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Thread: Gah! I need the readme+houserules.

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  1. #1

    Default Gah! I need the readme+houserules.

    I am at the point to start recruiting legions, I know the basics but I need to know what to compose my army of because I don't know the formation layout. I know pre marius the default layout (that I liked) composed of 2 velites, 2 slingers, 3 triari, 5 principes, 5 hastati, 1 general, 2 calvary. I want to make my first legion, but I want to do it right.

    I might make my own version of a legion, which is 4 archer units, 6 legion cohorts, 1 legion first cohort, 4 onagers (or 2 onagers/ 2 ballistas), 1 general, and 4 roman calvary. If you haven't ever tried that combo try it, almost unstoppable.

    Also wasn't there something about filling the missing parts of my legions with sword auxilia? Didn't it also say something about army strictly made of auxilia to fill garrisons?

  2. #2

    Default Re: Gah! I need the readme+houserules.

    Quote Originally Posted by icyvoid View Post
    I am at the point to start recruiting legions, I know the basics but I need to know what to compose my army of because I don't know the formation layout. I know pre marius the default layout (that I liked) composed of 2 velites, 2 slingers, 3 triari, 5 principes, 5 hastati, 1 general, 2 calvary. I want to make my first legion, but I want to do it right.

    I might make my own version of a legion, which is 4 archer units, 6 legion cohorts, 1 legion first cohort, 4 onagers (or 2 onagers/ 2 ballistas), 1 general, and 4 roman calvary. If you haven't ever tried that combo try it, almost unstoppable.

    Also wasn't there something about filling the missing parts of my legions with sword auxilia? Didn't it also say something about army strictly made of auxilia to fill garrisons?
    There is a word document in your ../SPQR/readme/ directory with very useful information about legion compositions pre and post marian reforms. In that document u can also find useful tactics for positioning ur units against overwhelming enemy numbers... They are basic tactics but will give u all flavours for ur own startegy

    Anyway, house rules states:

    Pre-Marian
    2/3 velites, 2/1 slingers, 3 triari, 5/4 principes, 5/4 hastati, 1 general, 2 calvary (optional 1/2 siege machines)
    classic formation --> button 2
    use 2 ranked shieldwall formation with light inf to hold off enemy waves...
    use heavy inf to fill front wall gaps...
    use spare units to harass enemy flanks...
    use ONLY recruited generals to command legions
    use family members to govern cities

    Post-Marian
    1 legion first cohort, 9 legion cohorts, 3/2 spear auxilia, 2/1 light auxilia, 2/3 archer auxilia, 2 cavalry, 1 general (optional 1/2 siege machines)
    classic formation --> button 5
    use post marian checkered formation for heavy inf
    use light inf as either 2 ranked shieldwall formation or to fill in front line gaps...
    use spare units to harass enemy flanks...
    use ONLY recruited generals to command legions
    use family members to govern cities

    The legion composition can always be shuffled to best match ur enemy strenghs (ie more velites/light aux against ellies, more archers against barbarians, etc...)

    However NEVER use only one unit to compose a legion (ie. 19 first cohorts...) try always to have 9 + 1 cohorts and fill in cohort gaps with sword auxilia only.

    Make auxilia legions of 10 sword auxilia and a combination of other spear/archer/light auxilia and cavalry... they should be used as support legions to fill the gaps and to garrison conquered cities... I normally attach family members to command them as they will be ready to act as governors/ built forts/ watch towers etc...

    This is the basic stuff, I think... hope Lt can bring the 'House Rules' thread back
    Under the Patronage of Hadrian

  3. #3
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    Default Re: Gah! I need the readme+houserules.

    Readme:

    ----------------------------------------------
    SPQR Total WAR 6.2 Readme

    Copyright (C) 2006 The Trivium Organization

    v6.2 - 10/11/2006

    Developers:.Lt_1956

    Special Thanks:
    Alcibiades of Athens (Modeler, Skinner for SPQR)
    Sinuhet (Formation maker for SPQR)
    Moushey (Maker of SPQR 6.2 Map)
    Icetorque (Maker of SPQR 6.0 Map)
    Lordbula (Garrison Script)
    Andymate (Beta Tester for SPQR)
    Honor&Glory (SPQR Into movie maker)
    EB team and Alin (Animations from EB mod)
    Pinarius (Horse Mod)
    Archer (Skymod)
    Riczu (New Ship models)
    General_Sun (Web hosting)
    Spartan (CVP & Web hosting)
    Vrabac (Some skins)
    Trigger (Signifer, eagle bearer models)
    DivineHammer (Killsheet maker for SPQR)
    Nahirean (Beta Tester for SPQR)
    Webbird (Some Barbarian skins)
    LordGeordie (couple Armenian skins)
    maximusminimus (Carthage Skins)
    Prometheus (Gladiator Skins)
    Warspite (Mercenary skins)
    Ferres (Roman skins/models)
    Jegui (Testing on CTD issue with AUXcav2)
    weirdshadys (Banners)
    ER & Gravedigger (some traits & Triggers)
    ATG (Spartan model)
    Titus Andronicus (Syrian Archer model)
    All the fellow modders who shared on TWC (www.twcenter.net) and the ORG (www.totalwar.org).
    And last but not least. My hearty thanks for Creative Assembly for designing this game.

    ----------------------------------------------

    This software was developed for the Total War Center's (TWC) community in an effort to enhance its game play experience.

    The TWC's URL: http://www.twcenter.net/

    ----------------------------------------------
    Version History:
    ----------------------------------------------

    6.2 10-11-2006

    ----------------------------------------------
    Licence Agreement:
    ----------------------------------------------
    Terms of Use
    This Software is FREEWARE. This software is provided "as is", without any guarantee made as to its suitability or
    fitness for any particular use. You are granted a non-exclusive right and license to use the Software and the related
    documentation (the "Documentation") as set forth in this Agreement.For the purposes of protecting The Trivium and The
    Creative Assembly Limited trade secrets, you may not decompile, disassemble, reverse-engineer or otherwise display the
    Software in human-readable form. You may not modify, translate, rent, lease, distribute or lend the Software, and you
    may not sell to others the right to use the Software on your computer. You may not remove any proprietary notices or
    labels on the Software. You may not copy, transfer, transmit, sublicense or assign this license or the Software except
    as expressly permitted in this Agreement. You agree that the terms of this paragraph apply to the Software or any portion
    thereof, whether owned by The Trivium or The Creative Assembly Limited including without limitation Activision Corporation.

    This Software may contain bugs, so use is at your own risk. We take no responsibility for any damage that may
    unintentionally be caused through its use. We have verified it on local systems and on a number of other users computers,
    but there is no way for us to be able to guarantee that it will work on each and every system configuration out there.
    However if you can run RTW then this should be fine. SPQR has a LONG history of being Highly Stable and Bug Free.

    Cooperation
    You may not use this Software in a commercial product, without the express permission of The Trivium Organization or
    The Creative Assembly Limited When applicable. You may use this software in a free product as long as the Trivium is
    given credit and its contact information is included. If you are interested in redistributing the Software, either in
    original or modified form, or wish to use Software source code in a product, or have any other idea of cooperation,
    including job offers or a donations, please send e-mail to trivium@thetrivium.org with details.

    Copyright Notice
    The Trivium Organization holds valid copyright on our original work/software. Nothing in this agreement constitutes
    a waiver of any rights under U.S. Copyright law or any other federal or state law.
    ----------------------------------------------
    Installation Instructions:
    ----------------------------------------------
    1. Make sure you have a clean install of Rome: Total War on your system
    2. Make Sure you installed Patch V1.3 for Rome: Total War
    3. Make Sure you installed Patch V1.5 for Rome: Total War
    4. Make sure you have first played Prologue BEFORE installing SPQR Or First Time play set to FALSE in preferences.txt.
    5. Install SPQR: Total War executable, making sure you have NO other Mods (RTR, etc.) installed. (6.2 Patch is NOT NEEDED if you install the full version of 6.2)
    6. If you have installed your game in another directory than default, make sure you point to that directory during install.
    7. Historical Battles cannot be played with this version of SPQR: Total War and will result in a CTD
    8. If you do a manual install, make sure you delete the events.dat file.
    9. The Readme, Killsheet, and Icons are installed in the default RTW directory, in the README directory.

    ----------------------------------------------
    Special Notes:
    ----------------------------------------------

    1. This mod is not to be played with other modifications, if you do so it may cause game problems.
    2. This mod is best played on Huge Settings
    3. SPQR: Total War was created for the designer and therfore reflects his view of gameplay
    4. SPQR: Total War is most challenging when you allow the AI to build up and grow before attacking.
    5. There are several bugs in the original version of Rome: Total War, some of these bugs cannot be fixed and therefore will be in SPQR.
    6. This mod was never designed to rival any other mods, nor was it done for personal glory, etc. I play it and like it. I hope you do.
    7. SPQR: Total War is not set for complete realism but is intended to enhance gameplay with some realism added.
    8. My intent is NOT to force a Player to play a certain way. If you wish to use blitz tactics or exploits you can, whatever makes the game fun for you.
    9. I have included a Spreadsheet that you can use to talley your kills and losses.
    10. THIS MOD IS FOR RTW Patch 1.5! IT WILL NOT WORK ON RTW WITH PATCH 1.2, 1.3 OR BARBARIAN INVASION.

    ----------------------------------------------
    Latest Changes\ Update Log:
    ----------------------------------------------

    ===== SPQR Total War: 6.2 ====


    1. Added New models and skins for All Factions, including rebels and UI cards
    2. Cherry Vanilla Pack, Trivium mod added to this modification. It fixes a Number of RTW Bugs dealing with VnV etc.
    3. Added an expansion to CVP with adds more traits etc. GAFHMod
    4. Centurions w/ shields are added to all cohorts and Siege weapons
    5. Eagle bearer or Aquilifer added to all First Cohorts
    6. New Cavalry standards for Roman Cavalry, and Equites
    7. New Cohort Signifers added and Vexillum.
    8. Cavalry Officer added to all Roman Cavalry units
    9. You can recruit first Cohorts, remember historically there was 1 per Legion. Try not to build an army of them.
    10. Building times have been adjusted to a more realistic build time.
    11. All nations are playable in the campaign except Spain, Numidia, SPQR, Briton, and Slaves.
    12. All units have 0 wait time and allows you and the AI to build as much as you can afford and the population will allow. This is what Makes SPQR unique.
    13. Upkeep costs of units are lowered to allow more armies in the field at one time.
    14. Siege engines have had crews lowered in numbers.
    15. Siege weapons for Ballistas and Scorpions have more Artillery.
    16. Spartans have unbreakable morale and will NEVER retreat off the field.
    17. Head Hurlers are now an Infantry unit and no longer a missile unit, they still throw heads before attack. Heads will do no damage, but units do frighten Foot & Horse.
    18. All regulars spears have the Spear attribute, Phalanx do not, to prevent disadvantages.
    19. Arcani, Druids, Legion Cavalry, War Dogs, Flaming Pigs, and Screeching Women are removed from the game.
    20. Archers and Slingers have increased Ammunition
    21. Increased the Number of Siege Ammunition
    22. Battering Rams have better Health and Flame resistance.
    23. Urban Cohorts are now an upgraded Town watch, they appear after Marius Reforms.
    24. Praetorian Cavalry and Infantry only belong to senate now.
    25. Campaign AI has been adjusted for aggressiveness.
    26. Elephants have been added to Egypt and Armenia, but they must own provinces with that resource.
    27. Elephants numbers have been reduced to a more realistic number.
    28. Added Experience Bonuses to Taverns and Academies
    29. Triarii now buildable when Princepes are.
    30. Ships have been adjusted to sink more often
    31. Chariots are improved and will not stop and go all the time like before.
    32. Senate recruits only Praetorians in the campaign game from start.
    33. The Better barracks for Late Legion Cohorts replaces Republican Cohort units. Only build the barracks if you wish to build just the Late Cohorts for that city. Late Legion Cohorts require Imperial Palace. This limits the recruiting areas and allows one to play with early cohorts longer.
    34. Barbarians have been given a loose Square formation that is better than Horde formation but looks similar. AI reacts better than using Horde.
    35. All Phalanx units have tighter side by side grouping to reflect a more accurate Phalanx, also better protects from breaking into the phalanx.
    36. Better start garrisons for other factions. Romans factions have a small legion force.
    37. Rome is now at war from start of game with Macedon, Greece, Germany, Gaul, Carthage.
    38. Macedon and Seleucid have Militia hoplites removed, they have Levy pikemen.
    39. Increased Cost of certain buildings: Palaces, Entertainment, Mines, Roads, walls, docks, have been increased to balance money concerns with the extra provinces.
    40. New Units have been added: Carthaginian Archers, Carthaginian Numidian Cavalry, Roman Slingers, Briton Peltast, Briton Archers, Egyptian Elephants, Armenian Elephants, Dacian Bastarnae, Pharaoh’s Spearmen Guards, Pharoah Swordsmen Guards, Sword Hoplites
    41. ALL units have been redone from scatch and are now more balanced to make the game more enjoyable for battles.
    42. Battles last a LONG time now, Movement has been reduced also.
    43. Fighting in Snow, Woods, gives advantages to Barbarians, Cavalry gets penalties fighting in woods.
    44. Early Legions have been changed to reflect more accuracy for Caesars Legions, they no longer look like Late Legion clones.
    45. Carthage and Egypt now have Ballistas, Barbarians no longer have Onagers.
    46. STONE Thowing Ballistas added to the game, Egypt, Greeks, Roman, Carthage can build them with Catapult Barracks. The do not have Flaming boulders, so strategy must be used whether to use Ballistas or stone throwing ones. The later does Much more damage to walls, but is not good against infantry.
    47. Heavy Onagers removed, Regular Onagers available when you build Siege Barracks. Still available in Custom Battles.
    48. Repeating Ballistas Removed from Campaign game, Scorpions do the Job of repeating ballistas anyway, Unrealistic siege weapon and redundant, I think the stone throwing ones are MUCH better.
    49. Scorpions are now an After Marius Reforms Item, so you will NOT see them until Marius Reforms.
    50. Large and Epic Stones walls cannot be built in Campaign game, They were not very realistic and since CA didn’t make the ladders for them as they planned, makes these walls more like Disney land. Lol But I did leave them available to the Senate to make it Harder to take. So only the Senate and certain capitals can build these walls now, everyone else just Stone walls.
    51. Removes all temples from Romans Except Jupiter.
    52. Removed all farms from Romans except the first 3 farms.
    53. Special tweaks made for population control, Temples population and experience bonuses work only for other factions not Romans, also Taverns work on for Barbarians. So unless the temple has a happiness or law bonus you want, it would be better to destroy it and build the Roman Temple. If you take a province with a tavern remember it only gives bonuses to the barbarians. You should destroy it if you are not a barbarian faction. I believe the above changes will solve the problem for Roman population explosions.
    54. Added Scutarii and Bull Warriors to slave, so Spain rebels build them now.
    55. Some Minor music added to the game for the Roman factions
    56. Removed annoying the “Day is ours” etc. from the game.
    57. Removed the Gong sound when ending a campaign turn.
    58. Cost rebalance for all units for Multiplayer Battles.
    59. All cavalry are more effective now in flank and rear routing of units.
    60. Made 3 Shades of red for Roman Factions. Senate now a dark purple.
    61. Added a Zone of Recruitment for Legionary Cohorts, Princepes, and Triarii. They Only can be built in italy and some bordering provinces, marked by a little Roman shield for provinces that can recruit them, cohorts, and 1st cohorts.
    62. Changed speed of Roman Medium cavalry to be faster than before.
    63. Adjusted Mass based off unit type and class. Heavy units now punch through light unit lines more.
    64. Increased Character Movement Points, Armies can move farther now.
    65. Roads now have Law Bonus, this is to reflect civilizations Laws and culture influence.
    66. Added Eastern, Greek, Numidian Legionaries to Their respective provinces for Roman Players. Do not be fooled these units are NOT as good as Italian Legionaries, but better than Auxillia. Black shield Icon marked provinces where they can be recruited.
    67. Adjusted Ships so Roman ships cost more and reduce build time to 0, Its MUCH harder now to keep the seas, and protect your supply lines!
    68. Removed Britons from Playable faction and removed their Boats, They will now stay on their Island like in Real life, yet that Island will be bloody to take!
    69. Foreign Temples, Taverns, Caravans, Secret police, Greek theaters, Blacksmiths now contain a Negative bonus which will hurt Population and Happiness. I recommend destroying the Buildings.
    70. Added New Loading Screen and New Intro Video. Added New menu video
    71. Added new FMV Videos for Lose, Win, and Death for Roman factions.
    72. Added New Judean Zealots, Judean archers, Rebel only.
    73. Added New Syrian Auxillia Archers for Romans.
    74. Added Stronger armies for Spanish Rebels, Bull warriors etc
    75. Added Gaul Heavy Spear Infantry, since Gaul has so few units and this was requested.
    76. Raised Purchase & Upkeep cost of Mercenary units.
    77. Increased abilities of mercenaries so they are more effected than their standard counterparts.
    78. Adjusted Sounds so Roman Soldiers say something better, plus attacks statements are changed also.
    79. Added Skymod for patch 1.5, Changes Weather and Time of day for Battles, morning, noon, and NIGHT BATTLES!
    80. Added 0ver 200 more Quotes Mod
    81. Changed Campaign menu maps to reflect the color and provinces each faction owns.
    82. Added new Campaign music for Egyptian faction
    83. Roman players can now recruit Praetorians "IF" they have ROME and if it has an Imperial Palace.
    84. NEW FORMATION! Shield wall for Roman Infantry units, this formation replaces the Loose Formation for Roman infantry units. Loose formation applies to all other units as normal.
    85. Added more grass to the battlefields.
    86. Added Buttons to SPQR for campaign that matches the Custom buttons.
    87. Tighter formations for most of the cavalry units.
    88. Added new Traits for more AI command stars
    89. Added New Group formations for Roman Player
    90. Docks on have 1 trade fleet for Romans
    91. Trading posts etc have less routes for Romans
    93. Added Legion Names to 1st cohorts. Each of the 28 Regions have one 1st cohort that has a specific unique legion name. It up to the player to play historically with 1 legion name per legion or not.
    94. Added New Triumph Trait for Romans, depends on how many enemies killed in battle, and how many provinces you take. Minor Triumph, Triumph, Large Triumph, Great Triumph, Spectacular Triumph.
    95. Added Sinuhet's Version 3 Formations customized for SPQR mod.
    96. Added New Icons on strategy map to show where Legions and imitation Legion can be recruited. Small Shields
    97. Elephants and Chariot Riders now use Javelins. Makes them more effective in the game.
    98. Increased mining bonus, and increased purchase cost, you also need a Large town to build the first Mine.
    99. Added New Ship Models for Campaign Map from Riczu
    100. Adjusted Particles to 2000 instead of 8000, much better performance for the HUGE battles in SPQR, plus no noticeable difference in Dust. Same was done for Smoke.
    101. Changed Unit sizes for all Factions, Battle more epic and Players playing on Large settings get more balanced gameplay.
    102. Besides adding new Roman fort that is fixed, I also added Forts for the Other Factions.
    103. Added new campaign map from Icetorque, custom adjusted for SPQR
    104. Spartans and Triarii can use Both swords and spears in battle.
    105. Added New horse mod tailored for SPQR
    106. HISTORICAL BATTLE DO NOT WORK CORRECTLY, PLAY AT OWN RISK.
    107. Romans only ones that build Stone Roads, but other factions get Trade bonus on dirt roads, so not penalty. Makes an area Romanized.
    108. Pre-Marius Artillery added, later replaced by Post-Marius Artillery.
    109. Night Battles in Campaign game and Custom Maps now work in SPQR 6.0
    110. New win conditions, you must take 155 province to Win in SPQR: TW
    111. NEW GARRSION SCRIPT, when running the script by clicking the ESC key and then clicking on the “?” Icon and then clicking the showme Icon under the adviser you will activated a script that produces garrisons when the PLAYER no matter which faction he or she plays, gets NEAR to or SIEGES the city. The script will automatically make a garrison as if the town gathered to fight off the attack. You will need to activate the script EACH time you LOAD a SAVED GAME. Otherwise the script doesn’t have to be loaded constantly while playing the campaign.
    112. SPQR Now ported over to 1.5 Patched RTW, DO NOT Use SPQR 6.2 Unless you have the 1.5 patch installed!
    113. Scipii and Brutii factions removed, SPQR now uses a Unified Rome, with the Senate still in control of Rome.
    114. Added Special EB animation pack from Alin, That adds, Javelin for Elephant and chariots, Roman Gladius fighting, Barbarian slashing sword (works for axemen also), foot archers, overhand hoplites and many more. All of which can be fast or regular movement depending on the unit.
    115. Mines Produce more Money than Vanilla mines.
    116. Senate starts out with 5 Legions but can recruit Praetorians anytime. Rome cannot last long if attacked to many times, defend her well.
    117. Elephants carry 4 riders now instead of 3. This makes them more effective than before.
    118. Assassin traits adjusted, the better the Forum the better the assassin.
    119. The player can now recruit Generals. The upkeep is low, but the purchase cost is high for the Romans. All factions can recruit Generals.
    120. Cost and upkeep for Diplomats, Assassins, and Spies have been raised. This allows a More strategic use for these useful and important units. Romans cost for these units is more than the other factions. As your empire Grows you will be able to afford more of these special units.
    121. Building Amphitheaters will allow the recruitment of Gladiators, each level allows a different type to be built.
    122. Game should be easier on Easy and Medium settings than for 6.0 version. Lower AI chevrons, and More mixed Units in AI armies.
    123. Greek_Cities and Macedon now have ability to make Elephants if they have the resource.
    124. 4 Turn per Year added to the garrison script this means if you use the script you must always use it during your campaign or risk corrupted saved games. No more turning the script on and off when wanted.
    125. Higher level Barracks give Experience for Lower level units. Suggestion from a fan, which was a good idea.
    126. Fixed Auxilia Cavalry2, so some systems dont crash in loading battles. (Special thanks to jegui & ferres for pointing it out)
    127. Added new Loyalty traits for Roman Faction, so watch your Generals. Some Generals with 0 Loyalty may still stand you others may not,
    but in any case it is wise to watch the loyalty of your not so loyal Generals. Only taking care of the situation once its obvious what they are doing.
    128. Added Warcry Back into SPQR barbarian units. (back by special request of some great fans)
    129. Added Original Vanilla Grass, so systems can get FPS boost. (again special request by the lowend system fans)
    130. Added NEW Model/Skins for Late period Romans from Ferres.
    131. New Gloss files for the Romans, Parthian Immortals, Sacred Band, and Spartans.
    132. A NEW More Historical Map
    133. Added New AI formations for Battle AI behavior from Sinuhet.

    ----------------------------------------------
    About Loyalty in SPQR 6.2
    ----------------------------------------------

    In this Update, SPQR will now have loyalty. Loyalty is affected by several factors.

    1. A General is TOO successful on a Battlefield, Watch how many Victories your General Gets, There is no set number for loyalty loss, but it gives you a
    Good Idea if you have been using him TOO much. lol
    2. A General is Away from the Cities of Rome too Long. Sometimes this cannot be avoided, but LONG campaigns can effect them a little.
    3. A General is getting too Much Political Support. This isnt too much of a Worry since the Senate doesnt choose your faction for Offices, but it still happens.

    If you are the type of player that uses one General to do battle, I should warn you to watch his loyalty as him may not be as loyal as his was before.
    Also if you find a General is getting low on Loyalty you can retire him to Governorship, there is a chance he can regain Loyalty once he tastes the good life again.
    It is Possible for Characters/Generals to Gain upto 5 Loyalty Rings by being a Governor, of course remote rich Provinces could cause a Governor to rebel Outright. lol
    Learn to Manage your Generals and Family Members, remember just because they have 0 Loyalty doesnt mean they wouldnt make a good governor!
    Generals and Family Members aquire Governor Traits the longer they spend in the position, so just because a Young General isnt a good governor yet,
    Give him time and you will see how much better he becomes at the job!

    Province City Legion No.
    ---------------------------------------------------
    Venetia Patavium legion1
    Lucana Paestum legion2
    Viennensis Massilia legion3
    Aetolia Naupactus legion4
    Etruria Arretium legion5
    Samnium Beneventum legion6
    Tarraconensis Tarraco legion7
    Bruttium Reghion legion8
    Alpes_Maritime Nicaea legion9
    Carpentania Toletum legion10
    Alpes_Cottiae Mediolanum legion11
    Umbria Arminium legion12
    Liguria Genua legion13
    Campania Capua legion14
    Epirus_Vetus Ambrakia legion15
    Narbonensis Tolosa legion16
    Alpes_Poenninae Darantasia legion17
    Histria Tergeste legion18
    Lugdunensis_I Lugdunum legion19
    Sicilia_Romanus Messana legion20
    Sicilia_Graecus Syracusa legion21
    Illyricum Salona legion22
    Sardinia Carali legion23
    Calabria Taras legion24
    Sicilia_Poeni Lilybeon legion25
    Epirus_Nova Apollonia legion26
    Baliares Palma legion27
    Picenum Asculum legion28


    Legion makeup:
    Pre-Marius Legion

    1 General
    3 Triarii
    4-5 Principes
    4-5 Hastatii
    2 Equites
    2 Velites
    2 Slingers or Archers

    Post-Marius Legion

    1 General
    1 1st Cohort (Has Legion Numeral and Title)
    9 Cohorts
    2 Roman Cavalry or Late cavalry auxillia
    2 Light Infantry Javelinmen
    2 Archer Auxillia
    3 Auxilia Infantry or Siege weapons


    Retired moderator of TWC
    | Under the patronage of Atterdag

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