalry, order them to charge and fight hand to hand.

    When using HA you always want to ride around the enemy line and shoot into their rear. As mentioned above, arrows do much greater damage and have a higher kill chance when fired into a unit’s rear.

    Some HA have the Contarbrian circle. This ability involves the missile cavalry galloping around in a small circle in front of the enemy they are shooting at to make themselves a more difficult target for counter fire, as they are always moving and not a stationary target. This formation makes them less accurate and also tires them continuality as they are always moving. It’s best to avoid this formation and just ensure they aren’t attacked by missiles at all.

    Horse Archers
    Attack: 3 Missile attack: 7 Defense: 2 Charge: 2 Armor: 0 Cost: 440 Upkeep: 110
    Factions: Armenia, Parthia

    The basic horse archers they have an average missile attack and almost no defense or attack. Keep them far away from melee, except against weak archers.

    Cataphract Archers
    Attack: 9 Missile attack: 7 Defense: 22 Charge: 5 Armor: 18 Cost: 1230 Upkeep: 190
    Factions: Armenia

    Cataphract archers are very tough horse archers. They have the same missile attack as the rest but they have the very heavy Cataphract armor to resist counter fire, though they are not as immune to it as you might think. They also have a very high melee attack for horse archers so they can more than handle themselves in melee; however their lack of shields makes them somewhat vulnerable. Still this is a great unit that can do many things. They will tire quickly in their heavy armor, particularly as horse archers are almost always moving and Armenia starts with desert provinces. You should never use the Cantabrian Circle with this unit as it will just tire them even faster.

    Persian Cavalry
    Attack: 9 Missile attack: 7 Defense: 10 Charge: 5 Armor: 6 Cost: 790 Upkeep: 140
    Factions: Parthia

    Persian cavalry are HA than can fight in melee. They are well armored for HA. Don’t hesitate to use them as light cavalry and as HAs, as they do well in both roles. This makes them very useful units.

    Scythian Horse Archers
    Attack: 3 Missile attack: 7 Defense: 5 Charge: 2 Armor: 3 Cost: 540 Upkeep: 110
    Factions: Scythia

    Scythian HAs live up to the barbarian style by having slightly better defense, as they wear a little armor. Use them in the same way as normal HAs and just take advantage of the fact they are a little tougher and can survive counter fire a bit better when it’s needed. They are still cavalry so you shouldn’t keep them under fire anyway. You should switch to noble women/noble archers or use them instead as they are both much more versatile; than this unit, as they can fight well in melee.

    Scythian Noble Archers
    Attack: 10 Missile attack: 8 Defense: 12 Charge: 6 Armor: 9 Cost: 900 Upkeep: 170
    Factions: Scythia

    Noble Archers are a great unit for Scythia. They fight well in melee as they have a great attack for archers and are heavily armored. They shoot well and have good morale. Use a lot of these units and don’t be afraid to charge weaker infantry and flank charge stronger ones with this unit as its one of the most useful Has. You should try to preserve them at least a bit however as they are very expensive.

    Scythian Noble Women
    Attack: 7 Missile attack: 8 Defense: 9 Charge: 5 Armor: 6 Cost: 660 Upkeep: 130
    Factions: Scythia

    Again women get the short end of the stats stick. Noble Women are noticeably weaker than noble men in most ways and are only a little cheaper. They do shoot just as well however, so of your just after a good horse archer and melee doesn’t matter they are cheaper and have less upkeep than Noble Archers who shoot just as well. They will still defeat allot of other horse archers, as they have very good melee for an archer, (though no match for the nobles stats) and are well armored.


    Javelin Cavalry




    A shower of javelins does wonders vs. slower units

    Javelin Cavalry are mounted troops that throw the same kind of javelins that skirmishers do. They have a short range and are often lightly armored but since they are mounted they are much more effective at skirmishing than infantry skirmishers. They also tend to be at least decent in melee, unlike horse archers which adds to their usefulness. Most factions get javelin cavalry and for factions like Rome or Greece that focus on slow heavy infantry/phalanxes a fast missile cavalry can be very useful indeed. Use javelin cavalry to shower units with javelins preferably while they are engaged with another unit and to attack missile units in melee. They can also guard your flanks and serve as a diversion as they are cheap. Javelins do not pierce armor, even though they did in mtw1.

    Cavalry Auxilia
    Attack: 7 Missile attack: 7 Defense: 9 Charge: 4 Armor: 2 Cost: 470 Upkeep: 110
    Factions: Roman

    Cavalry Auxilia are the strongest javelin cavalry in the game. Use them as faster skirmishers. They aren’t too bad in melee as they are equal to other light cavalry, with the advantage of missiles. They can be useful to attack in the flank and chase routers

    Militia Cavalry
    Attack: 6 Missile attack: 6 Defense 6 Charge: 3 Armor: 0 Cost: 340 Upkeep: 110
    Factions: The Greek Cities, Selucia, Thrace

    Militia cavalry aren’t that amazing with low attack and missile attack. They are important to these factions however, as they all use slow phalanx armies as their main force and as the phalanx lack maneuverability this lighter missile cavalry is very useful for chasing off missile units shooting the slow phalanx and keeping their flanks secure. They are also the best unit for the Greeks to chase routers.

    Numidian Cavalry
    Attack: 6 missile attack: 9 Defense: 8 Charge: 4 Armor: 0 Cost: 420 Upkeep: 130
    Faction: Numidia

    Numidian cavalry are similar to Militia Cavalry except they have 2 more points in defense skill and slightly better charge making them slightly better in melee. They also have a much better missile attack making them deadlier vs. slower troops. This is a very useful unit for Numidia, a faction that is light on strong units and the mounted skirmisher is perfectly suited for their desert home.

    Pontic Light Cavalry
    Attack: 7 Missile attack: 7 Defense: 7 Charge: 4 Armor: 0 Price: 370 Upkeep: 110
    Factions: Pontus

    Pontic light cavalry are like slightly better versions of militia cavalry with one more point in each stat. Use them in the same way. They can function quite well as light cavalry and are excellent for chasing routers because of their speed.

    Chariots



    Chariots. They suck.

    I hate chariots. The idea with them is to charge into formations and break them up. Chariots scare infantry and they are very, very effective vs. horses cutting them down almost instantly when they touch them.

    Chariots have effectively no defense and die extremely easy. Scythed Chariots also have a chance to run amok and attack anyone, though it doesn’t happen even nearly as often as it does when using elephants. I hate them because they die way too easily, even with high hitpoints and Egypt uses them as a generals unit! Argh!

    British Heavy Chariots
    Attack: 13 Defense: 1 Charge: 7 Armor: 0 Hit Points: 2 Cost: 580 Upkeep: 190
    Factions: Britannia

    Another crappy chariot unit where the description says they are well armored and they have zero armor! Whee! Use them against cavalry and watch the horses drop.

    Egyptian Chariots
    Attack: 12 Defense: 1 Armor: 0 Hit Points 3 Cost: 660 Upkeep: 330
    Factions: Egypt

    Egyptian Chariots have a good attack and more hp than most others. Just use basic chariot tactics.

    Scythed Chariots
    Attack: 15 Defense: 1 Armor: 0 Hit Points: 4 Cost: 920 Upkeep: 210
    (Pontus) 980 Upkeep: 160 (Selucia)
    Factions: Pontus, Selucia

    I hate the unit description for this. It says the crew is heavily armored. Well they have 0 armor and 1 defense. Whee.

    This is another chariot about as useful as the others. They have a massive attack, but they seem to just prefer to knock everyone over rather than kill anyone. They also, like all chariots die incredibly quickly.


    Chariot Archers




    These chariots don’t suck!

    Chariot archers are an entirely different kettle of fish. They are the ultimate harassment troops able to keep out of melee very easily and outrun anything. When they are using contarbrian circle they are almost impossible to kill with missiles as the chariots rain down arrows of their own. This unit effectively is almost invincible as long as it doesn’t enter melee. That said they can melee well against cavalry, as even missile chariots can hurt them, as chariots so completely counter cavalry. Note that the game and the data files list different prices for these units so some of the upkeep might be wrong.

    British Light Chariots
    Attack: 10 Missile attack: 10 Defense: 1 Charge: 6 Armor: 0 12 Hit Points Cost: 440 Upkeep: 170
    Factions: Britannia

    Not nearly as good as Pontic CA, light chariots are still very useful for harassing slow units and lighter cavalry and used well can win a battle with almost no casualties. They are still decent in a melee too vs. cavalry. They are very cheap for how effective they are.

    Chariot Archers
    Attack: 9 Missile attack: 14 Defense: 1 Charge: 5 Armor: 0 Hit Points: 2 Cost: 1040 Upkeep: 330
    Factions: Pontus

    Chariot archers are the most skilled of the CAs, with a very high missile attack. They have one less hit point than Egyptian chariots but their increased missile attack gives them the edge.

    Egyptian Chariot Archers
    Attack: 9 Missile attack: 9 Defense: 1 Charge: 5 Armor: 0 2 Hit Points Cost: 530 Upkeep: 330
    Factions Egypt

    Egyptian chariots have the lowest missile attack but can still be very effective in the contarbrian circle.

    Elephants




    Nothing can grind an enemy army up like armored elephants can.

    Elephants are the tanks of RTW. They kill tons and scare the crap out of everything around them and take a lot of punishment to finally take down. About the only things elephants need to fear are spearmen that get a bonus vs. elephants though a lot of them will still die, Phalanx, which can stop elephants dead on their spears; if the unit doesn’t break, skirmishers which are very effective vs. elephants as they get a bonus vs. units with high hitpoints and very tough infantry such as urban cohorts which in numbers can eventually take elephants down.

    Elephants can also run amok easily, especially if hit by fire attacks which frightens them. Incendiary pigs are very dangerous to elephants in this regard as they can make them run amok very easily, which, needless to say is a very bad thing. You will lose control of them and they will attack friend and foe alike randomly as they run around. If this happens, the elephant’s special ability can be used to order the mahouts the kill their elephants almost instantly saving your own troops from getting crushed. You should think before you do this however as losing a few expendable units can be worth it if the elephants can be preserved to fight again. Elephants are rare to train and very expensive so you should not kill them if you can help it.

    Elephants use a unique sort of attack where they sort of butt their enemies with a an area of effect AP attack that hits enemies directly in front of their heads and slightly to the sides, sending them flying backwards usually killing them when they hit the ground, though it’s possible for troops to survive. Elephants kill very quickly: each butt will kill 2-4 men and since even the weakest elephants take a while to take down they can kill a LOT of enemy troops especially non spear types that take a long time to inflict enough damage to kill the elephants. You shouldn’t really try to flank with elephants as they are quite slow and get tired fast and take so much punishment your better charging them into the largest pile of enemies you can find and while the elephants are throwing the enemies around, charge in with infantry or cavalry support and watch the enemy line crumble. Elephants can, of course charge devastatingly into the back of enemy units, almost certainly routing them. The attack values in this section are pretty deceptive as all elephants are dangerous even the weakest ones. While elephants can be a deciding factor in many battles: the heaviest armor is little defense against them, javelins counter elephants. This means the units beat suited to defeating elephants; the strongest most expensive units in the game are the otherwise almost useless, incredibly inexpensive skirmisher and more useful javelin cavalry. Javelins kill elephants quickly and these units are cheap and otherwise of little use, it’s no great loss if they kill a few then get crushed since elephants are very expensive to train you’ll have dished out a lot of damage and lost some very expendable troops. Note that while it looks like elephants aren’t being affected by missile fire they are still taking hitpoints off their total. Don’t let missiles keep shooting at your elephants or they will eventually drop and will still hurt them before the melee where they will be taking more damage.

    Armored elephants
    Attack: 6 Missile attack: 6 Defense: 19 Charge: 8 Armor: 16 Hit Points: 12 Cost: 2970 Upkeep: 590
    Factions: Carthage, Selucia

    Armored elephants are the toughest elephants in RTW and the toughest unit full stop. They can soak up damage like a sponge even from the best troops and dish a lot out themselves with their devastating attack and very, very high defense and armor. You’re best off just charging these elephants into the largest group of enemies, since armored elephants are so tough they can stand in melee and steadily kill off infantry while causing a huge morale penalty and shrugging off most damage. While this is happening attack with your supporting infantry and cavalry and watch the enemy flee. About the only thing you need to watch out for is javelins, as this unit is the most expensive one in RTW and you really don’t want to lose almost 3000 denarii of elephants you can only make in a handful of provinces to guys with pointy sticks that cost less than 200 denarii, even if you kill a lot of them.

    Elephants
    Attack: 3 Defense: 12 Charge: 7 Armor: 10 Hit Points: 7 Cost: 1320 Upkeep: 280
    Factions Carthage, Selucia

    Quite a bit weaker than the other elephants, these noticeably smaller ones are unarmored; though their tough hides provide a lot of built in armor. They have a much weaker looking attack, and no archers on top, though they can still kill off infantry decently but they can’t stand in melee as long as the others with everyone jabbing at them and them shrugging it off. Their morale is lower than other elephants and they have a good chance to run amok after taking a few losses. If you use these elephants be careful with them and consider sending some fodder infantry in to distract the enemy so you can charge the elephants into a flank or simply though your own infantry and use their morale penalty and toughness to help crush the enemy. Just make sure nobody important is behind the fighting elephants in case they run amok and attack you. These elephants are still expensive, so that’s even more incentive to be careful with them.

    War Elephants
    Attack: 6 Missile attack: 6 Defense: 16 Charge: 8 Armor: 13 Hit Points: 12 Cost: 2520 Upkeep: 490
    Factions: Carthage, Parthia, Selucia

    War elephants are a medium between the elephants, but they are still much more expensive than the weaker elephant. The only difference between these elephants and armored ones, are the armored ones have more defense due to their armor. Go figure. That said war elephants are much superior to normal elephants as they have the archers on top and a lot more hit points and better defense and much better attack. You should always get war elephants over the normal elephants, as they do a great job in battle and also have better morale and far more staying power with their much greater hit points.

    Artillery




    When you want to unleash fiery doom from afar on your enemies, artillery is the answer!

    Artillery are large war engines that fire AP missiles a long way. They include the catapult like Onagers and the crossbow like ballista. Artillery is best used to attack an enemy in a defensive position or who is reluctant to engage you. If the enemy forms a phalanx formation for example and waits for you to attack him if you have artillery use it to attack his troops and cause casualties to attempt to force him to move. Shooting at the enemy general is a good way to convince him to move also. Artillery also has a psychological effect against other players as watching a storm of fireballs and rocks crashing down and flying towards your army is a great tool to stress them and entice them into a fast rash attack or retreat. Artillery crews are no good in melee, only equipped with knives and no shields and are a ripe target for cavalry charges so you should keep some troops around the artillery to protect them. Artillery units all have low upkeep and its fine to keep units of artillery ready for settlement assaults without draining your treasury.



    Ballista
    Attack: 53 vs. Troops 24 vs. Buildings
    (All)
    Defense: 10 Armor: 7 Cost: 320 Upkeep: 100
    (Romans)
    Defense: 3 Armor: 0
    Cost: 220 Upkeep: 100 (all others)
    Factions: Roman Dacia, Macedon

    Ballistae are artillery pieces that are like giant crossbows that fire large bolts. Ballista have rather long range, slightly less than long range archers, like Cretan archers, but have a slow firing rate as the weapon must be slowly drawn back by hand cranks. Ballista bolts are rather accurate: about 1 in 3 bolts will hit the unit they were targeted at and will kill 1-3 men per bolt. Being hit by artillery inflicts a morale penalty.

    Flaming missiles don’t make much of a difference they seem to be pretty much as accurate and kill the same number. Ballistae really aren’t very useful artillery they don’t kill enough and fire far too slowly.

    For buildings, they are effective vs. wooden walls but do little damage to stone walls and large and epic walls take no damage from them.





    Onagers
    Attack: 53 vs. troops 70 vs. buildings
    Defense: 10 Armor: 7
    Cost: 830 Upkeep: 120 (Roman)
    Defense: 3 Amour: 0 Cost: 720 Upkeep: 110
    (all others)
    Factions: Roman, Armenia, The Greek Cities, Macedon, Numidia, Parthia, Pontus, Scythia, Selucia, Spain, Thrace

    Onagers are large catapults. They fire large rocks or flaming missiles in a high arc enabling them to fire over walls effectively. Onagers are mainly designed for use against large walls they destroy stone walls quickly and large and epic walls will fall quite quickly as well with focused onager fire. They are the most effective artillery against troops; a direct onager hit on a phalanx will usually kill 15-20 people with flaming missiles. Onagers however are very inaccurate when firing at a smaller target than a settlement. You should aim at dense deep concentrations of men, so that you hit something and cause casualties. If aiming at men you should always use flaming missiles as they cause far more causalities than normal rocks.

    Heavy Onagers
    Attack: 63 vs. troops 110 vs. buildings (
    All)
    Defense: 10 Armor: 7 Cost: 1060 Upkeep: 120
    (Roman)
    Defense: 3 Armor: 0 Cost: 930 Upkeep: 110 (
    All others)
    Factions: Roman Carthage, The Greek Cities, Macedon

    Heavy Ornagers are much like normal Ornagers except they do even more damage to buildings They also have a larger splash damage and kill a lot more troops with a direct hit, about 20-30. You should use them over Ornagers as soon as they are available. Use them in the same way.

    Repeating Ballista
    Attack: 33 vs. troops 0 vs. buildings Defense: 10 Cost: 460 Upkeep: 160
    Factions: Roman

    These are much like normal ballistae except they fire much faster: the crewman just has to pull a lever and the weapon fires about once every 4 seconds. It is otherwise the same as a normal ballista and still not much use as it doesn’t inflict enough casualties. If you must use ballistae use this one. It is however of no use at all against buildings, as unlike the ballista it has 0 building attack.

    Scorpions
    Attack: 43 vs. troops 0 vs. buildings Defense: 10 Armor: 7 Cost: 380 Upkeep: 100
    Factions: Roman

    Scorpions are like advanced ballistae; they have a bit more range and can use flaming missiles which repeating ballista can’t. They aren’t very accurate and they still only kill 1-2 men with flaming missiles. They have no minimum range though. Still they aren’t worth having as they cause almost no casualties. They are better than ballistae however, and artillery is fun to use











    Peasants, militia and others


    Peasants make great arrow fodder!

    Peasants are, like MTW pretty darn crap. They have no armor and have no shields. Unsurprisingly they have terrible morale and defense. Their attack isn’t quite as woeful as MTWs peasants and they come in 240 men on large unit sizes so they can actually hold for a few seconds in melee as the enemy hacks though them. They can be effective for tying up the enemy and also tiring them by making them fight. Peasants aren’t so effective at this however, because of how quickly they die. Their morale is such that as soon as one unit breaks they have a very good chance of fleeing along with them. You can use them to soak up missiles, as this doesn’t incur such a large morale penalty and they shouldn’t rout until there are very few left.

    Knife Peasants
    Attack: 1 Defense: 1 Charge: 1 Armor: 0 Cost: 100 Upkeep: 100
    Factions: Roman, Macedon, Selucia, The Greek Cities, Thrace

    These are the worst peasants. They are absolutely useless except for sort of typing up enemies, though they aren’t even useful for that. You could use them as garrisons and for pushing rams.

    Barbarian Peasants
    Attack: 1 Defense: 4 Charge: 1 Armor: 3 Cost: 150 Upkeep: 100
    Factions: Gaul, Britannia, Germania, Dacia, Scythia

    Barbarian peasants are still useless but at least have the distinction of being able to beat the crap out of their civilized brethren. They also oddly wear armor.

    Desert Peasants
    Attack: 3 Defense: 3 Charge: 1 Armor: 0 Cost: 120 Upkeep: 100
    Egypt, Carthage, Parthia, Pontus, Armenia, Numidia, Spain

    The game still refers to these as peasants but they have pitchforks and better stats than the other kinds. These still aren’t any use in a real battle but can still wipe out the other peasants. Surely that counts for something right? For some reason even though they have better stats than barbarian peasants they are cheaper.



    Incendiary Pigs
    Attack: 7 Defense: 4 Charge: 2 Armor: 3 Cost:
    200 Upkeep: 50 (Roman)
    Defense: 1 Armor: 0 Cost: 110 Upkeep: 50
    (The Greek Cities)
    Factions: Roman, The Greek Cities

    This unit is a weird one. It is made of actual pigs as well as a handler for each pig: a fairy weak solder with a dagger. The idea of them is to release the pigs at enemy elephant units. This scares the elephants, and will often make them run amok. The pigs last for about 30 seconds after being ignited and you ignite them simply by using the attack command at any unit. Unfortunately this units AI is buggy. The unit will often just run up to the elephants and get wiped out without igniting them it can be very glitchy to get them to ignite and the unit doesn’t have the greatest morale. All up when this unit does what it’s meant to do it works great and will almost always send the elephants running but when it doesn’t its useless. Ignited pigs can also frighten troops and lower their morale, making them useful in battles without hostile elephants though they don’t scare other troops nearly as much as they do elephants. Dead pigs are replaced after battle at no cost, but handlers that die aren’t.

    Town Militia
    Attack: 3 Defense: 7 Charge: 1 Armor: 0 Cost: 150 Upkeep: 100
    Factions: Carthage, Spain

    A step up from peasants, Town Militia use short spears, large shields and do not wear armor. They have a small amount of training and slightly better morale than basic peasants and can stay alive in melee for a short while. Unfortunately they have the standard 160 men on large unit sizes and will actually lose to a unit of peasants one on one, as they are far outnumbered. Even though they are spearmen a cavalry charge will go through them like paper, as they are not strong enough to resist the charge. The best use for Town Militia is for garrisons to stop towns rebelling. They are cheap, have low maintenance and are effective at keeping the citizens in line. It’s best to keep them off the battlefield

    Town Watch
    Attack: 3 Defense: 7 Charge: 1 Armor: 0 Cost: 150 Upkeep: 100
    Factions: Roman

    Town Watch is the Roman version of Town Militia. They have the same stats and the same large shield and spear. They are equally useless on the battlefield and should be reserved for keeping order in towns.

    War Dogs
    Attack: 10 Defense: 3 Charge: 2 Armor: 2 Cost: 570 Upkeep: 50 (Roman
    Factions: Roman

    Another oddball unit this unit is comprised of the same handlers as pigs, but with large angry dogs instead. The wardogs are released when you right click on an enemy unit and cannot be controlled afterwards. The handlers can be and will stay back unless ordered to charge. If the unit is routed before the dogs are released the dogs run along with their handlers. Dogs aren’t that effective against anything tougher than a peasant but they take time to kill and also impose a morale penalty on nearby infantry. Dogs have unlimited stamina and always run fast, which makes them useful for chasing routing units and the way they move around themselves makes them good for distracting and hassling the enemy while you focus on your main army. Just don’t send dogs in alone as they are not strong enough to kill units by themselves. War dog handlers have low morale and aren’t useful in a melee though dogs themselves will never rout. Dogs that die are replaces for free after the battle but handlers that die aren’t.





    Warhounds
    Attack: 12 Defense: 3 Charge: 4 Armor: 2 Cost: 510 Upkeep: 50
    Factions Gaul, Britannia, Germania, Dacia, Spain, Scythia

    Warhounds are much like War Dogs, except they have better attack and charge and cost slightly less. Use them in the same way as War Dogs

    Velite Gladiators.
    Attack: 12 Defense: 14 Charge: 3 Armor: 2 Cost: 620 Upkeep: 250
    Factions: Brutii

    Exclusive to the Brutii, Velite gladiators, like all gladiators are very tough troops. They have 2 hit points each, and very good defense and attack. Just don’t let them get shot up, as they have very little armor though they do have large shields and a very high defense skill making them tough in melee. Their morale is also excellent and they will last a long time in battle. Being spearmen they aren’t so effective against infantry but will still kill allot and last a long time. They are quite expensive and have high upkeep so use them.

    Samnite Gladiators
    Attack: 14 Defense: 14 Charge: 3 Armor: 7 Hit Points: 2 Cost: 720 Upkeep: 260
    Factions: Julii, SPQR

    The Julii exclusive gladiator, Samnites are just as tough and capable as Velite ones except they have a sword and have slightly better attack making them even more effective. Despite how they look they are well armored. Use these troops along with your Hastarti. They are expensive and have high upkeep.

    Mimillo Gladiator
    Attack: 12 Defense: 14 Charge: 3 Armor: 7 Hit Points 2 Cost: 700 Upkeep: 260
    Factions: Scipii

    Scipii’s exclusive gladiator and the coolest looking ones I think, the Mimillos have more armor than Velites but lack a shield Keep them out of missile fire and get into melee as soon as possible. They are tough troops, just like Velites

    Berserkers
    Attack: 19 Defense: 7 Charge: 7 Armor: 2 Hit Points: 2 Cost: 840 Upkeep: 120
    Factions: Germania

    Berserks are crazy! They are absolute killing machines in melee: they have the highest attack in the game and are fast for infantry. They have a very unique style in melee, they run though the enemy swinging their weapons, sending lines of men flying as they do so and killing multiple soldiers in a single attack. They will rip up just about anything in melee, shredding the men with almost no casualties. Berserks start the battle under your control but when told to attack they will almost always go berserk, become uncontrollable, become unable to rout and attack any enemy they care to insanely. This is usaly good, as they do crazy amounts of damage in this state and are even deadlier, as well as scaring nearby infantry. They will however sometimes chase after something you don’t want them to like running after horse archers, getting shot all the while. About the only way Berserks can lose is to a cavalry charge or massed missiles, since they have next to no armor they will take a lot of damage from it and from missiles, again because of their lack of armor. Use berserks for any type of melee, as they will crush anyone. Just try to keep them alive if possible as they are expensive and can only be trained in very advanced cities which are difficult for Germania to get.


    Mercenaries




    Killing and dying for fun and profit!

    Mercenaries are troops you can find in a province to recruit. You just click the recruitment button outside a settlement with a general (not a captain) selected and a scroll will come up with the mercenaries available, however sometimes there may be none, in which case the icon will be grayed out. After being hired, mercs take a while to be available in a province again. Mercs can be extremely handy for obtaining troops your faction can’t usually create, such as elephants for Romans or horse archers. Getting elephants with Rome can be very useful and it adds flavor when you’re able to use different units from the norm. Mercs however are more expensive, sometimes much more so than the normal version of the unit, or more than they are worth. Even lousy mercs like Libyan Mercenaries are expensive and cost more than recruiting decent troops normally, such as swordsmen. Mercs can be useful as fodder in sieges as you can hire some skirmishers or such to push battering rams and get decimated, so your more useful troops don’t get killed. Mercenaries are also useful for when you need troops immediately, like when you’re in trouble and don’t have the troops to repel an attack.

    This section is incomplete and will be added to.

    Infantry

    Barbarian Mercenaries
    Attack: 7 Defense: 10 Charge: 4 Armor: 3 Cost: 800 Upkeep: 200
    Locations: Gaul

    Barbarian Mercenaries are pretty useless mercs. They are spearmen but have lower stats than Spear Warbands, a common Barbarian unit and cost a LOT more: about twice as much. The barbarian factions don’t need this unit, since they all have spear units besides Spain. Rome doesn’t need them either as their legions are good enough to kill cavalry. Don’t bother with these mecs unless you desperately need soliders quickly.

    Cilician Pirates
    Attack: 10 Missile attack: 13 Defense: 5 Charge: 3 Armor: 0 Cost: 450 Upkeep: 200

    Cilician pirates are odd troops. They throw AP pila-like javelins just before the charge like legionnaires and use a non AP axe in melee. They have next to no defense and pretty good attack so they kill fast and die fast. They are cheap so use them as fodder or attack from the flank. Always target the armored units with their missile attack when you have a choice. They aren’t very common mercs.

    Eastern Mercenaries
    Attack 5 Defense: 9 Charge: 1 Armor: 1 Cost: 300 Upkeep: 150
    Locations: South east of map

    Eastern mercenaries are basically Eastern Infantry with slightly better attack, they are really still not of any use, except for fodder, as that low defense and 1 armor isn’t going to be stopping much of anything. Oddly they have less armor and defense than standard Eastern Infantry which is pretty sad for supposed mercenaries.

    Mercenary Hoplites
    Attack 7 Defense: 16 Charge: 3 Armor: 6 Cost: 850 Upkeep: 170
    Locations: Italy and in Greek/Macedonian lands, turkey and islands

    Merc hoplites are very useful for factions without phalanxes such as Rome or Gaul. They are identical to Greek Hoplites, with the same good morale and good attack and defense. They are expensive but useful mercs. They are quite common too.

    Spanish Mercenaries
    Attack: 7 Missile attack: 11 Defense: 12 Armor: 3 Cost: 710 Upkeep: 170

    Spanish mercs are sort of like legionnaires, as in they throw heavy javelins before charging into melee. They have good attack and decent defense, as well as little armor making them quite effective vs. AP units, though missiles will hurt them. They are good general troops and are always good to recruit. They are rather uncommon since most factions don’t conquer Spain till late game. They have large shields.

    Thracian Mercenaries
    Attack: 10 Defense: 6 Charge: 5 Amour: 2 Cost: 330 Upkeep: 130
    Locations:
    Turkey and Mediterrean islands
    Thracian mercs are uncommon mercs with a good attack, a great charge for infantry and very low defense and armor. Just use them as general attack troops and try to flank with them, if you can to help offset their lousy defense. They can use War Cry so make sure to use it when you can, as it really helps them out.

    Missiles

    Balearic Slingers
    Attack: 6 Missile attack: 9 Defense: 6 Charge: 3 Armor: 0 Price: 470 Upkeep: 200

    Balearic Slingers are used just like normal slingers except they are better at everything, have the same range as archers and can fight in melee better, though with their very low defense and lowish attack they won’t be beating much. They still have no armor and small shields so keep them out of counter fire. Their attack is much better so they could come in handy for armies that lack missiles but as they still lack armor and range they are easy targets for counter fire.


    Cretan Archers
    Attack: 6 Missile attack: 11 Defense: 5 Charge: 3 Armor: 0 Cost: 550 Upkeep: 200
    Locations: East of Italy in Greek/Macedonian lands, Turkey and Mediterrean islands

    These are very good archers, their elite archer stats gives them a very long range and they are probably the most useful mercenaries after War Elephants. If you are a faction that doesn’t have good archers or don’t have good ones in your army at the time these will be very useful. They aren’t completely terrible in a melee, but they aren’t that common and they shoot very well so you should keep them out of it. Watch out for counter fire as they lack armor.


    Illyrian Mercenaries
    Attack: 7 Missile attack: 9 Defense: 8 Armor: 2 Cost: 380 Upkeep: 130

    These are skirmishers with almost decent melee stats, though for skirmishers they have high stats. They aren’t amazing at melee, but they have a very good missile attack for skirmishers and large shields, so don’t hesitate throwing them into a melee as fodder after they throw their missiles, as they are quite common. Their upkeep is also less than most mercs

    Libyan Mercenaries
    Attack: 2 Missile attack: 5 Defense: 3 Charge: 1 Armor: 2 Cost: 350 Upkeep: 100
    Locations: South of map in desert provinces
    Libyan Mercenaries are one of the weakest units in the game. They are stunningly terrible at melee, as they have even less attack than desert peasants, their defense is completely terrible, they have a lousy missile attack: the lowest in the game besides slingers and they have no armor. About the only useful thing they are for is numbers, for more bodies to throw into battles and very light skirmishing tasks as they will kill few. They can be used, sort of to flank a unit that’s already engaged to lower the enemy’s morale and they can chase routing infantry if it’s tired. These mercs are surprisingly expensive for how crappy they are, but you could still hire them, as numbers are always useful near the end of the campaign where money is no object. They are also fast and being desert troops they tire slowly in deserts making them useful for chasing tired routers. Just don’t rely on them at all during combat.

    Mercenary Peltasts
    Attack: 4 Missile attack: 6 Defense: 9 Charge: 1 Armor: 2 Cost 600 Upkeep: 170
    Locations: East of Italy in Greek/Macedonian lands, south east of map, turkey and Mediterrean islands
    Merc Peltasts are stronger, lightly armored versions of the standard peltasts. They are still no good in a melee and their armor is very light and almost no defense against missiles. The biggest black mark against them is their cost: 600 denarii is way too much for what is a pretty useless unit. Don’t bother with these.

    Rhodian Slingers
    Attack: 6 Missile attack: 9 Defense: 6 Charge: 3 Armor: 0 Price 470 Upkeep: 200
    Locations: Turkey and Mediterrean islands
    Rhodian slingers are much better than normal slingers with a much higher missile attack and are better in melee. They still lack armor so keep them away from missiles. They still aren’t really worth using over archers, but are handy for armies that lack missiles.

    Samnite Mercenaries
    Attack: 6 Defense: 15 Charge: 2 Armor: 5 Cost: 450 Upkeep: 170
    Locations: Italy
    Samnites are pretty good mercs as they have better attack and just slightly less defense than Auxilia, making them very effective at stopping cavalry.

    Calvary

    Arab Cavalry
    Attack: 7 Defense: 11 Charge: 4 Amour: 3 Price: 480 Upkeep: 120
    Locations: South east of the map in deserts
    Arab cavalry are decent cavalry: they have a decent attack, ok defense and a bit of armor. Use them for the average light cavalry stuff: flanking, chasing routers and attacking missiles. They are common mercs. They can form wedge.

    Mercenary War elephants
    Attack: 7 missile attack: 11 Defense: 16 Armor: 16 Hit Points: 15 Cost: 2460 Upkeep: 490

    Elephants are very, very useful for any battle so if you are a faction that can’t recruit them normally it’s great to hire these mercs to take advantage of their power. It’s fun too, since you usually can’t use them!

    Sarmatian Mercenaries
    Attack: 8 Defense: 13 Charge: 10 Armor: 9 Cost 1200 Upkeep: 170
    Locations: North of map in Scythian lands.

    Sarmatian Mercs are some of the most expensive mercenaries in the game. They are certainly elite though with a good attack, decent defense and the highest charge in the game as they use lances. This unit does not have shields as lances are two handed so you should charge into a unit then pull back and charge again, putting that massive charge bonus to work.

    Missile Cavalry

    Numidian Mercenaries
    Attack: 6 Missile attack: 9 Defense: 8 Charge: 4 Armor: 0 Cost: 520

    Numidian mercenaries are just like militia cavalry but with better status. Use them in the same way. They are better at melee, so don’t be as shy about attacking in the flank with them.

    Scythian Mercenaries
    Attack: 3 Missile attack: 7 Defense: 2 Charge: Armor: 0 Cost: 790 Upkeep: 120
    Locations: Scythia, north of the Greek cities

    Average HA at a very inflated cost, but useful for factions/armies that don’t have them.

    Camels

    Camels are useful to factions that usually can’t make then as their anti cavalry role can be very useful.

    Bedouin Warriors
    Attack: 7 Defense: 11 Charge: 4 Armor: 3 Price: 430 Upkeep: 110
    Locations: South east of the map only found in deserts

    Bedouins have a good attack and ok defense. They can rip up cavalry easily and put up a decent fight vs. weaker infantry also. You should always get these mercs when they are available. They are somewhat uncommon. They actually have the same status as Arab Cavalry though they obviously use camels instead.

    Bedouin Archers
    Attack: 3 Missile attack: 7 Defense: 5 Charge: 2 Armor: 3 Price: 730 Upkeep: 110
    Locations: South east of the map only found in deserts

    Not all that good, as camels are too slow to make good skirmishers and they aren’t the greatest shooters. They do have some armor, which is rare for cavalry archers. They aren’t worth using in melee even vs. cavalry as they are too weak.
    Last edited by Yojimbo; February 10, 2009 at 04:05 AM.

  3. #3
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    Default Re: RTW unit guide complete thread DONT POST!

    New Formations

    Barbarian invasion includes two new formations the Shieldwall, usable by the better trained spear and sword units, and the schiltrom which most spear units can do.

    Shield Wall






    The Shield wall. Note the captain and banner carrier in the back out of harm’s way.

    This formation causes the unit to tighten up into a very dense formation, shields held forward. The banner carrier and captain (if present) or unit leader moves to the rear center. In this formation the unit stays as dense as possible and gets a large defense bonus, it takes much longer for men to be killed as long as the formation doesn’t completely fall apart. I tested this using Auxilia Palatina, against gothic warriors: first without shield wall the unit was dead in about 3 mins as the formation broke up quite easily and the men were shredded. In Shieldwall the men stayed in formation and held out for ages about ten mins of solid melee except for once time where the Goths pulled back a short distance and charged at me against immediately. Even though it took longer, the Auxilia killed roughly as many as they did in normal formation, though they did eventually lose as they are spearmen fighting swordsmen. The unit doesn’t seem so inclined to fight flankers: only the closest turned around to fight when they were very close and most of them stayed in formation.

    Guard Mode makes the formation even more brick like. The unit will stay rigidly in formation, even if they are attacked from the flank or behind, just the man being attacked will turn and fight and maybe his neighbors if the enemy is very close. Some men will even just stay in formation, facing the front and not react before the flanking enemy has killed him. Guard mode makes a huge difference as it increases their survivability even more. After 15 or so minutes of melee, the unit actually routed the exhausted swordsmen, the battle was in a desert map and the spearmen were still at fresh fatigue, as Shieldwall doesn’t fatigue men faster and since they were very tough for the enemy to kill they won by war of attrition, slowly wearing down the swordsmen’s numbers. The swords routed with about 60 left the spears had about 90 left, both units out of 162. The Goths also kept withdrawing every minute or so and tried to flank me, but I turned to face them as men can run in shield wall





    You should use spearmen in Shieldwall with guard mode turned on, if they are defensive, such as holding your line or blocking a breach as it increases their usefulness many fold. The unit won’t kill as quickly however so if you want them to attack effectively you should keep them in standard formation.

    Thus Shieldwall is an excellent formation for when you need to hold a location or a line as the spears will be able to hold out for the longest time possible, while you flank or something. The fact that the captain moves to the center rear of the unit and stays there out of harm’s way makes this a good unit for captain led armies, if the captain is in their unit as he is safest at the back.


    Schiltrom




    Multiple Schiltrom, Scottish style.

    The schiltrom is a common spear unit formation that most spear units can do. In this formation the unit forms a circle with spearpoints pointing out in all directions. This means that the unit doesn’t really have flanks anymore and they can fight back in all directions. Schiltrom is more a defensive formation; because the units weapons are more spread out it can’t focus as many men in one direction to fight against the enemy, so there are fewer men in battle at a time. This is balanced by the fact that in this formation the unit seems to have better defense and their phalanx type attacks seem to work better with the very closely packed formation. This formation is also great to prevent flank attacks, as a schiltrom has no flanks or rear as they have attack ability in all direction making them very effective at resisting cavalry attacks. Units in this formation can march, but not run, and forming the formation takes about 10 seconds, as the men close in and form up making it hard to react to sudden cavalry charges. When a schiltrom is moving the men all point their weapons in the direction they are moving, meaning they are vulnerable in all directions besides the front. When enemies are close keep a schiltrom stationary so they can brace themselves.


    Legions





    Stupid funding cutbacks can’t even afford bows!

    Even though legions look very different now, they are still used in the same way: as tough, heavily armored infantry used to crush the enemy in melee, after weakening them with thrown pila, or hold the enemy in place. There are some new ideas like Plumbatarii, but for the most part the Roman army’s legions at least are mostly the same, even if the armies make up itself has drastically changed from RTW, what with horse archers and camels. They have very good morale. Legions have very poor charge bonuses, probably because of their slowness, so don’t worry too much about charging with them. All legions have very high upkeep and you should always be using them if possible. Like RTW’s Legions their pila are ap and devastating to pretty much anything so you should order them to fire at will and halt them near the enemy so they can throw all their pila into the enemies,. This will cause a lot of causalities and leave fewer enemies to fight in mêlée so you take fewer losses. Legions come in handy to absorb missiles as they have loads of armor and will take very few losses from arrows. Just watch out for the new crossbows.

    British Legionaries
    Attack: 7 Missile attack: 9 Defense: 21 Charge: 2 Armor: 8 Cost: 590 Upkeep: 319
    Factions: Romano-British

    British Legionaries are local copies of Roman legions and are quite effective because of it. They are heavily armored and have a good attack and missile attack. You should put them on fire at will and allow them to throw all their missiles before charging. They are weaker than actual roman legions, like Comitatenses and will lose to them, but they will be a match for many other troops.

    Comitatenses
    Attack: 8 Missile attack: 9 Defense: 25 Charge: 2 Armor: 10 Cost: 680 Upkeep: 389
    Factions: Roman

    Comitatenses are the infantry of the line for Roman factions in this period. They have good attack and are heavily armored. They are made to hold the line and kill other infantry and spear units. Plumbatarii are just as tough, but have the advantage of better and more missiles for just a little more money. You should start replacing Comitatenses with Plumbatarii when you can. They also have very expensive upkeep so don’t leave loads of them around. You should only make them when you’re going to attack or use them in frontier cities at high risk of attack.




    Comitatenses First Cohort
    Attack: 10 Missile attack: 11 Defense 27 Charge: 3 Armor: 11 Cost: 1200 Upkeep: 680
    Factions: Roman

    Much like Legionary first cohorts in RTW, Comitatenses First Cohorts are tougher troops than normal, with more attack, missile attack, defense and slightly more armor. They have 240 men rather than 161. They raise the morale of nearby troops, and with their large numbers can be a real job to kill as they have such good stats. You should use these units as the center of your army, putting them in the middle of your line to affect as many units as possible with their morale bonus and to ensure their killing power is put to good use. Just ensure that this unit isn’t destroyed as their legionary eagle will be taken by the enemy and give the commanding offer terrible traits. For this reason you should still be somewhat careful with them in particular, keeping them far away from armor piercing troops.This unit has INSANE upkeep, more than many units cost so you really shouldn’t leave them in a settlement taking up cash unless you’re saving them for something.

    Plumbatarii
    Attack: 8 Missile attack: 10 Defense: 25 Charge: 2 Armor: 10 Cost: 720 Upkeep: 369
    Factions: Roman

    These men are exactly like Comitatenses except that they have iron darts rather than pila. They carry 10 darts, compared to 4 pila for pila troops and have the same range. The darts pierce armor just like pila and do slightly more damage. Since this unit is just as good in melee as Comitatenses, costs just a tiny bit more and has more missiles as a bonus you should use these men as infantry of the line and use a lot of them as soon as you can start training them en mass.


    Swordsmen




    Elite swordsmen make for a titanic battle.

    Swordsmen in BI are different to RTW. They tend to be heavily armored and have high defense, compared to the many lightly armored swordsmen in RTW. They are best used as your main tough infantry to hold the line and fight against the enemies’ units in general. Much like rtw swordsmen are versatile and can hold their own against most enemies. They tend to have good morale and attack, making them effective troops. Usually you should have the majority of your army swordsmen, except for factions like the Huns, and Romans. Make sure to watch out for ap units with the heavily armored swords.

    Druids
    Attack: 11 Defense: 12 Charge: 5 Armor: 4 Cost: 310 Upkeep: 154
    Factions: Celts

    These are a lot like RTW’s druids. Use their chanting ability to support your troops: it raises morale and lowers enemy morale. They can however fight in melee rather well, as they have good attack and decent defense. Their sickles do not pierce armor.

    Gallowglasses
    Attack: 13 Defense: 17 Charge: 5 Armor: 7 Cost: 500 Upkeep: 124
    Factions: Celts

    Gallowglasses are a two handed swordsmen unit technicality because they lack shields. Their swords are so large they look like they should be wielded two-handed, but they aren’t. Gallowglasses are well balanced in stats and should crush quite a few sword units and obviously wreck spear units. Use them as your infantry of the line for Celt armies, but remember with their lack of a shield they will die rather quickly even though they are well armored. They have good morale










    Golden Band
    Attack: 16 Defense: 16 Charge: 5 Armor: 5 Cost: 510 Upkeep: 144
    Factions: Burgundi, Alemanni, Lombardi

    Despite their great attack, Golden Band can’t really stand up to elite swordsmen of other factions. They have too little armor and they are very vulnerable to missiles and die quite quickly in melee since they lack a shield, which is very odd for melee dedicated swordsmen, since they only use one handed swords there isn’t really a reason why they lack shields, especially since the unit description says they are the tribe’s heroes and get the best of everything. They will kill fast and die quite quickly so you should flank with them on an already engaged unit if possible. They have great morale and won’t rout till most of the unit is dead. All up they can be an effective unit, but don’t expect them to beat Chosen Swordsmen by themselves. It seems this unit was meant to use an axe and a sword and no shield, judging by the unit pic, but in game they just have swords.

    Gothic Warriors
    Attack 10 Defense: 20 Charge: 4 Armor: 7 Cost: 560 Upkeep: 189
    Factions: Goths

    Gothic Warriors are another backbone line infantry type unit. They can survive easily in a melee and have good attack to dish out the pain. You should use them as the bulk of a Goth army, backed up with foot archers and Gothic Spearmen.

    Lombard Berserkers
    Attack: 14 Defense: 9 Charge: 7 Armor: 2 Cost: 810 Upkeep: 188
    Factions: Burgundi, Alemanni, Lombardi

    Berserkers are crazy! They have a very good chance to go berserk when told to War Cry, or ordered to attack. They will go berserk, you’ll lose control of them and they will start ripping the enemy to shreds. Watching berserks fight is a sight to see, as they use combo attacks spinning though the enemy sending men flying and hardly ever stop swinging at the enemy. They cause fear to nearby infantry. Once the unit they are fighting is routed they chase the routers, if there is no standing unit nearby but if there is they move to the closest standing enemies and attack them next, regardless of who they are or how many casualties they have taken, as berserks are immune to morale loss while berserk and will keep killing, though if they are out of combat for a little while they may stop going berserk and become controllable again, at least until the next time you tell them to attack, when they will probably go crazy again. They have a deceptive attack, as it hardly matters with their devastating attack animations. Lombard berserks have almost no armor and no shields so even though the berserks will cause a load of casualties very quickly and rip units apart; they will die very quickly as well if bogged down in a protracted melee, also because they never stop attacking long enough to block incoming melee strikes. You should flank with berserks if possible, using fodder to keep the expensive and rather fragile berserks out of direct melee or missile fire and allowing them to crash into the flank or rear causing tons of causalities with their powerful melee attacks. Berserkers are an all or nothing unit. You either rip the enemy apart, or they hold and the berserks get cut down because of their low defense and small numbers. They have 64 men in their unit and those 64 are very expensive.











    Praeventores
    Attack: 12 Defense: 16 Charge: 3 Armor: 4 Cost: 330 Upkeep: 273
    Factions: Western Roman Empire

    Praeventores are much like Arcanii in the original RTW. They have very good attack and a lot of defense skill matched with 80 men, half of the average unit size. They can hide anywhere and are fast but have little armor. These men aren’t really that good for fighting in a battle line, as they are too few in numbers and their lack of armor is a handicap in a protracted melee. The idea with them is to ambush with them using their skills at hiding anywhere to fall upon the foe from behind or attack the enemy general. This isn’t a common occurrence in RTW and BI, as units are easy to see and armies start so close together. Really you’re better off using normal legions rather than these troops, though they can be fun to mess around with. They have good morale. They have good morale. Their upkeep is not worth their limited use so only train them if they are actually going to serve a purpose or your just messing around.

    Saxon Hearth Troops
    Attack 11 Defense: 23 Charge: 4 Armor: 7 Cost: 590 Upkeep: 220
    Factions: Saxons

    Hearth troops are the elite swordsmen of the Saxons. They are basically tougher versions of Chosen Swordsmen: they have slightly less attack but more defense, though their charge isn’t as good. They will beat Chosen Swordsmen. Their charge is rather weak for such a high tier unit, but they serve well as your tough heavy infantry.

    Steppe Swordsmen
    Attack: 9 Defense: 15 Charge: 5 Armor: 5 Cost: 360 Upkeep: 122
    Factions: Huns, Vandals, Slavs

    Steppe Swordsmen might look to have decent stats, but they are actually the weakest swordsmen in BI. They have lower attack than the others and only druids and berserkers have lower defense. If you fight against other swordsmen you should make sure they have a numerical advantage or attack from the flank or rear. They are useful for killing spear units and parking in front of cavalry archers to use as a barrier vs. charging enemy units, though spearmen are better for this.

    Sword Heerbann
    Attack: 9 Defense: 20 Charge: 5 Armor: 7 Cost: 510 Upkeep: 144
    Factions: Franks

    Sword Heerbanns are the infantry of the line for the franks, along with Axe Heerbanns. They have better attack than the axemen but obviously don’t pierce armor. They have very good defense and can stay alive in melee for a long time, making them perfect for holding enemies while you flank with your axemen. Use a lot of these troops.


    New Axemen



    Catch!

    Axemen are, like BI swordsmen usually more heavily armored than in RTW. Besides that and the fact there are a unit of throwing axemen, axemen are largely like their RTW brethren and should be used in the same way.

    Berber Axemen
    Attack: 6 Defense: 12 Charge: 3 Armor: 3 Cost: 280 Upkeep: 96
    Factions: Berbers

    Berber axemen are the Berbers only AP unit. They have otherwise rather weak stats and light armor making them vulnerable to missiles and have rather crappy stats when going against unarmored units. If you’re playing as the Berbers, target the axemen at armored units only, if you can help it and use several, because they may not be strong enough to win. They cost very little upkeep and are cheap, so if your playing as the Berbers they are good for garrisoning. Remember though they are cheap because they basically suck.

    Chosen Axemen
    Attack: 14 Defense: 14 Charge: 5 Armor: 6 Cost: 500 Upkeep: 134
    Factions: Saxons, Burgundi, Alemanni, Lombardi

    Chosen axemen aren’t as powerful as the RTW unit of the same name, but they are much better defended being well armored. Their axes pierce armor and they kill quickly with their very high attack, though with their lack of shields they will take causalities rather fast. You should also try to keep them away from missiles, particularly the new crossbows. You could flank with them, as this offsets their lack of a shield.

    Axe Heerbann
    Attack: 7 Defense 17 Charge: 5 Armor: 7 Cost: 510 Upkeep: 124
    Factions: Franks

    Axe Heerbanns are good axemen with a low attack for axemen but good defense for such an early unit. They are also well armored They pierce armor, so they work well against armored units, but their attack is a bit too low for them to stand against elite lightly armored foes. Thus it is a good idea to deploy Axe Heerbanns with Sword Heerbanns and send the axemen after the armored targets, while the swords with their higher base attack and greater defense crush any lightly armored enemies. Just remember: there are tougher armor piercing units out there and Axe Heerbanns are well armored so if you run into say Sughdian Warriors who pierce armor, don’t count on the axes winning. They have cheap upkeep for such a good unit.


    Francisca Heerbann
    Attack: 9 Missile attack: 6 Defense: 19 Charge: 4 Armor: 7 Cost: 650 Upkeep: 163
    Factions: Franks

    Francisca heerbanns are fun units to use. They have a good attack for one handed axemen. The game doesn’t say they pierce armor, but their missiles seem to as they do the same amount of damage vs. legionaries as against lightly armored targets like Praeventores. Their hand axes also seem to pierce armor This unit is the only unit in the game to use thrown axes and like other thrown weapons it gets +6 attack vs. elephants and chariots making them very effective at taking them down. They have very high defense, are well armored and can handle themselves in a melee. They also have good morale.

    Hounds of Culann
    Attack: 11 Defense: 5 Charge: 7 Hit Points: 2 Cost: 690 Upkeep: 180
    Factions: Celts

    Hounds or Culann are berserkers! They have a very good chance to go berserk when told to War Cry, or ordered to attack. They will go berserk, you’ll lose control of them and they will start ripping the enemy to shreds. Watching berserks fight is a sight to see, as they use combo attacks spinning though the enemy sending men flying and hardly ever stop swinging at the enemy. They cause fear to nearby infantry. Once the unit they are fighting is routed they chase the routers, if there is no standing unit nearby but if there is they move to the closest standing enemies and attack them next, regardless of who they are or how many casualties they have taken, as berserks are immune to morale loss while berserk and will keep killing, though if they are out of combat for a little while they may stop going berserk and become controllable again, at least until the next time you tell them to attack, when they will probably go crazy again. Hounds have a deceptive attack, as it hardly matters with their devastating attack animations. They also pierce armor. The Hounds are not armored and lack shields giving them very low defense, so even though the berserks will cause a load of casualties very quickly and rip units apart, they will die very quickly as well if bogged down in a protracted melee, also because they never stop attacking long enough to block incoming melee strikes. You should flank with berserks if possible, using fodder to keep the expensive and rather fragile berserks out of direct melee or missile fire and allowing them to crash into the flank or rear causing tons of causalities with their powerful melee attacks. Berserkers are an all or nothing unit. You either rip the enemy apart or they hold and the berserks get cut down because of their low defense and small numbers. They have 64 men in their unit and those 64 are very expensive.

    Sughdian Warriors
    Attack: 10 Defense: 19 Charge: 4 Armor: 7 Cost: 610 Upkeep: 264
    Factions: Sassanids

    Sughdian warriors are a surprising unit, as they are Eastern faction infantry which aren’t lousy. They have armor piercing maces, are well armored and have light shields. They have good stats for an AP unit and will crush most infantry with armor and can do a decent job vs. armored cavalry too. This is a very effective unit for the Sassanids.

    Night Raiders
    Attack: 10 Defense: 9 Charge: 6 Armor: 2 Cost: 342 Upkeep: 126
    Factions: Burgundi, Alemanni, Lombardi

    Night raiders are a lot like the RTW unit of the same name and are pretty much outdated by BI. They have a good attack like most axes, but their useless defense and armor ensures they will lose to most things and missiles will kill many. They do pierce armor in BI however, unlike RTWs version and they still scare nearby enemy infantry. Still you should only make them early on before you can make some of the better units. They can war cry, and always should. Very cheap upkeep.



    Spearmen



    Knee deep in the dead.

    Spearmen are one of the most different unit classes from RTW as they have access to the new shield wall and schiltrom formation, described at the beginning of the BI section. Some spear units can also throw javelins before melee or on fire at will. These missiles are good for evening the odds like pila and legionaries, but they do not pierce armor like pila does, so remember this.

    Auxilia Palatina
    Attack: 7 Defense: 25 Charge: 2 Armor: 10 Cost: 810 Upkeep: 369
    Factions: WRE

    Auxilia Palatina are the best protected spearmen in the game. They have massive defense almost as good as Cataphracts and will absolutely massacre any cavalry they melee with. They can also last for a long time against infantry in shield wall formation especially with guard mode turned on.

    Bosphoran Infantry
    Attack: 9 Defense: 22 Charge: 4 Armor: 8 Cost: 510 Upkeep: 200
    Factions: Sarmatians, Roxolani

    Bosphoran infantry are the best spearmen in the entire game, which is amazing for these factions that focus on horse archers more than anything. They have heavy shields and are heavily armored and have a great attack for spears. They are even better than heavy spearmen and are great at ripping cavalry to bits. Try to entice the cavalry into charging them and then flank with lesser spears or cavalry. They can hold on in melee against most troops for a while, as they are so tough. Their heavy armor along with their spear class stats and shields makes them great for absorbing missiles and ensures they will take minimum damage from cavalry. Don’t neglect this infantry, just because these factions are more focused on cavalry, as they can be very effective.

    Coastal Levies
    Attack: 4 Defense: 17 Charge: 1 Armor: 6 Cost: 437 Upkeep: 184
    Factions: Romano-British

    Coastal levels are the Romano British equals of Limitanei. They have horrible attack and very good defense for spears ensuring they make good fodder, able to stay alive and hold the enemy in place for quite a while, even if they won’t actually kill many of them.




    Foederati Infantry
    Attack: 6 Defense: 19 Charge: 2 Armor: 5 Cost: 500 Upkeep: 235
    Factions: Roman, Romano-British

    Foederati infantry are spearmen with weak attack, though their defense is high and they are decently armored. Use this unit to soak up missiles and hold the flank against cavalry. They can survive for a while with their high defense, although they won’t actually kill that quickly because of their low attack.

    Gothic Spearmen
    Attack 7 Defense: 20 Charge: 3 Armor: 6 Cost: 405 Upkeep: 163
    Factions: Goths

    Gothic Spearmen are better than Foederati, as they have slightly better attack and defense. You should still use them in the same way.

    Hillmen
    Attack: 7 Defense: 10 Charge: 4 Armor: 2 Cost: 333 Upkeep: 115
    Factions: Berbers

    Hillmen are weak spearmen with low defense and armor. They fit the typical spear unit role as fodder quite nicely.

    Legio Lanciarii
    Attack: 6 Missile attack: 10 Defense: 19 Charge: 2 Armor: 5 Cost: 600 Upkeep: 268
    Factions: ERE

    Legios are tough spearmen they have good armor for the class and an ok attack for spears. They are perfect for holding a line and resist missiles decently. Don’t expect them to kill too much though, as they oddly have less attack than even Levy Spearmen. They carry pila, like normal legions and you should let them throw them by putting them on fire at will and waiting until the enemy get close.

    Limitanei
    Attack: 4 Missile attack: 8 Defense 17 Charge: 1 Armor: 6 Cost: 475 Upkeep: 173
    Factions: Roman

    Limitanei are the BI Roman equitant of Town Watch. They aren’t good fighters as their attack is horrible but they have good defense and armor enabling them to hold on for quite a while in melee and making them good at soaking up missiles. They also have pila to throw, though they are not as powerful as other unit’s pila. Use them as garrisons, but consider taking them on campaign as fodder.

    Levy Spearmen
    Attack: 7 Missile attack: 11 Defense: 10 Charge: 4 Armor: 2 Cost: 400 Upkeep: 115
    Factions: Franks, Saxons, Sassanids

    Levy Spearmen are another low defense spear unit. They die very fast in melee with their low defense and will take a lot of casualties when charged with their almost nonexistent armor, though their attack is good for spears. They do have 240 men on huge unit sizes compared to the 160 for stronger spear units, which enables them to beat a lot of other spearmen though their numbers advantage and survive longer in melee. They can make Shieldwall and you should do this as it helps them survive just that little bit longer. This unit is not nearly as trained as the more elite spear units so they won’t hold the wall as well. Just use this unit as another meatshield/fodder unit.

    Some units of levy spear can throw spears before attacking and help to really even the odds. You should put these units on fire at will and allow them to throw all their missiles before attacking in melee, if possible.

    The Sassanids version of this unit deserves mention as one of my most hated units. They have exactly no morale, they rout even if they are winning, if they are slightly outnumbered, they rout if anyone else routs and they rout when fighting camels, they rout if they take more than 20 or so causalities They absolutely suck. They don’t have javelins either.

    Mountain Men
    Attack: 7 Defense: 14 Charge: 4 Armor: 3 Cost: 297 Upkeep: 96
    Factions: Berbers

    Mountain men are pretty good spearmen, they have a good attack and more defense than most other spear units. They will still die rather quickly and a direct charge will still kill quite a few, but they have better morale than the weaker spears and are better in a melee.

    Pictish Spearmen
    Attack: 6 Defense: 11 Charge: 4 Armor: 3 Cost: 315 Upkeep: 115
    Factions: Celts

    Pictish Spearmen are yet another weak spear unit with the same stats as Spear Warbands. They might be of Celtic stock but you should use them in the same way.

    Runaway Slave Spearmen
    Attack: 6 Defense: 12 Charge: 2 Armor: 2 Cost: 270 Upkeep: 150
    Factions: Huns, Goths, Sarmatians, Roxolani

    Runaway Slave spearmen are very basic spearmen. They have no special skills except they are fast and they have average attack for spears and almost no armor. Oddly even they the game says they get the worst weapons and no armor they do have a little armor and steppe spearmen have a worse attack than them, not to mention they have the same attack as a few other spear units. These spears can still hold a line for a little while though their peasant like formation and their lack of skills like Shieldwall make them a spear unit best left unused. They are not however useless. If you use them, remember to try to keep them away from missiles if you aren’t using them as fodder as their nonexistent armor ensures they will get whittled down very fast. They do have 240 men on huge unit sizes, which does allow them to stay in battle for a while.

    Saxon Keel
    Attack: 7 Defense: 16 Charge: 4 Armor: 4 Cost: 342 Upkeep: 115
    Factions: Saxons

    Saxon Keels are tougher spearmen. They have a bit more armor and much better defense than most others and they still have a good attack. They are not as useful as Spear Warbands against lighter troops, as they lack missiles. Their 160 men per unit also make them weaker in melee.

    Spear Warband
    Attack: 6 Defense: 11 Charge: 4 Armor: 3 Cost: 315 Upkeep: 115
    Factions: Burgundi, Alemanni, Lombardi

    Spear Warbands are weak spearmen that are best used as fodder, as the factions that can train them all have Lombard archers, a long range useful archer unit. Use the spears to hold units in place while you shoot them with your archers and as meatshields for the archers. They can be effective against weaker cavalry but their defense and armor is quite low so stronger cavalry will be able to rout them though they will take quite a few causalities doing so. You really should use Warbands in groups. Two Warbands vs. one tough cavalry unit will crush it, whereas one will probably lose. This unit is these factions only spear unit so you have little choice.

    Steppe Heavy Spearmen
    Attack: 9 Defense: 21 Charge: 4 Armor: 7 Cost: 513 Upkeep: 189
    Factions: Huns, Slavs

    Steppe Heavy Spearmen are light years ahead of most other spearmen. They have a huge attack for spearmen, the best in the game for their class and they are well armored and have very high defense. Heavy spearmen are great at receiving charges, as their armor means they will take almost no casualties and stop the charge dead, before shredding the cavalry quickly with their high attack. They also have good morale, unlike most spears and can hold on vs. infantry for a while, because of their great defense. You should make heavy spearmen even if you are the Huns as they are extremely effective troops against cavalry and are tough enough to be versatile. If you have heavy spears and other lighter spearmen, allow the heavies to get charged if possible and flank with the other spears, if you’re fighting so much cavalry that even heavy spears can’t beat it all. Heavy Spearmen cannot form schiltrom, not that it matters

    Steppe Spearmen
    Attack: 6 Defense: 11 Charge: 4 Armor: 3 Cost: 315 Upkeep: 133(Vandals)
    Attack: 5 Defense: 13 Charge: 2 Armor: 3 Cost: 297 Upkeep: 167(Huns)
    Factions: Huns, Slavs

    Steppe Spearmen are another weakish spear unit suitable as fodder. They have less attack but a bit more defense than Spear Warbands. They can just defeat tough cavalry on their own, but more than half the unit will die. When I put them against noble cavalry about 30 spearmen died from the charge alone and they almost broke but in the end won, but with only 90 men left out of 240. You should use two units of these spears, much like Spear Warbands. Allow one to receive the charge and then attack with the other one from the flank if possible. That should give the cavalry a morale penalty from being so far outnumbered and give the first spear unit a morale bonus from having its flank protected and you should rout the cavalry in short order. They, like other weaker spear units have 240 men rather than 160.

    Missiles

    Skirmishers


    No Vencorix of course we aren’t fodder!

    Skirmishers are rare in BI: there are only two units of them. They are even less use this time around, because there are so many powerful units and a lot more cavalry. Skirmishers still have low amounts of ammo and have trouble killing enough to be useful. They do have very low upkeep however so they are useful as fodder or just more bodies to throw into the fray and as garrisons.

    Kurdish Javalinmen
    Attack: 5 Missile attack: 8 Defense: 9 Charge: 2 Armor: 3 Cost: 260 Upkeep: 108
    Factions: Sassanids

    Kurdish Javelins are tough for skirmishers they have a good missile attack and an ok melee attack for skirmishers. They can function as light infantry after they have thrown their missiles.

    Kerns
    Attack: 6: Missile attack: 9 Defense: 7 Charge 4 Armor: 0 Cost: 216 Upkeep: 67
    Factions: Celts

    Kerns are better skirmishers than Kurdish Javalinmen; they have slightly better missile attack. They have better melee attack but less defense. Their complete lack of armor, coupled with the short range of skirmishers ensures they won’t be surviving long, so use them as light infantry when their missiles are gone.

    Foot Archers


    Relaxing by the river at night by torchlight how romantic.

    Foot Archers are much the same as in RTW, except there are more archers who are ok at melee now, and there is a new, even longer ranged class of archer, though about the only archer that falls into this category are Eastern Archers.

    Archers
    Attack: 2 Missile attack: 5 Defense: 6 Charge: 1 Armor: 3 Cost: 275 Upkeep: 151
    Factions: Romano-British, Roman

    These are bog standard archers with a crap missile attack. They are also weak in melee as they have a very low attack and the worst defense for an archer in BI. They do have some armor but you should still keep them out of missile fire. If you are WRE you’ll have to make do with these archers or your crossbows as that is all they have for foot ones. Focus all their fire on one unit to compensate for their weakness and don’t even think about hurting armored units with them.

    Chosen Archers
    Attack: 8 Missile attack: 7 Defense: 11 Charge: 4 Armor: 6 Cost: 405 Upkeep: 105
    Factions: Burgundi, Alemanni, Lombardi

    Chosen archers are an odd unit as they are actually better in melee than archery, like their RTW brethren. They have a huge attack for archers and a good missile attack and defense. They are weaker in archery than Lombard Archers, who are also cheaper and have much longer range, as they are elite archers and this unit is not. Use Chosen Archers as high risk archers that have a good chance of getting attacked in melee or if you need versatility to be able to shoot or melee like in sieges, as they can shoot the foe as they approach the walls and then fight them if they make it to the top much better than more pure archers can. They are well armored, but they lack shields, so they will still take causalities rather quickly in a protracted melee. If you need archers just to shoot, use Lombard Archers over this unit, as both of the factions able to train this unit can train Lombardi as well.

    Eastern Archers
    Attack: 4 Missile attack: 9 Defense: 12 Charge: 2 Armor: 8 Cost: 712 Upkeep: 268
    Factions: ERE

    Eastern archers are much better than normal Roman Archers. They are better in melee and shoot far better. They are also very well armored for archers. These foot archers are head and shoulders above most archers when it comes to plain shooting and surviving counter fire and you should use many of them as the ERE. You should still try to keep them out of melee, as they still aren’t really good at it and are very expensive for archers. They have huge upkeep so don’t use them as garrison forces unless you’re rolling in money.

    Goth Raiders
    Attack: 7 Missile attack: 9 Defense: 12 Charge: 2 Armor: 6 Cost: 486 Upkeep: 167
    Faction: Goths

    Raiders are quite tough archers: they have very good attack for archers and very good defense for their class and are armed with swords as well as bows so they can fight in melee when they must and will easily defeat most other archer units. They also wear more armor than most archers and shoot well. Use these archers well, as they are very versatile. Just don’t send them into melee against dedicated melee troops like swordsmen or axemen and expect them to win. You should still focus on shooting and enter melee to flank, or if a friendly unit needs help and you just need a bit more of a push.

    Desert Archers
    Attack: 3 Missile attack: 7 Defense: 7 Charge: 1 Armor: 3 Cost: 380 Upkeep: 120
    (Sassanids)
    Attack: 5 Missile attack: 5 Defense: 8 Charge 1 Armor: 3 Cost: 234 Upkeep: 96
    (Berbers)

    Desert archers are different for both of these factions. Sassanids are your basic archers they shoot average and have low defense and suck in melee. Berber Desert archers are very poor shooters with a low missile attack. They are slightly better in melee but they are still very poor archers. Sassanids have better horse archers, so you should only use foot archers when you can’t make HAs.

    Lombard Archers
    Attack: 8 Missile attack: 8 Defense: 8 Charge: 2 Armor: 3 Cost: 342 Upkeep: 105
    Factions: Burgundi, Alemanni, Lombardi

    Lombard archers have a huge range as they are elite archers, so they are very useful indeed. They aren’t that bad in melee either, as they pack a great melee attack for archers and some armor. You should keep other infantry behind them so they can retreat to safety. As long range archers they can be the cornerstone of your army, so you should make a lot of them and unleash a storm of arrows on your enemies.

    Sarmatian Virgin Foot Archers
    Attack: 3 Missile attack: 7 Defense: 7 Charge 1 Armor: 3 Cost: 342 Upkeep: 111
    Factions: Sarmatians, Roxolani

    Virgin Foot are good archers they have a good missile attack but very low defense and low melee attack. They shoot well and can fight in melee for a little while in a pinch. Over all they are good archers, which is good because these ladies are these factions only foot archers.

    Steppe Raiders
    Attack: 7 missile attack: 9 Defense: 11 Charge: 2 Armor: 5 Cost: 450 Upkeep: 156
    Factions: Vandals, Slavs

    Raiders are quite tough archers: they have very good attack for archers and very good defense for their class and are armed with swords as well as bows so they can fight in melee when they must and will easily defeat most other archer units. They also wear more armor than most archers and shoot well. Use these archers well, as they are very versatile. Just don’t send them into melee against dedicated melee troops like swordsmen or axemen and expect them to win. You should still focus on shooting and enter melee to flank, or if a friendly unit needs help and you just need a bit more of a push.
    They have slightly less defense than Goth Raiders, but should be used in the same way.

    Hunters
    Attack: 6 Missile attack: 7 Defense: 8 Charge: 1 Armor: 2 Cost: 270 Upkeep: 105
    Factions: Franks, Saxons

    Hunters are good archers as they pack some melee ability with their good attack (for an archer), their ok defense and they still shoot quite well. These are much superior to the horde version of this unit and are worth using. Consider sending them into melee if needed as well.

    Slingers



    Slingers: they don’t suck so much now.

    Slingers have slightly better range than RTW. They have 80 range instead of 70 range. For comparison archers have 120 range. Elite archers have 160 range. Slingers also pierce armor in BI, making them somewhat more effective against them, even with their very low missile attack. Slingers are still cheap and if you use them, make a lot and concentrate their fire.

    Slingers
    Attack: 3 Missile attack: 3 Defense: 9 Charge: 1 Armor: 2 Cost 230 Upkeep: 76
    Factions: Celts
    Slingers are actually rather ok this time around. They do pierce armor unlike RTW, and though their missile attack is lousy they are cheap and fast so it’s easy to run them around the flank, away from the enemies’ shields and fire into their rear, which will kill quite a few of even heavy units like Swordsmen because of their AP attack. They also aren’t bad vs. unarmored units like all missiles.

    Mountain Slingers
    Attack: 3 Missile attack: 3 Defense: 9 Charge: 1 Armor: 2 Cost: 230 Upkeep: 96
    Factions: Sassanids

    Mountain slingers are exactly like the other slingers. Don’t really bother with them unless you have no other option for missiles. The Sassanids have many great HAs, and decent foot archers for not much more money, so slingers aren’t really necessary. They can be somewhat effective vs. armored units however.



    Crossbows

    Wait till you see the red of their blood…oh wait.

    Crossbows are brand new to the RTW series and BI is the only game they make an appearance in. Crossbows are armor piercing and have a short range, just slightly more than slingers. They are the only AP archer like unit in RTW. They shoot at the same rate as normal archers, but those missiles are effective against armor. Running them to the flank or rear is best because then they won’t have to worry about shields blocking the shots. Firing into the rear of a tough unit like Comitatenses, Bucellarii will kill 7-12 men per volley, a good number when you consider its very heavily armored troops. They are quite effective from the flank and will kill a few per volley from the front as well, whereas normal archers are mostly useless when firing at the front of heavily armored units. Crossbows are great for wearing down armored enemies before they reach your melee line so less make it to melee to cause damage. They are good for running around the flanks to shoot the engaged foe in the back with their damaging missiles as well. You should use a fodder unit with crossbows to protect them from attacks because of how close they need to get to shoot. Taking them off skirmish is a good idea as well, as they will keep running back, even though they need to get so close with their short range and if you have fodder ready to cover them you want them to stay in position. Crossbows have 20 missiles per man, compared to 30 for archers, so you should make their shots count.

    Pictish Crossbowmen
    Attack: 5 Missile attack: 6 Defense: 8 Charge: 2 Armor: 3 Cost: 350 Upkeep: 105
    Factions: Celts

    Pictish Crossbows are the weaker crossbows in the game. They are better than some archers in melee, as they have higher than average attack and some armor but they are best kept out of it. They also have slightly less missile attack than Bucellarii, but since they pierce armor they are still useful

    Bucellarii
    Attack: 7 Missile attack: 7 Defense: 9 Charge: 2 Armor: 3 Cost: 400 Upkeep: 218
    Factions: Romano-British, WRE

    Bucellarii are tougher crossbowmen. They are better in melee, as they have good attack and slightly better defense. They also shoot better than the Pictish. Make good use of them.





    Light cavalry

    Fodder? Me!?

    While these cavalry are referred to as light cavalry because of their low armor, some of them are clearly superior, because of better defense skill or differences in armor. Some of these units are good only for chasing routers and killing missiles, but some are much better than others at flanking even tougher units. Check the unit descriptions for what’s good for what.

    Barbarian Cavalry
    Attack: 7 Defense: 7 Charge: 7 Armor: 2 Cost: 310 Upkeep: 134
    Factions: Burgundi, Alemanni, Lombardi

    Lucky triple sevens! Barbarian cavalry are a lot like their RTW predecessors and are becoming rather outclassed and obsolete. They are still able to easily chase routers, crush missile units and flank weaker enemies. Their defense is very low for cavalry and they have almost no armor so don’t expect them to last too long in melee. Keep them out of missile fire.

    Berber Lancers
    Attack: 4 Defense: 14 Charge: 8 Armor: 3 Cost: 450 Upkeep: 180
    Factions: Berbers

    Another lance unit, Berber Lancers have a very high charge with very low attack and not much armor. You should charge them, and then pull them out of melee and charge again. Leaving them in melee gets them killed.

    Equites Auxilia
    Attack: 6 Defense: 16 Charge: 5 Armor: 5 Cost: 540 Upkeep: 301
    Factions: WRE

    Equites Auxilia are good Roman cavalry, they have a lowish attack but good defense and are lightly armored. Their charge is also nothing special, but they are good enough to flank engaged units as well as chasing routers and attacking missiles. Their upkeep however makes them absolutely not worth it. Only make them when you really, really need cavalry.

    Foederati Cavalry
    Attack: 6 Defense: 14 Charge: 5 Armor: 3 Cost: 470 Upkeep: 304
    Factions: WRE

    Foederati cavalry are another good cavalry unit with ok attack, good defense for light cavalry but a rather poor charge. They still lack heavy armor so keep them away from missiles. This cavalry is another one with unreasonable upkeep. It’s hardly worth making them.

    Sarmatian Virgin Cavalry
    Attack: 7 Defense: 12 Charge: 7 Armor: 3 Cost: 460 Upkeep: 126
    Factions: Roxolani, Sarmatians

    Virgin cavalry, one of the few female units are good light cavalry: they have a good attack for light cavalry and average defense. They also have a good charge. Use them to flank stronger units and chase routers and attack archers. Try to keep them out of missile fire.

    Herdsmen
    Attack: 4 Defense: 7 Charge: 4 Armor: 2 Cost: 270 Upkeep: 105
    Attack: 4 Defense: 7 Charge: 4 Armor: 2 Cost: 288 Upkeep: 119
    Factions: Roxolani, Sarmatians, Huns

    Herdsmen are crappy light cavalry with horrible attack, low defense and a poor charge. They are really useful only for chasing routers as even archers will kill quite a few



    Moorish Raiders
    Attack: 7 Defense: 16 Charge: 4 Armor: 3 Cost: 430 Upkeep: 172
    Faction: Berbers

    Moorish Raiders are very good light cavalry as they have a lot of defense for their class and still have good attack but only light armor which makes their very good defense even more impressive. You should make a lot of these units as the Berbers, as they are quite cheap and good units. They look cool too.

    Tribal Cavalry
    Attack: 7 Defense: 12 Charge: 7 Armor: 3 Cost: 510 Upkeep: 143
    Factions: Huns

    Tribal cavalry are another good light cavalry. They have the same stats as Sarmatian Virgin Cavalry,
    even though they are again more expensive, just like Hunic Heavy Cavalry. They are still good light cavalry and serve well.

    Raiders
    Attack: 6 Defense: 11 Charge: 6 Armor: 3 Cost: 380 Upkeep: 167
    Factions: Franks

    Raiders are average light cavalry, they have better defense than some others and enough attack to be useful flankers. As always try to keep them out of missiles.

    Saxon Sea Raiders
    Attack: 7 Defense: 12 Charge: 7 Armor: 3 Cost: 480 Upkeep: 160
    Factions: Saxons

    Oddly for such an infantry focused faction as the Saxons these are quite good light cavalry, they have above average defense and a good attack. They will come in handy for killing archers shooting your infantry army and attacking from behind once they are engaged.

    Heavy Cavalry

    When you need a pile of dead infantry heavy cavalry is a good bet.

    Heavy cavalry is much like RTW heavy cavalry, except there are ever heavier cavalry and a new champion for the heaviest armored unit in the series! You should just use them like you did in RTW. Note that all the units here are very expensive and have high upkeep.

    Alan Noble Cavalry
    Attack: 13 Defense: 19 Charge: 6 Armor: 9 Cost: 990 Upkeep: 212
    Factions:Sarmatians,Roxolani

    Alan noble cavalry are good heavy cavalry, though there are quite a few units with better defense. They have very good attack and good defense for heavy cavalry and are best used to fight in melee, as their charge is weaker than most.

    Barbarian Noble Cavalry
    Attack: 10 Defense: 22 Charge: 6 Armor: 9 Cost: 970 Upkeep: 229
    Factions, Burgundi, Alemanni, Lombardi

    Barbarian noble cavalry are tough cavalry for barbarian factions. They have a great attack, very high defense and are heavily armored. Use them to charge unit non spear units and then leave them in the melee as they are better in it than the charge. They are great for smashing into the rear of engaged units too usually routing them.

    Burgundian Lancers
    Attack: 7 Defense: 17 Charge: 10 Armor: 6 Cost: 730 Upkeep: 199
    Factions: Burgundi, Alemanni, Lombardi

    Burgundian Lancers unsurprisingly use a lance and are devastating on the charge vs. lighter armored units; they will still cause quite a few causalities on the charge to units like Comitetses. Spearmen will still stop their charge dead in its tracks if they are charged head on. Lancers aren’t bad in a melee though their armor could be better for a charger unit and their attack is lowish for such an expensive unit. This cavalry can’t really stand up to other heavy cavalry as its one of the weaker ones.

    Cataphracts
    Attack: 6 Defense: 32 Charge: 9 Armor: 18 Cost: 1390 Upkeep: 337
    Factions: Sassanids

    Cataphracts are just as good as their RTW predecessors though they do have a lot more competition from the large number of great cavalry in the expansion. Their attack is a bit low compared to other super heavy cavalry, besides the Roman ones but they still have the second heaviest armor in the game, an awesome charge and can fight better in melee than the roman cavalry. They are better at charging over and over but they can mix it up in a melee decently. Just remember that they do not pierce armor.

    Clibinarii
    Attack: 6 Missile attack: 7 Charge: 4 Defense: 26 Armor: 20 Cost: 1430 Upkeep: 300
    Factions: Sassanids

    Clibinarii are extremely heavily armored cavalry. They are tied with a few other units for the heaviest armor in the game, making them almost impervious to non AP missiles. To demonstrate just how tough this unit is, even without shields, I set one unit of these men on hold fire and had them stand there getting shot by four units of Eastern Archers. They took 0-2 causalities per volley of 400+ arrows, as they were all being fired together. There were about 45 or so men left when the archers ran out of ammo and attacked in melee, where they were crushed. The unit had about the same number left after it finished routing the archers. This cavalry just do not die vs. missiles. They have bows, but the weapon is just used while they charge, as they do not have skirmish mode available and they don’t start on fire at will. You can enable fire at will and halt them near the enemy if you want to shoot them instead, but you will have to manually keep them away from the enemy if you want to avoid melee. Just remember they are very expensive so try to take care of them, invincible as they are.

    Equites Catafractarii
    Attack: 4 Defense: 31 Charge: 8 Armor: 18 Cost: 1310 Upkeep: 476
    Factions: ERE

    Equites Catafractarii are odd units, as they have the second best armor in the game and great defense and charge but have hopeless attack..WHY? They are covered with armor and suck pathetically at attacking??? These guys aren’t really worth their ridiculous cost except if you change them in and out again and even then they aren’t worth this much. Disappointing.

    Equites Clibinarii
    Attack: 5 Defense: 32 Charge: 5 Armor: 20 Cost: 1390 Upkeep: 469
    Factions: ERE

    Equites Clibinarii are even lamer than their lame Catafractarii friends. These guys are covered in armor: they have the highest armor in the game and amazing defense, but their attack is still useless and their charge is low as well so they are mostly useless in battle, as they are slow tough cavalry that can’t chase routers or really hurt stronger units. They pierce armor but it hardly matters. Also it just looks plain odd to see Romans using clubs. I know they are trying to rip off the Sassanid’s Clibinarii, who use maces, but it’s still pretty silly looking.

    Goth Lancers
    Attack: 5 Defense: 15 Charge: 10 Armor: 6 Cost: 630 Upkeep: 153
    Factions: Goths

    Goth lancers are like weaker versions of Burgundian lancers. They have a very low attack for their price, but a very high charge and are well armored with good defense. They are still weaker than most heavy cavalry. Just charge with this unit then pull back and charge again, as they are wasted in a melee.

    Goth Noble Warriors
    Attack: 10 Defense: 22 Charge: 6 Armor: 9 Cost: 970 Upkeep: 204
    Factions: Goths

    Goth Noble Warriors are tough cavalry; they have a good attack and defense and are heavily armored. Use them to shatter units in melee.

    Graal Knights
    Attack: 12 Defense: 28 Charge: 7 Armor: 14 Cost: 1050 Upkeep: 358
    Factions: Romano-British

    Graal Knights are extremely powerful cavalry. They are very heavily armored, though not to the extent of Cataphract level cavalry. They more than make up for this by still having very high attack and costing less. Graal knights are a fantastic cavalry unit able to take a lot of abuse and dish out the pain as well unlike most super heavy cavalry who can take the damage, but can’t dish so much out. You should use them all the time as the British.

    Hunnic Heavy Cavalry
    Attack: 10 Defense: 22 Charge: 6 Armor: 9 Cost: 1100 Upkeep: 236
    Factions: Huns

    Hunic heavy cavalry is just another unit of tough cavalry for you to crush your opponents with. They are a little more expensive than most cavalry of their class, probably because of the Huns lousy economy.

    Mounted Nobles
    Attack: 10 Defense: 22 Charge: 6 Armor: 9 Cost: 970 Upkeep: 229
    Factions: Saxons

    Mounted nobles are exactly like Hunic Heavy Cavalry, except they are slightly cheaper. Use them in the same way. They are the Saxons’ only tough cavalry, except for the General’s Bodyguards, so use a lot of them to support your infantry.

    Noble Clansmen
    Attack: 10 Defense: 19 Charge: 6 Armor: 6 Cost: 810 Upkeep: 210
    Factions: Celts

    Noble Clansmen are much like the other noble troops. They have good attack and defense and are well armored. Use them as the Celts tough cavalry and they will do well.

    Noble Warriors
    Attack: 10 Defense: 22 Charge: 6 Armor: 9 Cost: 970 Upkeep: 229
    Factions: Franks

    Noble warriors have the same stats as Goth Noble Warriors and are good troops able to dish out and take a pounding.

    Paladins
    Attack: 10 Defense: 23 Charge: 10 Armor: 9 Cost: 1140 Upkeep: 259
    Factions: Franks

    Paladins are very tough cavalry, some of the best in the game, with their great defense and very good attack, they also have heavy armor. I’m sure you’re sick of hearing that, but really most of this heavy cavalry is great and you should use a lot of it. This unit is no exception.


    Sarmatian Auxilia
    Attack: 10 Defense: 22 Charge: 6 Armor: 9 Cost: 880 Upkeep: 383
    Factions: WRE

    Much like the other cavalry, this is tough melee cavalry that can dish out and take a pounding and should crush a lot of what you point it at. It’s cheaper compared to other heavy cavalry

    Sarmatian Noble Cavalry
    Attack: 12 Defense: 21 Charge: 7 Armor: 9 Cost: 1140 Upkeep: 227
    Factions
    : Sarmatians, Roxolani

    This heavy cavalry has an excellent attack for cavalry, is heavily armored and has great defense. They are expensive, but can be used for everything from plugging gaps in your line to charging missile units, to fighting in melee. This unit is superior to a lot of other heavy cavalry.

    Scholae Palatinae
    Attack: 8 Defense: 21 Charge: 6 Armor: 9 Cost: 1000 Upkeep: 435
    Factions: WRE, ERE

    This unit is slightly weaker than the average heavy cavalry, but they still pack a punch and have a good attack and are heavily armored with good defense, much like the other heavy cav. Use them for all the normal heavy cavalry tasks. Their upkeep is horrible expensive so don’t leave them lying around in a settlement

    Steppe Lancers
    Attack: 5 Defense: 15 Charge: 10 Armor: 6 Cost: 630 Upkeep: 153
    Factions: Huns, Vandals, Slavs

    Steppe lancers use is evident from their stats. They are made to charge and nothing else, as they aren’t very good in a melee for heavy cavalry. You should charge them into non spear units then pull them back and charge again, their good armor protects them from taking many casualties when they pull back. Don’t leave lancers in a melee, as this just wastes them

    Steppe Warriors
    Attack: 7 Defense: 18 Charge: 7 Armor: 9 Cost: 880 Upkeep: 174
    Factions: Vandals, Slavs

    Steppe Warriors are the weakest heavy cavalry, as they are heavily armored but their stats can’t stand up to other heavy cavalry. Their attack is lower than most and their defense isn’t as high. Use them much like Noble Cavalry as your do anything troops but try to keep them supported.

    Steppe Nobles
    Attack: 10 Defense: 22 Charge: 6 Armor: 9 Cost: 970 Upkeep: 204
    Factions: Vandals, Slavs

    Steppe Nobles are tougher than Steppe Warriors and have the same stats as a lot of other heavy cavalry. Use lots of these troops, if you can.

    New General’s Bodyguards

    Now even more overpowered than before!

    General’s bodyguards serve the same purpose as they do in RTW. There are even tougher bodyguards this time around though, like the extremely heavily armored Immortals. With the plethora of even more powerful bodyguards you can rely on their combat power even more.


    Chosen Warlord
    Attack: 13 Defense: 20 Charge: 6 Armor: 6 Hitpoints: 2 Cost: 1160 Upkeep: 201
    Factions: Burgundi, Alemanni

    This warlord has a higher attack than most bodyguards enabling them to crush a lot of troops. They are well armored too, though their defense is tied for lowest among the bodyguards.

    Clibinarii Immortals
    Attack: 10 Missile attack: 11 Defense: 30 Charge: 6 Armor: 20 Hitpoints: 2 Cost: 1700 Upkeep: 217
    Factions: Sassanids

    Immortals are just ridiculous troops. They have an amazing amount of armor and almost impossible defense coupled with a good attack. Missiles will be 90% ineffective against them and they are more than tough to take down in melee: any unit without armor piercing weapons will usually be crushed with few casualties to the Immortals. Fear this unit as it’s the strongest cavalry in any of the RTW games and even though there are only 48 men in the unit you will take loads of losses trying to take it down. The fact they are horse archers able to whittle down your forces from far away doesn’t help matters. If you have to fight this unit use loads of heavily armored units, or armor piercing ones like axe units. Let them charge into something that can hold for a while, like spears and flank with camels or simply as many units as you can spare to surround them and chop them up as quickly as possible. This is definitely the strongest general’s bodyguard in the game and you don’t want to mess around when it comes to killing them.

    Desert Chieftain
    Attack: 8 Defense: 20 Charge: 6 Armor: 6 Hit Points 2 Cost: 1000 Upkeep: 197
    Faction: Berbers

    Desert Chieftains are the weakest general’s bodyguards. They are still tough cavalry with decent armor and an ok attack, though it’s nothing compared to other bodyguards and most heavy cavalry. They can’t stand up to other factions bodyguards. They will still put up a good fight against heavy cavalry because they have 2 hit points.

    Imperial German Bodyguard
    Attack: 11 Defense: 27 Charge: 6 Armor: 12 Hit Points: 2 Cost: 1510 Upkeep: 391
    Factions: WRE

    Imperial German bodyguards have pretty ridiculous defense. They are very heavily armored and have very high defense skill and still have shields. They will still lose badly to Clibinarii Immortals however.

    Imperial Household Bodyguard
    Attack: 11 Defense: 26 Charge: 6 Armor: 12 Hit points: 2 Cost: 1520 Upkeep: 390
    Factions: ERE

    Imperial Household Bodyguards are almost exactly the same as Imperial German Bodyguards and should be used in the same way. I’m not sure why they are slightly more expensive even though they have slightly less defense.

    Paladin Bodyguard
    Attack: 11 Defense: 25 Charge: 9 Armor: 9 Hit Points: 2 Cost: 1430 Upkeep: 240
    Factions: Franks

    Paladin bodyguards are another good bodyguard unit they have very high defense, though their attack is lower than some bodyguards. Despite their fancy name they are weaker than some bodyguards.

    Rebel General
    Attack: 11 Defense: 24 Charge: 6 Armor: 9 Hit Points: 2 Cost: 1330 Upkeep: 272
    Factions: Rebels

    The rebels have the second weakest bodyguard but they are still a tough unit and will make fighting rebels considerably more annoying.

    Warlord
    Attack: 13 Defense: 23 Charge: 6 Armor: 9 Hit Points: 2 Cost: 1370 Upkeep: 160
    (Huns, Goths, Sarmatians, Saxons, Roxolani, Slavs, Vandals Ostrogoths)
    Attack 13 Defense: 20 Charge: 6 Armor: 6 Hit Points: 2 Cost: 1160 Upkeep: 201
    (Celts, Lombardi)
    Attack: 11 Defense: 24 Charge: 6 Armor: 9 Hit Points: 2 Cost: 1200 Upkeep: 381
    (Romano-British)

    Unsurprisingly the Sarmatians have one of the toughest bodyguards in the game with the highest attack for bodyguards and very high defense. Oddly the Celts/Lombard one is almost as good and the Romano-British one is weaker in attack but even better in defense than the Sarmatian one. All of these are good bodyguards.

    Camels

    Run you wusses!

    Camels are much the same as their RTW version. There are two weaker ones, that are only really good for killing cavalry and there’s the deadly one that can crush a lot of troops and utterly destroy cavalry. Their bonuses against cavalry are the same as RTW and they will destroy them the same as before.

    rmored Camel Riders
    Attack: 8 Defense: 21 Charge: 6 Armor 13 Cost: 910 Upkeep: 266
    Factions: Sassanids

    Armored Camel Riders are tough camel cavalry: they have a good attack and very high defense for a camel and are very heavily armored. This unit will rip though the strongest cavalry like nobody’s business, making them an extremely useful unit for the Sassanids.

    Camel Raiders
    Attack: 6 Defense: 14 Charge: 5 Armor: 3 Cost: 390 Upkeep: 141
    Factions: Sassanids, Berbers

    Camel Raiders are lightly armed and armored camel riders. They are still very effective against cavalry because of their camel bonuses and come in very handy against Rome’s cavalry. Try to use several units of them if you are attacking heavy cavalry

    Dromedarii
    Attack: 6 Defense: 17 Charge: 5 Armor: 6 Cost: 550 Upkeep: 311
    Factions: ERE

    Dromedarii are odd troops as they are Romans on camels, which looks very different. Anyway they are the same as camel raiders, except with a bit more armor. They are still quite weak so use them against lighter cavalry and mob tough ones with more than one unit and always try to attack from the flank.

    New Missile Cavalry

    Roman horse archers. They’re out there man!

    Horse archers are different to RTW versions as in there are more of them this time around, as even Roman factions have then, which is just odd to see when you look at their RTW style armies. There will be a lot more HA combat in BI. Horse archers are generally tougher too, as they have more defense and quite a few have at least decent armor. Don’t be shy about using most of them as light cavalry when it’s necessary.

    Alan Horse Archers
    Attack: 7 Missile attack: 8 Defense: 14 Charge: 4 Armor: 6 Cost: 730 Upkeep: 168
    Factions: Goths, Sarmatians, Roxolani

    Alan horse archers are good horse archers; they have a good missile attack and can fight well in melee as they have good defense and attack for horse archers.

    Desert Cavalry
    Attack: 5 Missile attack: 8 Defense: 9 Charge: 4 Armor: 3 Cost: 520 Upkeep: 165
    Factions: Berbers

    Desert cavalry are weaker horse archers, as they are poorer in melee and have less defense. They still have a good missile attack and can fight as weaker light cavalry.

    Equites Sagittarii
    Attack: 7 Missile attack: 6 Defense: 14 Charge: 4 Armor: 5 Cost: 510 Upkeep: 312
    Factions: WRE

    These roman horse archers are really cheap knockoffs of better horse archers. They have the same attack and defense as Alan horse archers, though they have slightly less armor and more defense skill. They have a weaker missile attack however, making them far less useful. They still can be handy for the infantry based Roman army however.

    Goth Horse Archers
    Attack: 5 Missile attack: 8 Defense: 11 Charge: 4 Armor: 5 Cost: 630 Upkeep: 149
    Factions: Goths

    Another horse archer unit, a lot like the other units. Its rather odd seeing this unit in the rather infantry heavy Goth army. Still they have as good missile attack as most horse archers, but are rather poor in melee. Focus on shooting with them.

    Hippo-Toxotai
    Attack: 5 Missile attack: 8 Defense: 13 Charge: 4 Armor: 6 Cost: 680 Upkeep: 312
    Factions: ERE

    Yet another pure shooting horse archer unit. They have good defense but their low attack limits their usefulness in melee.

    Hunnic Archers
    Attack: 5 Missile attack: 8 Defense: 12 Charge: 4 Armor: 6 Cost: 770 Upkeep: 180
    Factions: Huns

    Hunnic archers are another unit of horse archers you should just focus on shooting with. They aren’t very good in melee though their defense is ok. They can serve as limited light cavalry but they shoot well so it’s better to use them as pure horse archers.

    Hunnic Elite Warriors
    Attack: 10 Missile attack: 9 Defense 15 Charge: 6 Armor: 6 Cost: 900 Upkeep: 193
    Factions: Huns

    Hunnic elite warriors are the best horse archers in the game. They have a high missile attack for horse archers ensuring they do a good job of it and can fight well in melee, as they have a great melee attack and high defense for horse archers, better than most light cavalry. Use as many of these troops as you can, but remember: they are very expensive and they can still lose in melee against tough cavalry.

    Nomad Horse Archers
    Attack: 5 Missile Attack: 8 Defense: 9 Charge: 4 Armor: 3 Cost: 520
    Factions: Sassanids

    Again these are just like desert cavalry and should be used in the same way.

    Sarmatian Armored Archers
    Attack: 7 Missile attack: 8 Defense: 18 Charge: 4 Armor: 9 Cost: 820 Upkeep: 183
    Factions: Sarmatians, Roxolani

    Sarmatian Armor archers are much superior to most HAs as they are heavily armored and still shoot just as well as others. They are also better in melee than most others and along with their armor and good defense they can fight very well as semi heavy cavalry. About the only thing missing from them is their charge, as it’s a bit low for true heavy cavalry. Still use them as tough light cavalry, as well as horse archers and they will serve well.

    Sarmatian Virgin Horse Archers
    Attack: 5 Missile attack: 8 Defense: 9 charge: 4 Armor: 3 Cost: 520 Upkeep: 141
    Factions: Sarmatians, Roxolani

    This unit is the same as desert cavalry. Use them in the same way.


    Steppe Horse Archers
    Attack: 5 Missile attack: 8 Defense: 12 Charge: 4 Armor: 6 Cost: 680 Upkeep: 156
    Factions: Vandals, Slavs

    Steppe Horse Archers are just another in the shoot well; ok light cavalry class.

    Chariots

    It’s like surfing only shorter and more painful.

    There is only one chariot unit in BI, and really, it’s useless.

    Scotti Chariots
    Attack: 5 Missile attack: 9 Defense: 1 Charge: 7 Cost: 400 Upkeep: 189
    Factions Celts

    Scotti chariots are javelin throwing chariots with the normal useless defense and low attack you usually see from missile chariots. They should be effective against elephants but they don’t have the best range and since they are cavalry have a huge -8 attack against elephants as well as being scared by them. These chariots aren’t all that much use, especially since they only have 6 javelins each and once they are gone they are worthless in melee. These might be the only chariots in the game but they still aren’t really any use. The time of the chariot is truly over.

    Elephants

    Elephants can still scare the willies out of enemies

    Elephants are still very effective in BI, even though this is the only elephant unit. Use them against swords and heavily armored units and watch them crush them, but just keep them away from tough spearmen and skirmishers, though with the almost complete lack of skirmishers in BI and the fact there are no phalanxes this time around this isn’t much of a problem. They still scare all enemy units and pierce armor with their melee attack, like RTW and still work great either charging head on into units like swordsmen or flanking an engaged enemy to drastically lower their morale. They also have archers that shoot well on their backs and you can use alt+right click to tell them to shoot at the enemy without charging. Note that elephants cannot skirmish. Note that while it looks like elephants aren’t being affected by missile fire; the missile hits are still taking hitpoints off their total. Don’t let missiles keep shooting at your elephants or they will eventually drop and will still hurt them before the melee where they will be taking more damage.

    Elephants
    Attack: 5 Missile attack: 8 Defense 8 Charge: 8 Armor: 3 Hitpoints: 12 Cost: 1790 Upkeep: 369
    Factions: Sassanids

    The only elephants in BI the Sassanids are blessed with good elephants as they have middling stats between RTW Elephants and War Elephants. Their stats might look a bit low but their large hp and the fact they are elephants make up for this.

    Horde Units

    After you conquer their lands it just gets worse…

    Horde units are usually weaker versions of normal units. You tend to get loads of troops, up to thousands giving you plenty of men to sack places to get money and find a new home for your faction. Oddly Steppe horde chosen warriors are actually better than other non horde sword units. They have more attack and defense than others and you should take full advantage of them if you get some when your faction hordes. Consult the sections on each unit type in this guide for how best to use each horde unit.

    Horde Herdsmen
    Attack: 8 Defense: 13 Charge: 4 Armor: 4
    Factions: Huns

    Oddly horde herdsmen are much better than their normal version and are effective light cavalry, useful for all their normal tasks and charging engaged stronger units in the rear. They are better left in the melee as their charge is still weak.

    Horde Hunters
    Attack: 5 Missile attack: 5 Defense: 7 Charge: 1 Armor: 2
    Factions: Franks, Burgundi, Lombardi

    Horde hunters are very poor archers. They have a pathetic missile attack for archers but are tougher in melee than some and can be used as light infantry sort of. Don’t count on these archers much in combat and make sure to focus their fire on one target when you have multiple units of them to try to compensate for their weak missile attack.

    Horde Raiders
    Attack: 6 Defense: 11 Charge: 6 Armor: 3
    Factions: Burgundi, Lombardi

    Raiders are pretty standard light cavalry; they have ok attack and just about decent defense. Use them for all the normal light cavalry tasks.

    Hun Horde Chosen Warriors
    Attack 10 Defense: 22 Charge: 6 Armor: 9
    Factions: Huns

    Hun Chosen Warriors are very tough heavy cavalry. They have good attack and very high defense and are heavily armored. They also have great morale and won’t break will most of the unit is dead. This will be your main killing force as the Huns, along with HA. You should use them whenever you can. They are still vulnerable to spearmen, but they are well enough armored that arrows are ineffective against them.

    Hun Horde Horsemen
    Attack: 6 Missile attack: 8 Defense: 9 Charge 5 Armor: 3
    Factions: Huns

    Hun Horde horsemen are versatile horse archers. They have decent attack and defense for their class and can be used as light cavalry to chase routers and attack archers. They also have a good missile attack and you will have a lot of these when the Huns horde.

    Hun Horde Spearmen
    Attack: 6 Defense 13 Charge: 2 Armor: 3
    Factions: Huns

    Hun Horde Spearmen are bog standard spearmen that are mainly used as fodder. The hunic style of warfare focusing on cavalry and mobile light forces doesn’t really have much of a place for infantry.

    These spearmen are best used to cover horse archers if they are suddenly charged by cavalry. Just have the spearmen right behind the horse archers and if you see a unit is getting too close, charge the spearmen though the horse archers and intercept the enemy charge. Hun spearmen have rather low defense for spears and will die quite quickly in melee, their attack is low and they also have very poor morale and it won’t take too much to rout them: fatigue and a few casualties will be enough to rout them from a melee, even if they are winning! This unit isn’t too necessary for the Huns, but you should have a few to use as fodder and in sieges. Their defense is somewhat better than some other spears.

    Steppe Horde Chosen Warriors
    Attack: 11 Defense: 22 Charge: 5 Armor: 7
    Factions: Goths, Vandals, Roxolani, Slavs


    Chosen warriors are basically identical to Chosen Swordsmen. They have slightly less attack and slightly more armor. This translates to them being basically the same and thus still being a very effective unit. They have very good morale and won’t rout till more than ¾ of the unit are dead.

    Steppe Horde Horsemen
    Attack: 5 Missile attack: 8 Defense: 9 Charge: 4 Armor: 3
    Factions: Goths, Roxolani, Slavs, Sarmatians

    Steppe Horde Horsemen are another unit of horse archers who should focus on shooting or charging missile units, as they have poor defense and attack, though enough to act as light cavalry to an extent.

    Artillery

    Carriage Ballista can be worth their weight in gold.

    Artillery is used much like RTW except for the fact they have slightly less attack and cost slightly more for some reason. The carriage ballista is massively different artillery from the earlier ones and can dominate battlefields.

    Ballistae
    Attack: 51 vs. troops 24 vs. buildings Charge: 0
    (All)
    Defense: 3 Armor: 0 Cost: 240 Upkeep: 140
    (Sassanids)
    Defense 8 Armor: 3 Cost: 300 Upkeep: 211
    (Roman, Romano-British)
    Defense: 5 Armor: 2 Cost: 270 Upkeep: 115
    (all others)
    Factions: Sassanids, Franks Romano-British

    Ballistae are artillery pieces that are like giant crossbows that fire large bolts. Ballista have rather long range, slightly less than long range archers, like Cretan archers, but have a slow firing rate as the weapon must be slowly drawn back by hand cranks. Ballista bolts are rather accurate: about 1 in 3 bolts will hit the unit they were targeted at and will kill 1-3 men per bolt. Being hit by artillery inflicts a morale penalty.

    Flaming missiles don’t make much of a difference they seem to be pretty much as accurate and kill the same number. Ballistae really aren’t very useful artillery they don’t kill enough and fire far too slowly.

    For buildings, they are effective vs. wooden walls but do little damage to stone walls and large and epic walls take no damage from them.

    Carriage Ballistae
    Attack: 4 Missile attack: 21 Defense: 8 Charge: 5 Armor: 3 Upkeep: 431
    Factions: WRE, ERE

    Carriage Ballistae are truckloads more effective than their earlier brethren. They kill many men on a hit and are very accurate: more missiles will find their mark than not. Another thing that makes carriage ballistae so devastating is that there are 12 ballistae in the unit, as opposed to the two in a standard ballistae unit. This enables them to have a much greater volume of fire and really cause damage. The last thing that makes them deadly is there speed, enabling them to skirmish away from most units unlike their near stationary prequels. Carriage ballistae missiles are armor piecing, like all artillery and their accuracy, number and speed make them infinitely deadly against most units. Heavy infantry will be cut to pieces by them: the ballistae kill 1-4 men per hit and they are area affect. This coupled with the 12 ballistae in a unit are enough to whittle down even huge units like Comitenses First Cohorts in a minute or two. You shouldn’t really worry about flanking with these units, as they dish out loads of damage from any direction. You shouldn’t use them in melee as they can’t handle themselves at all, but come on they are artillery! Don’t underestimate this unit and use it in droves when you get it. Just keep them out of missile fire as they are very weak and die easily if attacked directly.

    Heavy Onagers
    Attack: 61 vs. troops 110 vs. buildings Charge: 0
    (All)
    Defense: 3 Armor: 0 Cost: 810 Upkeep: 225
    (Sassanids)
    Defense: 8 Armor: 3 Cost: 890 Upkeep: 336
    (Roman, Romano British)
    Factions: Sassanids: Romans, Romano- British

    Heavy Ornagers are much like normal Ornagers, except they do even more damage to buildings They also have a larger splash damage and kill a lot more troops with a direct hit, about 20-30. You should use them over Ornagers as soon as they are available. Use them in the same way.

    Onagers
    Attack: 51 vs. troops 70 vs. buildings Charge: 0
    Defense: 3 Armor: 0 Cost: 600 Upkeep: 154
    (Sassanids)
    Defense: 8 Armor: 3 Cost: 670 Upkeep: 231
    (Roman, Romano-British)
    Defense: 5 Charge: 0 Armor: 2 Cost: 640 Upkeep: 126
    (All Others)
    Factions: Sassanids, Romano-British, Burgundi, Romans, Alemanni, Lombardi

    Onagers are large catapults. They fire large rocks or flaming missiles in a high arc enabling them to fire over walls effectively. Onagers are mainly designed for use against large walls they destroy stone walls quickly and large and epic walls will fall quite quickly as well with focused onager fire. They are the most effective artillery against troops; a direct onager hit on a phalanx will usually kill 15-20 people with flaming missiles. Onagers however are very inaccurate when firing at a smaller target than a settlement. You should aim at dense deep concentrations of men, so that you hit something and cause casualties. If aiming at men you should always use flaming missiles as they cause far more causalities than normal rocks.

    Repeating Ballistae
    Attack: 26 vs. troops 0 vs. buildings Defense: 8 Charge: 0 Armor: 3 Cost: 580 Upkeep: 332
    Factions: Roman, Romano British)

    These are much like normal ballistae except they fire much faster: the crewman just has to pull a lever and the weapon fires about once every 4 seconds. It is otherwise the same as a normal ballista and still not much use as it doesn’t inflict enough casualties. If you must use ballistae use this one. It is however of no use at all against buildings, as unlike the ballista it has 0 building attack.


    Scorpions
    Attack: 41 vs. troops 0 vs. buildings Defense: 12 Charge: 0 Armor: 3 Cost: 350 Upkeep: 211
    Factions: WRE, ERE

    Scorpions are like advanced ballistae; they have a bit more range and can use flaming missiles which repeating ballista can’t. They aren’t very accurate and they still only kill 1-2 men with flaming missiles. They have no minimum range though. Still they aren’t worth having as they cause almost no casualties. They are better than ballistae however, and artillery is fun to use

    Peasants and noncombatants


    Have to keep those soldiers inspired!

    Peasants are tougher this time around but still aren’t something you want to be using for anything more vital than arrow fodder and suicidal battering ram pushers.

    Priests are a new class of units with the BI expansion. They are no use at all in actual melee dying very quickly with their lack or armor, useless attack and small numbers: there are only 48 on large unit sizes. Their worth comes in their ability to chant which raises nearby unit morale much like druids in RTW. Put your priests directly behind the hardest fight and have them chant to keep the troops fighting. They also lower the morale of units a faction that has a different faith to yours, which are most non Romans and the eastern Roman Empire, as they are orthodox.

    Arian Priests
    Attack: 2 Defense 3 Charge: 1 Armor: 0 Cost: 190 Upkeep: 75
    Factions: Goths

    Arian Priests are much like catholic priests except they are slightly better fighters and a different religion. They still aren’t useful in battles as they have low stats and little numbers so just use them to chant.

    Barbarian Peasants
    Attack: 3 Defense: 5 Charge: 2 Armor: 0 Cost: 90 Upkeep: 72
    (Goths, Vandals, Franks, Saxons, Slavs)
    Attack: 2 Defense: 5 Charge: 2 Armor: 0 Cost: 80 Upkeep: 28
    (Franks, Burgundi, Alemanni Lombardi)

    Barbarian peasants are different for different factions. Some factions, they have one more point in attack than the others and cost slightly more, some factions they are the same as Roman ones, except with slightly more charge. They are still no use in either case.

    Catholic Priests
    Attack: 1 Defense: 3 Charge: 1 Armor: 0 Cost: 190 Upkeep: 113
    Factions: Western Roman Empire, Franks

    With the introduction of Christianity in BI we have the new priest units. They are as you can guess useless in a fight, their pathetic attack and defense ensuring they will be chopped up in seconds. Their real value comes in their special ability to chant. Much like druids in RTW, chanting raises the morale of your nearby troops and lowers enemy morale. Priests have very low morale and it won’t take much to rout them. There are also only 48 men on huge unit sizes so they will be routed in a second if they are attacked directly.

    Monks
    Attack: 1 Defense: 3 Charge: 1 Cost: 180 Upkeep: 113
    Factions: Romano-British

    Yet another priest unit, use these like the others.

    Mounted Arian Priests
    Attack: 3 Defense: 7 Charge: 2 Armor: 2 Cost: 360 Upkeep: 130
    Factions: Vandals, Slavs

    Being mounted gives these Arian priests much better mobility and makes it easier to keep them out of danger. They also have better attack and much better defense than the foot version. Their low stats and small numbers still make them almost useless for actually fighting except maybe as a small flank attack. Just focus on chanting with them and take advantage of their increased mobility.

    Orthodox Priests
    Attack: 1 Defense: 3 Charge: 1 Armor: 0 Cost: 190 Upkeep: 113
    Factions: ERE

    Another priest unit. They are again no good in a fight and should be used like the others.

    Roman Peasants
    Attack: 2 Defense 5 Charge: 1 Armor: 0 Cost: 80 Upkeep: 50
    Factions: Roman, Berbers

    This time around Roman peasants are a bit tougher. They have far better defense than in RTW and they have one more point in attack. They still aren’t any good for battles, but hey at least peasants have evolved.

    Warhounds
    Attack: 10 Charge: 2 Armor: 1 Cost: 530 Upkeep: 150
    Factions: Burgundi, Alemanni, Lombardi

    Warhounds are the same as RTW’s Warhounds and should be used the same way.

    Wolfhounds
    Attack: 10 Defense: 2 Charge: 2 Armor: 1 Cost: 530 Upkeep: 150
    Factions: Celts

    Wolfhounds despite their names are very similar to wardogs from RTW and should be used in the same way.









    Mercenaries


    As in RTW merc prices vary depending on randomness and experience of the mercs so prices are just a rough guide.

    Armored camel Mercenaries
    Attack: 8 Defense: 21 Charge: 6 Armor: 13 Cost: 1450 Upkeep: 319
    Locations East of map in desert provinces

    Armored camels are exactly like armored camel riders, which the Sassanids have. They are every bit as effective vs. cavalry and are the best anti cavalry unit in the game. If you can afford these mercs you should get them, even though they are quite a bit more expensive than the recruitable version, when you need troops now these troops are versatile and will make short work of any annoying generals you encounter.

    Bosphoran Mercenaries
    Attack: 10 Defense: 23 Charge: 4 Armor: 8 Cost: 760 Upkeep: 240
    Locations: Center of map

    Bosphoran Mercs are just as good as the normal infantry of the same name and are still the best spearmen in the game with the highest attack and defense for spears and are worth hiring.

    Mercenary Alan horse archers
    Attack: 8 Missile attack 9 Defense: 15 Charge: 4 Armor: 6 Cost: 825

    Merc Alan horse archers are just the same as the regular version. They are versatile able to fight in melee as light cavalry and shoot well. They are quite expensive but worthy troops, as horse archers can make a huge difference in battles.

    Mercenary Ballistae
    Attack: 51 Vs troops 24 vs. buildings Defense: 6 Charge: 0 Armor: 3 Cost: 600 Upkeep: 253
    Locations: East of map

    Merc ballistae are about the most useless unit in the game. Ballistae really aren’t that much use at the best of times but when they cost almost three times as much and have upkeep more expensive than a normal unit of ballistae and have absolutely no advantages over normal ballistae then you know you’ve got an awesome unit. Not. Stay far away from this unit.

    Mercenary Bucellarii
    Attack: 7 Missile attack: 7 Defense: 9 Charge 2 Armor: 3 Cost: 575 Upkeep: 261

    Mercenary Bucellarii are the same as the normal version and are very useful for all factions because of their ability to pierce armor. Only two factions in BI are able to recruit crossbows, so all other factions will have to stick with these mercs and they are always worth getting when you see them if you are a faction that can’t recruit them.

    Mercenary Equites Veteranii
    Attack: 8 Defense: 18 Charge: 5 Armor: 5 Cost: 950 Upkeep: 361
    Locations: South eastern provinces Sassanid/Eastern Roman empire lands

    These mercs are the same as the Roman light cavalry of the same name. They come in handy for infantry based armies to ride down routers and kill missile units. They are very expensive however so only hire them if you really need it.
    Mercenary Herdsmen
    Attack: 4 Defense: 7 Charge 4 Armor: 2 Cost:?

    Merc Herdsmen are the same as normal Herdsmen and have very low stats. Why they decided to become mercs is anyone’s guess, but they are only useful for riding down routers and suicidal tasks like attacking archers before getting attacked by the enemy’s cavalry, or trying to kill off artillery crews behind the enemy’s lines.

    Mercenary Hippo-Toxotai
    Attack: 5 Missile attack: 8 Defense: 14 Charge: 4 Armor: 6 Cost: 1200 Upkeep: 374

    Merc Hippo-Toxotai are again the same as their state army equals and work well as horse archers when you need them. They are tolerable in a melee too.

    Mercenary Sarmatian Archers
    Attack: 9 Missile attack: 10 Defense: 20 Charge: 4 Armor: 9 Cost: 1250 Upkeep: 219
    Locations: Sarmatian lands, north east of Italy.

    Merc Sarmatian archers are very versatile troops and can fight well in melee, as well as shoot very well, as they are tied for best missile attack in the game for non artillery. They lack shields but are versatile troops. They are some of the most expensive mercs but justify the cost.

    Mercenary Vandal Lancers
    Attack: 5 Charge: 10 Defense: 11 Armor: 6 Cost: 800 Upkeep¨183
    Locations: Northeast of map

    Mercenary Veteranii
    Attack: 8 Missile attack: 9 Defense: 25 Charge: 2 Armor: 10 Cost: 1230 Upkeep: 442
    Locations: Center of map

    These mercs are Comitatenses by a different name. They are the same in every way and work well for armies needing strong infantry.

    Vandal Raider Mercenaries
    Attack: 7 Missile attack: 9 Charge: 2 Defense: 11 Armor: 5
    Last edited by Yojimbo; February 10, 2009 at 07:00 AM.
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  4. #4
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    Default Re: RTW unit guide complete thread DONT POST!

    Alexaner
    Macedon teeters on the brink of destiny. Dissent is rife in Her lands after the death of Phillip II and Persia with her pitiless sands and aggressive leaders lies dangerously close to her. The time is ripe for a young man called Alexander to take on his father’s destiny and carve a red swath though Persia’s armies and take the rings from Darius III’s fingers.


    Alexander is the last hurrah for the RTW series and frankly it’s a lousy way to end it, featuring a limited, boring campaign, somehow worse AI, an annoying sort of challenge with no actual difficulty and lots of little bugs and historical inaccuracies. Still it is a RTW game and this is a guide to RTW’s units so hence it’s included here. ALX focuses on phalanx and spear units and is limited in most others. It also features far, far fewer units than previous games, since it only has four factions, though the Dahae is spilt up to include Thrace, Scythia and others, it’s still treated as one faction but with different unit stats. They don’t even have different colors.

    The AI is very stupid and routinely charges right onto phalanx or uselessly sends its infantry to die against them. Persia has huge armies, but since its 90% spearmen and cavalry they die uselessly against your phalanxes, unless you’re completely outnumbered. Their missile units are also useless and their generals tend to have very low stats with few exceptions. Persia is a boring and stupid enemy to fight and Dahae you don’t really have time to fight. The Indians are actually in the campaign mode as they have one city you CANT REACH. So you are limited to fighting Persia mostly.

    This game is rushed, buggy and lazy. If you look in the data files or just in Alexander’s folder you’ll see a ton of stuff from earlier games crammed in there so they could put the minimum of effort in,. even mercenaries aren’t called mercenaries or even have a different color, they are just the normal unit that look the exact same except that they shows up in the merc queue, because it has the mercenary_unit attribute,, making it tough to tell who are mercs and who aren’t in your army. Some units lack speech. CA just didn’t try with this game.

    Thus this guide will not be as though as the other parts of this guide, as I hate this game and it’s not easy to write about a game you hate. If I’ve left anything out feel free to contact me and I’ll put it in, but I’m done playing this.


    Swordsmen


    Apparently sharp things that kill people are much harder to make compared to pointy things that kill people.

    Swords barely make a showing in ALX, as there is only one sword unit and it’s used by minor factions you won’t be fighting much.

    Barbarian Swordsmen
    Attack: 13 Defense: 9 Charge: 5 Armor: 2 Cost: 430 Upkeep: 1
    Factions: Thrace, Scythia, Illyria, Dahae

    The only sword units in ALX, because of the multitude of spear units, Barbarian Swordsmen have very good attack, but low defense and low armor and are best used as flankers. They won’t be too much trouble in the campaign, as they will usually just die from your phalanxes or missile units

    Spearmen


    Spear envy can sometimes get violent…

    Barbarian Spearmen
    Attack: 7 Defense: 10 Charge: 4 Armor: 3 Cost: Varies Upkeep: 1
    (Scythia)
    Attack: 7 Defense: 12 Charge: 4 Armor: 5 Cost: Varies Upkeep: 1
    (Dahae, Illyria)

    Barbarian spearmen are a lot like the old Spear Warbands from back in RTW. Some have the same stats as them, but Scythia’s have more armor. They aren’t really a threat in the campaign even though they have better morale now; they will die by your phalanx.

    Hillmen
    Attack: 5 Defense: 9 Charge: 2 Armor: 3 Cost: 290
    Factions: Persia

    Hillmen are one of the worst units in the game and even though Persia has them you’ll never see them in the campaign for some reason as they don’t recruit them. They have low attack, useless defense and low armor and die very quickly when they do fight. Don’t worry about these troops


    Hypaspists
    Attack: 8 Missile attack: 12 Defense: 11 Charge: 3 Armor: 4 Cost: 670
    Factions: Macedon

    Hypaspists are normal spearmen for Macedon. They have a good attack for spears and they can throw spears before the charge, like legionary pila, and they have a great missile attack so you should try to throw all their spears before attacking in melee. They have a good attack and morale so they can fight for quite a while even though their low amour and defense means they will die quickly. They are quite expensive, so you should try to minimize their casualties, though you will be very rich later on in the campaign. Use their speed to compliment your parallax and to intercept charges against your weaker troops.


    Immortals
    Attack: 7 Missile attack: 5 Defense: 14 Charge: 5 Armor: 4 Cost: Upkeep: 300
    Factions: Persia

    Immortals are apparently Persia’s elite troops, but you sure as heck wouldn’t know. They are far from elite, as they have only average attack for spearmen. They can use a bow as well, but it hardly matters as they have a worthless missile attack. Their defense is good, but not enough to give them any chance at all vs. phalanx and their armor is pathetically low for a supposed elite unit. These men will die just like Persia’s other troops, except that they will stay in combat and stay alive longer as their morale and defense is better than most others. They are still no use at all vs. your many infantry, as they use spears in melee, and their missile attack is so low that their bows are nothing to be worried about.

    Indian Spearmen
    Attack: 5 Defense: 10 Charge: 4 Armor: 0 Cost: 350
    Factions: India

    Indian spearmen are a very weak unit, as they have a low attack and defense and no armor at all. This unit is not a threat at all, particularly if you rain missiles down on them and the only unit weaker than it is Eastern Mercenaries. If you use them yourself, use them only for fodder and pushing rams, as they won’t do a very good job even against cavalry.

    Kardakes
    Attack: 8 Defense: 14 Charge: 3 Armor: 4 Cost: 350 Upkeep: 160
    Factions: Persia

    Kardakes are tougher spearmen than Persian infantry, with a better attack and defense and somewhat better morale, but they are still lightly armored and they will fall quickly to missiles or your phalanx, especially since you’ll be using mostly infantry and they are spearmen and thus useless against them.

    Persian Infantry
    Attack: 5 Defense: 10 Charge: 3 Armor: 3 Cost: Upkeep: 160
    Factions: Persia

    Persian infantry is the most common unit you’ll face in Alexander. These men form the bulk of Persia’s armies and every army will have at least some. They have a poor attack, low defense and little armor so they die quickly in melee while not really doing much of anything to phalanxes or infantry. Since they are spearmen and most of the time in Alexander you’ll be using infantry, they will be almost useless against your forces and you should easily kill as many as Persia sends at you. There are 240 men per unit and there will always be a lot, so shoot them with missiles, charge them with your infantry in phalanx or not and crash into their rear with cavalry to rout them as quickly as possible. They have low morale, so it doesn’t take too much to send them screaming into the sunset.



    Phalanx


    A phalanx doesn’t have to be cohesive to wipe out Persians.

    Even though phalanxes will be the main force of your Greek flavored march across Persia there are only two recruitable phalanxes in the entire game, both of them Macedon’s. Read the Phalanx tactics in the RTW section of this guide for tactics on using phalanx.

    Hoplites
    Attack: 7 Defense: 16 Charge: 3 Armor: 6 Cost: 660
    Factions: Macedon

    Hoplites are the rank and file of Macedon’s armies. They are quite a bit weaker than Phalangists and have much less attack. They are easier to recruit from Persia’s former cities as they don’t require as advanced buildings as Phalangists. They have surprisingly low morale and you should watch out if they are outnumbered or attacked in the rear as they can rout more easily that you’d think for a phalanx. Since they are easy to recruit you’ll be using these for the majority of your army along with mercenaries, as there isn’t enough time to keep sending Phalangists from Greece or develop conquered cities to train them.

    Phalangists
    Attack: 10 Defense: 17 Charge: 4 Armor: 6 Cost: 1120
    Factions: Macedon

    Phalangists are elite phalanx. They have a good attack for phalanx, and will kill enemies in from of them very quickly and they can fight well out of phalanx formation with their swords as well. They have very good morale and it will take a lot for them to rout. While they are much better troops than standard hoplites they still only have the same armor and it isn’t enough to completely stop missiles. If your army is under fire try to make sure your much cheaper Hoplites are taking the brunt of it. Phalangists are hard to train as the campaign just doesn’t give you the time the send reinforcements from Greece, or tech up cities. Try to take care of them and retrain them whenever possible.


    Missiles

    Skirmishers


    This is what you’d call heavy rain.

    Agrianian Javalinmen
    Attack: 5 Missile attack: 8 Defense: 11 Charge: 2 Armor: 3 Cost: 350
    Factions: Macedon

    These skirmishers will be your primary missile unit when playing as Macedon. They do a good job of skirmishing, as they have a good missile attack and good enough morale to skirmish properly. They can also fight in melee rather well for skirmishers, as they carry swords and large shields and wear a bit of armor. Together with their good morale they can help your troops out in melee when the situation demands it. They are still better off unleashing a storm of javelins from a safe distance however.

    Indian Javalinmen
    Attack: 5 Missile attack: 7 Defense: 11 Charge: 2 Armor: 3 Cost: 350
    Factions: India

    These skirmishers are somewhat more useful than most, as they are actually not too bad in melee and have ok attack and defense for a missile unit. You should use these like heavy peltasts in RTW: use them in missile duels as they take less casualties from return fire and use them as light infantry to help friendly units in need or flank weaker enemy units. Embarrassingly these are probably Indians best melee infantry, besides Longbowmen.

    Persian Peltasts
    Attack: 3 Missile attack: 6 Defense: 4 Charge: 1 Armor: 0 Cost: 180 Upkeep: 170
    Factions: Persia

    Persian peltasts are the same as peltasts have almost always been in the RTW, but they have a bad missile attack and low attack and defense so they are little more than fodder in the campaign, which is something that can be said for pretty much the entire Persian army. They are no match in missile duels or melee for any other skirmishers.

    Archers



    Well if you have to die there are worse last sights…

    Archers are weaker in ALX. There are a few good units of them but the two main forces, Macedon and Persia are weak in them. Macedon doesn’t have archers and Persia uses weak ones. They are still good for killing off lightly armored troops and the other factions have some good ones.

    Barbarian Archers
    Attack: 3 Missile attack: 7 Defense: 7 Charge: 1 Armor: 5 Cost: Upkeep: 1
    Factions: Thrace, Scythia, Illyria, Dahae

    Barbarian archers are much like Archer Warbands from RTW. They have a good missile attack compared to most other arches in ALX and are better than most in melee thanks to their higher than average defense and better attack than some. You could use these as light infantry after their missiles have gone but don’t expect miracles.

    Cretan Archers
    Attack: 6 Missile attack: 7 Defense: 4 Charge: 3 Armor: 0 Cost: 550
    Factions: Macedon

    Cretan archers, while not as strong as in RTW are still effective archers and superior to almost all others, besides Indian longbows. They seem to only exist in the campaign as mercs and macedon only has them in custom battles.

    Indian Female Archers
    Attack: 1 Missile attack: 5 Defense: 1 Charge 1 Armor: 0 Cost: 230
    Factions: India

    Female Archers are the worst archers in the entire Total War series. They have no melee attack or defense, very low morale and drop instantly in melee like a beetle crushed under a boot. Their missile attack is bad as well, though they are good against lightly armored units, like all archers. Charge them with anything even peasants and they will break and run almost instantly. If you have to use them, keep them well protected behind whatever units you have, and don’t even think of sending them into melee to help other units, because they are of no use whatsoever. They are notable only for the fact that they are female and have very skimpy outfits. J Their unit description in the custom battle screen is funny as well “The gentle sex is an unfamiliar term to these lethal ladies. The only pincushions they are interested in are the arrow ridden corpses of their enemies!

    Indian Levy Archers
    Attack: 1 Missile attack: 5 Defense: 1 Charge: 1 Armor: 0 Cost: 230
    Factions: India

    Why Levy Archers exist is anyone’s guess, as they are exactly the same as Indian Female Archers except male. Use them in the same way. Why CA felt it necessary to give the Indians two equally useless archer units I don’t know.

    Indian Longbowmen
    Attack: 9 Missile attack: 10 Defense: 12 Charge: 3 Armor: 7 Cost: 680
    Factions: India

    Regardless of their factual accuracy, Indian Longbowmen are head and shoulders above the other archers, to the point where it seems they are way overpowered to try to compensate for India’s other weaknesses. They can fight quite well in melee, as they have a very good attack for an archer and good enough defense. They shoot much better than the other archers and this unit should be the core of your army if you’re silly enough to play as India.

    Mardian Archers
    Attack: 4 Missile attack: 5 Defense: 3 Charge: 2 Cost: 450 Upkeep: 170
    Factions: Persia, Macedon

    Mardian archers are very common archers, as Persia has at least a few, and usually a lot in all its armies. They shoot poorly, tying a lot of other archers in the RTW series for worst missile attack. Though they are slightly better in melee than some archers, you still want to keep them far away from it. When fighting Persia, its best the use cavalry to kill off their many archers, as a large group of them can kill quite a few of your men. Macedon can only get these in custom battles, not the campaign, and must rely on skirmishers.


    Slingers



    Tribal slingers: Restoring the credibility of the slinger, one rock at a time.

    Indian Slingers
    Attack: 3 Missile attack: 4 Defense: 4 Charge: 1 Armor: 0 Cost: 160
    Factions: India

    Indian slingers are your basic slingers, and are exactly like RTW’s version. They are mainly fodder but can be effective against lightly armored units. They are very vulnerable to arrows because of their short range and lack of armor

    Persian Slingers
    Attack: 3 Missile attack: 4 Defense: 4 Charge: 1 Armor: 0 Cost: 150
    Factions: Persia

    Persian slingers are not even nearly as common in Persia’s armies as Mardian archers, but you will see some of them. They are just like the RTW version of slingers, since they again don’t pierce armor, though slingers did in BI and they are equally useless in melee and distance combat. They can still kill your lightly armored troops so keep troops like Prodromoi away unless they are charging them. They are not a threat unless underestimated, or in large numbers

    Tribal slingers
    Attack: 6 Missile attack: 9 Defense: 6 Charge: 3 Armor: 1 Cost: 470
    Factions: Dahae

    Tribal slingers are completely different to normal slingers in the RTW series. They have way more attack than most slingers and can actually fight in melee to an extent, except their low defense and almost total lack of armor hobbles them. Tribal slingers are good units to use, more than capable of inflicting casualties on tougher enemy units. If you see them in the campaign it’s a good idea to kill them quickly with cavalry, as leaving them alone to bombard you will lose you quite a few men due to their high attack.


    Cavalry

    Light Cavalry

    NOT ...FODDER...GAH!

    llied Cavalry
    Attack: 8 Defense: 12 Charge: 6 Armor: 6 Cost: 540
    Factions: Macedon

    Allied cavalry are almost too well armored for light cavalry, but are lighter than other heavy cavalry so they belong here. They have a good attack for light cavalry, making them excellent for taking out missile units quickly and flanking and they have enough armor to survive in melee for at least a little while. Their defense isn’t that good though and in a protracted melee they will start taking causalities quickly. Their charge isn’t very good for cavalry so it’s better to leave them in a melee than keep charging them in.

    Barcanian Horsemen
    Attack: 6 Defense: 11 Charge: 5 Armor: 3 Cost: 420 Upkeep: 110
    Factions: Persia

    Barcanian Horsemen are some of the most common troops you’ll face in the campaign and almost all Persian armies will have at least one or two. They wield armor piercing axes, but your multitude of phalanx troops and spearmen can still kill them very easily and other heavier cavalry usually kill them too quickly to take many loses, thanks to the horsemen’s low defense. This unit alone isn’t a threat but watch out if it flanks engaged units as that’s when they can really cause casualties.

    Barbarian Cavalry
    Attack: 8 Defense: 12 Charge: 7 Armor: 5 Cost: Upkeep: 1
    (Dahae)
    Attack: 12 Defense: 12 Charge 7 Armor: 3 Cost: Upkeep: 1
    (Scythia)

    Barbarian cavalry are good light cavalry and at the beginning of the campaign when you are wiping out the barbarian settlements in Greece and later when you fight the Dahae you’ll find them used sometimes. They have a good attack and charge and their defense is better than the RTW/BI version of this unit and they also have some armor. They aren’t all that common as barbarians seem to prefer massed infantry, but when they do show up treat them with a certain amount of respect and use your many spears to take them down.

    Indian Light Cavalry
    Attack: 5 Defense: 10 Charge: 6 Amor: 3 Cost: 290
    Factions: India

    Indian light cavalry is very weak cavalry with a poor attack and low defense. They charge is also nothing amazing. This cavalry isn’t a threat at all and it should fall quickly to just about anything.

    Indian Medium cavalry
    Attack: 8 Defense: 13 Charge: 6 Armor: 7 Cost: 460
    Factions: India

    This cavalry is much better than the lighter version and has a good attack, decent defense and is well armored. They are still best used to attack missile units and flank engaged troops but they are tough enough to charge and melee weaker forces, their charge isn’t that good so you’re better off charging once then letting them fight it out in melee.

    Prodromoi
    Attack: 8 Defense: 5 Charge: 8 Armor: 0 Cost: 370
    Factions: Macedon

    Prodromoi are light cavalry that lack armor, but have a good attack. They wield armor piercing axes and this together with their great charge, horrible defense and lack of armor makes them the most useful at flanking and chasing routers. Don’t use them in a straight up fight, because even with their AP attack they will die very quickly.

    Heavy Cavalry


    This is unfortunately a scene you’ll often be seeing when fighting Persia.

    Companion Cavalry
    Attack: 10 Defense: 17 Charge: 9 Armor: 11 Cost: 1160 Upkeep: 280
    Factions: Macedon

    Companion cavalry is the elite of Macedon’s cavalry. They have a great attack and charge. They are very heavily armored and have high defense letting them stay alive in melee for quite a while and crush many foes. This is your main heavy cavalry to shatter armies with flanking charges on strong units, or head on charges against weaker ones. They are annoying to recruit in the campaign because of the lack of time but when you do get them they will serve well.

    Hyrcanian Cavalry
    Attack: 9 Missile attack: 9 Defense: 14 Charge: 3 Armor: 6 Cost: 630 Upkeep: 160
    Factions: Persia

    While Hyrcanian Cavalry are javelin cavalry they don’t actually have skirmish mode, or fire at will and only throw javelins once before they charge into the melee, like legionaries, but with their lack of fire at will you cannot halt them near the enemy and weaken them with a rain of missiles before charging. The only way to do this is to tell them to charge, let them throw their missiles then halt them, or tell them to move so they don’t charge the enemy, then order them to attack again so they throw another volley. Needless to say this is a clumsy and time consuming way of firing missiles, so you’re better off throwing a volley into the rear of the enemy then charging them. This cavalry has a very lousy charge, so it’s useless charging into units and pulling back; you need to leave them in melee to allow them to do damage. They are well armored and have good attack and defense so they are useful. The lack of fire at Well or skirmish is a major black mark against them though. On campaign this is a very common Persian unit and while they are dangerous to light troops their weak charge handicaps them. Of course your phalanx will turn them into dog food in a flash.

    Heavy Bactrian Cavalry
    Attack: 7 Defense: 23 Charge: 9 Armor: 18 Cost: 940
    Factions: Persia

    This cavalry is Persia’s main heavy cavalry. They certainly look imposing, riding black armored horses and they have the highest defense in the entire game and as much armor as Cataphracts. Their attack, like most super heavy cavalry is rather low in comparison to their defense and they are better at actually soaking up damage than dishing it out. For all their strengths however, these cavalry just die like anyone else when they get caught up on your phalanxes and the AI is stupid enough in ALX to do this quite often. This may be Persia’s heaviest cavalry, able to wipe out your forces if they charge your non phalanx troops but the AI is just usually too stupid to use them properly. Try to kill them as quickly as possible with your general’s bodyguard or spear/phalanx.

    Royal Squadron
    Attack: 10 Defense: 17 Charge: 9 Armor: 11 Cost: 1350
    Factions: Macedon

    This unit doesn’t actually seem to be in the campaign, as generals have a different unit for their bodyguard. As does Alexander himself, though it seems that these are his bodyguard, as they have exactly the same stats as him. They are much better than other general’s bodyguards, as they have the same attack as the normal general’s bodyguards, but much more defense and are far more heavily armored. Their charge is also powerful and they are more than equipped to sit in a melee. This unit is still available in custom battles and online.

    Syrian Cavalry
    Attack: 7 Defense: 19 Charge: 9 Armor: 14 Cost: 810 Upkeep: 190
    Factions: Persia

    Syrian cavalry is much the same as Heavy Bactrian cavalry, except they have less armor. They should still be treated with respect and killed in the same way.

    Axemen


    Sicklemen. Awesomeness personified.

    Barbarian Sicklemen
    Attack: 14 Defense: 16 Charge: 7 Armor: 8 Cost: 450 Upkeep: 1
    (Scythia)
    Attack: 16 Defense: 16 Charge: 7 Armor: 7 Cost: 450 Upkeep: 1
    (Dahae)

    Barbarian Sicklemen are VERY tough troops, one of the best ones in the entire RTW series as they have a massive attack and high defense as well as very high morale and they will rarely drop below impetutous, even if half the unit is dead. They are armor piercing and will shred just about anything, armored or not. You don’t really have much of a chance to fight them in the campaign because of how rushed it is, but if you do encounter them pin them with infantry then crash into their back with cavalry. If you’re the one using them target the armored units, though they have very good stats for fighting light troops as well. They look very cool and are a unique unit too I think. J

    Chariots


    Chariots=Piles of dead horses.

    Indian Chariots
    Attack: 12 Defense: 1 Charge: 6 Armor: 0 Cost: 660 Upkeep: 290
    Factions: India

    Indians chariots are one of their only decent units as with their high attack and huge bonus against cavalry they can kill them off very quickly. Even though they scare infantry like in the other RTW games, their total lack of defense makes them die so quickly they aren’t worth it. They are quite expensive as well.

    Persian Scythed Chariots
    Attack: 15 Defense: 1 Charge: 7 Armor: 0 Cost: 920 Upkeep: 210
    Factions: Persia

    Persian Scythed Chariots are the better chariot in the game. I still hate chariots, but they have a great attack and charge and will serve well in their role, well as well as any chariot. They aren’t too common in the campaign and a good block of infantry will cut them down quite fast. Just keep your cavalry far away.

    General’s Bodyguards


    The mighty Alexander leading the charge! This is how it should be, but isn’t always smart.

    Alexander
    Attack: 10 Defense: 17 Charge: 9 Armor: 11 Hit points: 2 Cost: 1460 Upkeep: 274
    Factions: Macedon
    (duh really?)

    Alexander, the guy the games about. The king of Macedonia, the honorable son following in his father’s footsteps. This man is the focus of the entire game and it is his lifespan that puts a time limit on the campaign and his death that ends it. Alexander has a huge bodyguard of tough companions, with the same stats as royal squadron. In the campaign he has 124 guards, making him a very powerful unit indeed, as they have high stats and can completely change the fortunes of a battle. In custom battles he has 240, which is just a staggering number and can wipe entire armies without spearmen right off the map if they aren’t careful. Alexander is very useful in battle, but he has a habit of dying sometimes even if his bodyguard hasn’t taken many losses, as he doesn’t seem to stay back much, leads the unit from the front left like generals do and always seems to be in direct combat with enemy troops. You should only commit Alexander at crisis points of the battle where your army needs a push badly to win the battle or when you see a good opportunity to get Alexander some easy kills, as his stats start off low and getting him into battle and making him behave bravely is how you get him some good traits and make him the great commander he is meant to be. Just don’t send him into obviously deadly situations or leave him in melee too long, unless you want to restore your last save, because if he dies your campaign is over whenever you win the battle or not.

    Barbarian General’s Bodyguard
    Attack: 12 Defense: 15 Charge: 7 Armor: 5 Upkeep: Varies with bodyguard size
    Factions: Illyria, Scythia, Thrace

    This bodyguard is used only for faction leaders and faction heirs and is the same as the Barbarian Warlord except they have 2 more armor. Use them in the same way and when fighting them take the same precautions.

    Barbarian Warlord
    Attack: 12 Defense: 13 Charge: 7 Armor: 3 Hit Points: 2 Upkeep: 810 Upkeep: Varies with bodyguard size
    Factions: Illyria, Scythia, Thrace

    This bodyguard is shared by all the barbarian factions. It is tougher than the standard Macedon General’s Bodyguard and one on one this bodyguard will win easily. As Macedon, don’t use the RTW tactic of attacking the enemy general with your general, unless they are already engaged with another unit. When you need to kill an enemy general use your phalanx or, failing that normal spearmen and keep your general nearby to keep their morale high enough to finish the fight and counter the enemy general’s morale lowering effect. You can also charge into the rear of the general: he should die in seconds while also fighting spearmen/phalanx.

    Eastern General
    Attack: 12 Missile attack: 12 Defense: 15 Charge: 5 Armor: 6 Cost: 960 Upkeep: 80
    Factions: Persia

    Persia never seems to use the type of general, preferring instead to use their chariot bodyguards. This is odd because this general is much superior, as they have a very good attack and high defense, are well armored and also can throw javelins as they have a very high missile attack. This bodyguard is a pain and if you counter it you first have to pin it down in melee to stop them throwing javelins and skirmishing away. They are also more than capable in melee as they have the same stats as barbarian general’s bodyguards and can beat the crap out of the other general’s bodyguards. You should pin them with infantry, then crash your general or another strong unit into their rear, which should rout or kill them quickly.

    General’s bodyguard
    Attack: 11 Defense: 10 Charge: 6 Armor: 3 Hit Points: 2 Cost: 690 Upkeep: 130
    Factions: Macedon

    Macedon has a pathetic general’s bodyguard. It is the worst in the game and their defense and armor is just stunningly low, as it’s the same as low tech spearmen. They have a good attack but their charge is low and their defense ensures they will get chopped to pieces. You can’t rely on this general’s bodyguard like you could in the earlier total war games as it will die faster than you’re used to. With their good attack and the General’s morale raising ability, they can be effective in melee supporting other troops and they can still destroy missile units and chase routers but don’t expect them to crush elite units like they did before.

    Indian Cavalry General
    Attack: 11 Defense: 16 Charge: 6 Armor: 6 Cost: 830
    Factions: India

    The Indians, for some reason have a tough cavalry general bodyguard, as they have very good defense and are well armored. Their attack is also good for cavalry and they can do a good job against most troops.

    Indian General
    Attack: 6 Missile attack: 6 Defense: 19 Charge: 8 Armor: 16 Hit Points: 12 Cost: 2470 Upkeep: 520
    Factions: India

    India’s general rides a war elephant, making him very powerful. Use him like other elephants to shatter the enemy army with charges, destroying their morale and causing panic and terror. Just remember than general’s bodyguard elephants can still run amok and you CANNOT kill these elephants, as they lack the “Kill Elephant” ability, since they have the Rally ability instead, or nothing if it’s a subordinate general. Make doubly sure your elephants aren’t going to be shot by flaming arrows, get hugely outnumbered or otherwise lose their nerve or you’re going to have a big problem.

    Persia General’s Bodyguard
    Attack: 9 Missile attack: 9 Defense: 1 Charge: 5 Cost: 1700
    Factions: Persia

    This chariot bodyguard is, as you’d expect pretty useless and very easy to kill with your spearmen/infantry/phalanx, so Persia’s generals aren’t really a worry.

    Elephants

    Proof that tattoos do make you tougher!

    See the RTW section for more on using elephants.

    Indian Elephants
    Attack: 7 Missile attack: 10 Defense: 16 Charge: 11 Armor: 13 Hit Points: 11 Cost: 1380 Upkeep: 490
    Factions: India

    Indians elephants are part of what saves them from being a useless faction. They have the best elephants in the game as their stats are the best besides their armor and hitpoints being slightly lower. You should always use these units of your playing as India. They can completely destroy the Persian war elephants.

    War Elephants
    Attack: 6 Missile attack: 6 Defense: 16 Charge: 8 Armor: 16 Hit Points: 12 Cost: 2520 Upkeep: 490
    Factions: Persia

    For whatever reason Persia never uses their war elephants. What sort of idiot king do the Persians have? They are weaker than Indian elephants in raw stats, except that they are better armored and have one more hit point. You don’t need to worry about this unit in the campaign but if you encounter it online or in a custom battle use your phalanx as Macedon or skirmishers to crush it. They can also run amok just like in the other total war games and copious amounts of fire arrows will do the trick.

    Horse Archers

    Why can’t the Greeks still have these in Roman times?

    Barbarian Horse Archers
    Attack: 3 Missile attack: 7 Defense: 2 Charge: 2 Armor: 0 Cost: 550 Upkeep: 60
    Factions: Dahae

    These horse archers are exactly like the shared Scythian Mounted Archers and should be used in the same way.

    Scythian Mounted Archers
    Attack: 3 Missile attack: 7 Defense: 2 Charge: 2 Armor: 0 Cost: 550 Upkeep: 120
    Factions: Persia, Macedon

    These are exactly like the bog standard horse archers in the original RTW. Just have them shoot and keep them far away from any melee. They are somewhat expensive so try not to get them killed. Persia seems to not use these units, so don’t worry too much about horse archers, just their javelin cavalry.

    Non combatants


    ALX features the toughest peasants yet and they can actually fend off some spear units!

    Barbarian Peasants
    Attack: 2 Defense: 4 Charge: 1 Armor: 3 Cost: 150 Upkeep: 1
    (Illyria)
    Attack: 3 Defense: 8 Charge: 1 Armor: 5 Cost: 150 Upkeep: 1
    (Scythia)
    Attack: 1 Defense: 4 Charge: 1 Armor: 3 Cost: 150
    (Custom battle version)

    Barbarian peasants vary depending on the faction. Scythian peasants are surprising, because they actually are decently armored and have 3 attack, the same as Eastern Mercenaries. This makes them ever so slightly tougher to defeat, but it won’t be a problem at all when you’re playing Macedon. With other factions they are best treated with a modicum of respect especially with spear types. The custom battle version of Barbarian peasants can actually beat Persians Infantry in a straight fight, as the spears are hampered by their -4 vs. infantry penalty. The Scythian version of the unit is tougher still. Though they will still die quickly to missiles and cavalry attacks as they lack shields, the last hurrah for peasants in the RTW series is their strongest iteration yet.

    Macedonian Peasants
    Attack: 1 Defense: 1 Charge: 1 Armor: 0 Cost: 100
    Factions: Macedon

    Macedon’s peasants are just like the Roman peasants of the original RTW: lowest stats in the game and almost useless for anything except garrison duties and fodder. You will be using them quite a bit as garrison, as they are cheap and take population from the city reducing revolt chances while also providing a garrison. Just don’t bother with them in battle, except for soaking up missiles and pushing battering rams

    Peasants
    Attack: 3 Defense: 3 Charge: 1 Armor: 0 Cost: 120
    Factions: Persia

    Persia never seems to use peasants in battle and you usually won’t be fighting these during the campaign. They are tougher than Macedon’s peasants and actually have the same attack as Eastern Mercenaries, which goes to show how awful those mercs are. They also have slightly more defense than Macedon’s peasants and can actually hold on for a little while in melee.

    Mercenaries


    Mercs looking exactly like your normal units can get annoying. I took this pic and now a week or two later I can’t tell which is the merc!

    Alexander is annoying as it doesn’t call mercenaries, mercenaries always, so from the custom battle screen it’s hard to tell what are mercenaries and what isn’t. The fact they are the same color as Macedon troops and because of the crap unit speech this time around they don’t call themselves mercenaries always doesn’t help. Most of this info is from the campaign. Remember that mercenary cost is based on experience and some general traits.

    Allied Cavalry
    Attack: 9 Defense: 13 Charge: 6 Armor: 6 Cost: 350 Upkeep: 200
    Locations: Greece

    For some reason Allied Cavalry mercenaries are actually cheaper than the state version. This makes a handy cavalry unit even more useful. Besides the cost, Allied Cavalry mercs are exactly like normal Allied Cavalry.

    Arab Cavalry
    Attack: 7 Defense: 11 Charge: 4 Armor: 3 Cost: 750 Upkeep: 120
    Locations: South of Macedon

    Exactly like the RTW version, these light cavalry are very useful for chasing down missile units and protecting hoplite flanks.

    Auxiliary Thracian Cavalry
    Attack: 6 Missile attack: 6 Defense: 6 Charge: 3 Armor: 0 Cost: 340 Upkeep: 55
    Locations: Macedon

    Wooo triple 666 how evil! These men are weak javelin cavalry with an ok attack for light cavalry but poor missile attack and lousy defense. Just use them to chase routers and throw javelins into the backs of units or kill lighter ones, as even the lightest troops will kill these quickly in melee.


    Cretan archers
    Attack: 6 missile attack: 8 Defense: 4 Charge: 3 Armor: 0 Cost: 550 Upkeep: 200
    Locations: South of Macedon in Persian lands

    Cretan archers are the best archers in ALX, are elite and boast the highest missile attack for archers and slightly above average melee stats. Cretan archers shoot well and can stay in melee for a little while, but their useless defense ensures they will take causalities quickly, except against other weak missile units. You should always hire these mercs as they are very useful.

    Companion Cavalry
    Attack: 11 Defense: 18 Charge: 9 Armor: 11 Cost: 1160 Upkeep: 280
    Locations: North Macedon

    These mercs are exactly like the normal companion cavalry and should be used in the same way: to shatter enemy units with their devastating charge and attack.

    Dahae Mounted Archers
    Attack: 5 Missile attack: 9 Defense: 4 Charge: 2 Armor: 0 Cost: 550 Upkeep: 150
    Locations: Dahae lands in north Persia

    These mercs are the best horse archers in the game. They have the best missile attack and slightly better melee attack than the others. They still don’t have armor and have terrible defense so keep them out of melee or counter fire and use normal horse archer tactics.

    Eastern Mercenaries
    Attack: 3 Defense: 7 Charge: 1 Armor: 0 Cost: 450 Upkeep: 70
    Locations: Near Memphis where the thin line of land to the south of Greece connects the Persian mainland

    Eastern mercenaries are the worst unit in the entire game. They are even worse than Persian Infantry and even worse than the Eastern Infantry of RTW. India’s archers are better than this, as their awful stats are offset by the fact they are archers. Eastern Mercenaries have a pitiful attack, worthless defense and no armor at all. This makes them die very, very quickly in a melee and makes it hard for them to contribute much to a fight, as they won’t kill many and will get whittled down to nothing fast. About their only use is holding the enemy while you flank with other units or as just another unit to toss into the fray, supporting your phalanx and adding their mass to the mix. Since Alexander is such a rushed Total War you’ll probably be using quite a few of these units, since you have no time to train reinforcements and you should always use them to push battering rams and take missiles so your better troops that are hard to replace don’t have to. Their cost may seem expensive but you have little choice because of the pace of the campaign. They upkeep is the lowest in the game however.

    Hoplites
    Attack: 7 Defense: 16 Charge: 3 Armor: 6 Cost: 300 Upkeep: 170
    Locations: Greece

    There are just like normal Macedon hoplites, except oddly cheaper to recruit, even though they are mercenaries. This unit is well worth the cost; though watch out for their upkeep, which is more than twice as much as normally recruited Hoplites.

    Illyrian Mercenaries
    Attack: 7 Missile attack: 9 Defense: 8 Charge: 4 Armor: 2 Cost: 350 Upkeep 130
    Locations: Greece


    Illyrian Mercenaries are exactly the same as the RTW version and are still great skirmishers who are also decent in melee if you need them to support a unit in need.
    Libyan Skirmishers
    Attack: 2 Missile attack: 5 Defense: 3 Charge: 1 Armor: 0 Cost: 400 Upkeep: 100
    Location: South of Macedon in Persian lands

    Libyan Skirmishers are just as useless as they were in RTW and are complete rubbish in melee and no good at skirmishing either, as they have poor missile attack, like almost all archers in this game, except with the lousy skirmisher range. You should recruit them only for suicidal tasks and to make up numbers, though they are for some reason more expensive than the superior Mercenary Peltests You can also them get late in game when you have so much money it doesn’t matter.

    Mercenary General’s Bodyguard
    Attack: 10 Defense: 24 Charge: 9 Armor: 18 Cost: 1400

    Frankly I don’t have a clue about this unit. I’ve never seen it for hire and it may only be seen used by Persian generals. The data files suggest it’s used by Mammon a mercenary commander in Darius’ employ. Whatever they are they are certainly tough, as they are far better than the Persians normal cavalry bodyguard and have the highest defense in the game!

    Mercenary Peltasts
    Attack: 4 Missile attack: 6 Defense: 9 Charge: 1 Armor: 2 Cost: 250 Upkeep: 100
    Locations: Greece and north of map into Dahae territory

    Exactly the same as the RTW version, these men are average skirmishers and poor in melee. They are very cheap for mercs however and, like a lot of weak troops are great as cheap fodder to push battering rams and absorb missiles.

    Mounted Desert Skirmishers
    Attack: 7 Missile attack: 10 Defense: 9 Charge: 4 Armor: 0 Cost: 700 Upkeep: 130
    Locations: South of Macedon in Persian lands

    These javelin cavalry are rather expensive, but they can fight in melee sort of, though their low defense and lack of armor makes them suited to flanking roles, so they won’t be focused on and cut to pieces. Their missile attack is also very good and they come in handy for chasing missiles, as well as countering elephants.

    Phrygian Mercenary Infantry
    Attack: 14 Defense: 15 Charge: 14 Armor: 6 Cost: 450 Upkeep: 170
    Factions: Persia

    I’m not sure if you can actually get these guys as mercs, or if they are just called mercs to explain why Persia has them, but if you can they would be amazing as they are armor piercing and have a high attack and good defense, letting them smash their way though armored and lightly armored troops with equal ferocity.

    Steppe Horsemen
    Attack: 9 Defense: 14 Charge: 10 Armor: 9 Cost: 700 Upkeep: 170
    Locations: Greece and along north of map

    Steppe Horsemen are tough mercs as they have a high attack and charge enabling them to either stay in melee or charge in and pull back for another charge. Their high defense also ensures they excel at both roles.




    Thessalian Cavalry
    Attack: 9 Defense: 16 Charge: 10 Armor: 11 Cost: 300 Upkeep: 230
    Locations: Greece

    Thessalian cavalry were considered the best around in this period and these mercs do not disappoint as they have a good attack for cavalry, matched with high defense and very heavy armor. These mercs will come in very handle for shattering non spear units with charges and flanking, as well as chasing routers. Hire them whenever you see them. They are rarer than other mercs.

    Thracian Mercenaries
    Attack: 10 Defense: 6 Charge: 5 Armor: 2 Cost: 300 Upkeep: 130
    Locations: Greece

    These mercs are just like the RTW version and feature good attack with low defense. They are best used as flankers to attack the enemy while they are occupied and thus stop them getting attacked back and killed from their lousy defense.
    Last edited by Yojimbo; February 10, 2009 at 08:32 AM.
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