Long-time reader, first-time poster.Up until now I've been having a great deal of fun playing as the Iceni (on Easy, for I am an utter n00b), getting other tribes to join me by persuasion or force. Now, at approximately 22 turns in, I've got the British Isles completely united and am ready to head to the mainland. When I get there, however, things quickly become a nightmare. At the suggestion of the intro, I attacked the Atrebates and took their original settlement immediately upon landing. Problem is, they've set up shop in Celtica, on their ally's old turf, and while they weren't causing me any trouble until I went after them, it quickly got scary. A complete stack of levy freemen and Celtic Slingers, with additional reinforcements to boot.
I tried to play it safe and send a pair of my strongest armies out there, but they were still massacred.Am I doing something wrong? Should I attack someone else, or is this pretty much what I'll be expecting for the rest of the game?
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I know my unit selection is very limited right now, mostly levee freemen as infantry and Briton Slingers as ranged, with a few Sword Band and Skirmishers I got for free when I got the Irish (can't remember their in-game name) to join my confederation. For some reason, when the Atrebates attacked my armies, they couldn't reinforce each other despite standing right next to each other on the map.Help!This message has been edited by The Archpaladin (edited @ 02:32 PM).AuthorReplies.
Was it a night battle at all? Or were the armies in Force Marce stance at all?
Doesn't sound like it was an ambush, so I can rule that out. Trying to figure out why your two armies wouldn't reinforce each other while within reinforcement range, and those two are the only probabilities I have come up with so far.I'll add in additional thoughts on everything else later, bit tired at the moment. Though maybe it will be a case of going on the defensive for a while as you tech up and unlock better troops to use in your armies. The cap is 40 units these days, has been since the stand-alone Fall of the Samurai expansion for Shogun II. Whether someone personally micromanages all 40 units or not is up to the player. So it should either be a bug or related to the gameplay mechanics.
Night battles will disable armies from reinforcing each other.Any chance we could get a screenshot of the situation Archpaladin? Personally I would be in favour of either striking at one of the weaker tribes andor reinforcing your armies with better troops by improving your military technology and buildings. Another option would be to rethink and try to ambush the enemy army, or force them into a battle on your terms. Fighting them with Defensive Stance active would give your own troops a boost at the least.You said the enemy has more than one army correct? Were they reinforcing each other successfully when attacking you? Now that you mention the cap of 40, it makes sense! I had a warmaiden travelleing with one of the armies, making it 21!I sort of loaded an old save that I made before landing on the mainland, so I'll try to reduce some of the troops I have and then see if that helps.
I don't know of any weaker tribes nearby, though. I had a similar issue when I tried playing the Romans.
I could deal with the Etruscan League pretty easily, but when I marched into Cisalpinia, it seemed like all the barbarians there were all but invincible.This message has been edited by The Archpaladin (edited @ 02:09 PM). I'm actually thinking about starting over and trying it on Normal, given this new info. Also it'll give me a chance to develop a stronger economy from the get-go, which has been a bit of a stumbling block for me lately. A better economy will mean a better army.What's a good Iceni army set-up? I can find plenty for the Romans, but not for the more barbaric factions.
I'm also a bit stuck on how to get the more advanced troops. For the most part with this first one it's been just solid armies of Levy Spearmen and Briton Slingers, with any other soldiers just brought in from other factions that joined my Confederation.And what's good strategy in general? I've played the first Rome, but I had a tendency to suck at it, and I've played Medieval II for a long time, but I never played any of the more modern ones like Empire or Shogun II, so the changes Rome II introduced feel somewhat jarring.
I've been told the key to being victorious on any battlefield with any civilization is to primarily utilize cavalry, with several siege engines and a token infantry force to distract the enemy.Is this correct? How would I build such a force with the Iceni? All I've been able to muster are Levy Spearmen and Briton Slingers/Skirmishers, which I've seen largely crumple in most fights due to their low morale. What technology do you have to research or building do you build to get things like Heroic Riders or the Chosen Spear Band? 'I've been told the key to being victorious on any battlefield with any civilization is to primarily utilize cavalry, with several siege engines and a token infantry force to distract the enemy.Is this correct?
How would I build such a force with the Iceni? All I've been able to muster are Levy Spearmen and Briton Slingers/Skirmishers, which I've seen largely crumple in most fights due to their low morale. What technology do you have to research or building do you build to get things like Heroic Riders or the Chosen Spear Band? 'Archpaladin: the cavalry thing was correct in the old RTW but in Rome 2 heavily armored infantry can absorb the charge with low casualties and once they go into melee with the cavalry the hard charging horsemen will die within seconds. Invest your research into main line heavy infantry and you will not be disappointed.Cavalry are great because they move fast and give you more flexibility and room for maneuver but they are small in unit size and weak in melee so no point in amassing them, especially when the AI's favorite unit is the spearmen who have bonuses against cavalry. Cavalry's main role is killing artillery and archers and chasing routed foes.
Occasionally they are good for charging into the sides or rear of the enemy but if their target does not rout in about 30 seconds they will not make it out in one piece.This message has been edited by Russianraider (edited @ 04:15 PM). Not in Rome 2, Redvig. Rome 2 disengage mechanic is so borked up, as long as 1 horseman from your unit is engaged, the whole unit will turn around and fight, disregarding your orders.
Consequently you will need to constantly micromanage you cavalry and lose any chance of influencing the rest of the battlefield. It is very noticeable in multi-player.Currently cavalry in Rome 2 is like a one-time-use item. You charge and you forget and hope the enemy's morale break brefore they turn around and deal significant damage to your cav. Hence cavalry is much less used than it was in Rome 1.CA really needs to fix that retarded disengage mechanic in patch 7.This message has been edited by elbandito (edited @ 04:23 AM). 'Archpaladin: the cavalry thing was correct in the old RTW but in Rome 2 heavily armored infantry can absorb the charge with low casualties and once they go into melee with the cavalry the hard charging horsemen will die within seconds. Invest your research into main line heavy infantry and you will not be disappointed.Cavalry are great because they move fast and give you more flexibility and room for maneuver but they are small in unit size and weak in melee so no point in amassing them, especially when the AI's favorite unit is the spearmen who have bonuses against cavalry.
Cavalry's main role is killing artillery and archers and chasing routed foes. Occasionally they are good for charging into the sides or rear of the enemy but if their target does not rout in about 30 seconds they will not make it out in one piece.'
So focus more on infantry? All I can recruit are Levy Spearmen, which rout almost as soon as they're reached. It looks like to get the really good Iceni infantry, it takes forever to research it, which would basically mean giving up my attempt to secure a position on the mainland for an indefinite period of time and leaving the British Isles open to invasion.plus it'd eat valuable turns, and I might not meet the goals before the turn limit's up (there IS a turn limit in this game, right?
Like, you lose if you haven't met the goals by turn 200?)This message has been edited by The Archpaladin (edited @ 01:07 AM).
If Rome: Total War was about the rise of the Roman Empire, then you can consider Rome: Total War Barbarian Invasion, the expansion to last year's hit strategy game, to be about the decline and fall of Rome. If you're a fan of Rome, you can expect a number of significant changes.
The once mighty Roman empire has been split asunder, and warlike barbarian tribes are moving in for the kill. Your challenge is to rewrite history, as either the Romans or the barbarians. To get an idea of what to expect, we caught up with Creative Assembly's Ian Roxburgh for the details on Barbarian Invasion, which is expected to ship next month.The epic 3D battles still look amazing.GameSpot: Barbarian Invasion covers the era around the fall of the Roman Empire, but could you fill us in on the details on the years it covers and the major factions in the expansion?Ian Roxburgh: The expansion is set more than 300 years after the original game's time frame and spans the years AD 363 to AD 476.
Author:Original Thread: Not AvailableRTW: BritonsBritonsIntroductionDisclaimer: Spork is not liable for any loss created from this guide, including, but not limited to; loss of imperial power, loss of wealth, mass loss of life or death by decapitation. Ho hum yes.Background information on the Britons: Once upon a time, a squillion years ago, this piece of rock, today called Britain, seperated from mainland Europe. Or it just rose up out of the sea. Either way, its here, and its an island. This is the important bit. Oh yes indeed. I live on this fantastic island, and although the sky is usually overcast with a dazzling grey, it has quite a few uses.The Britons (or my great great great great great great great grandfathers, whichever is quicker) have one very large advantage (obvious too); they live on a substancially sized island which is tricky to invade (partially because the AI is as thick as a thick brick).
This very large moat will give you a significant advantage over your European associates, as you will have a significant power within the region which is very difficult to shift.However, on top of this, the Britons possess some of the most entertaining not to mention destructive units in the game. Most noticeabely the chariots, which come in both light and heavy variant, with head hurlers and chosen swordsmen.
However, they possess no average cavalry at all, but their heavy chariots make up for this (still you can always sod off abroad to pick up some merceneries).This little guide of terror and mystery will be following the same guidelines which I followed on my VH/VH campaign. If this goes wrong, cry.SECTION ONE, THE BEGGINING OF THE CAMPAIGNThe important bit, in other words.You are given an island with three settlements, and one settlement on northern France. To your left lies modern day Ireland and further down lies Gaul, Germania and a few other unsettling (not to mention unhygienic) baddies, boo hiss.
Londinium will actually be costing you money, so you'll want to set up your economy and try and keep military garrisons to a minimum.Build roads, traders, and farms for income. Build a mine at Deva quickly to harvest the gold. You'll quite easily cancel out Londiniums losses, once you are economically sorted you can look towards military structures later (but not NOW, look you boyo). Send diplomats south to ally and trade agreementerize with anything you come into contact with.At this point in the game there are plenty of super duper independent rebel states, but this does not last. It is up to you to sieze the initiative and reach out to obtain some of these cities before they are snatched up. I reccomend amassing a suitable force from your starter units and shoving them in your early given fleet. Send them to the mystical lands of Tribus Saxones (modern day Denmark) to take the city of Bordesholm.
Several reasons. Firstly, it generates suitable income with its natural resources (wood. Boring really.), and also a staging and recruiting ground to strike south into the heart of Germania, who will become very irritable indeed. Germany will probably try and take the city anyway, and this will initiate war, so please make sure your landing party is strong because you cannot recruit anything but peasants early on. Shekshy.On top of this wonderful strategy, you could quickly take Vicus Gothi and Domus Dulcis Domus (stupid name). Both cities would give you significant European power, with lots of rich coastal settlements.
I however, did not go this far, and have not tested it. I would say Germany would initiate war with you, and nearby Dacia may try and dake Domus Dulcis Domus from you also. If you feel confident go ahead, but you'll need to use almost all your starter units to perform such a feat. If you succeed it will give you much needed lands. Oh yes.Having taken and secured Denmark like a good boy (utilizing Blitzkreig tactics, against Germania, ooh irony) you will have two possible staging points to invade either Gaul or Germania.Germania will most probably initiate war with you, and this causes terrible stuff, so what do you do to protect your two vulnerable settlements? Grovel like a big baby.
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The same applies for Gaul, as you must keep in their good books in order to repel the Julii later on look you. Below is this nifty tactic:I learnt something quite nifty - if you offer a faction you are at war with map information, instead of offering money, they most likely demand you become Protectorate. Ooh how terrible, surrendering your freedom. They'll become loyal allies, and you can prosper under Germania's beefy protection. The same can be applied to any faction that becomes aggressive.If Germany does attack Denmark, or indeed any other settlements you may have taken, you will have to rely on a combination of prayer and piling EVERY troop on the central square so they cannot run away. Choke tactics have very little use in Barbarian settlements and defending three holes is not an option, ship in reinforcements if you can.
Hopefully you can become Germania's protectorate before it does too much damage.Now set your eyes on Ireland (cup of tea father?.cough. shh), or Hibernia, whichever sounds more reasonable. Although not economically useful, or indeed useful at all, it still creates much needed income (and besides, Ireland looks stupid grey when everything else is blue).
Take a large enough army, and lay siege to the settlement. Do NOT assault it, with your stupid warbands the whole thing usually ends up as a disaster, as the rebels put up a gallant defence.
Instead, just sit outside smugly until they either starve or attack, either way, you will crush them utterly. Once Ireland is secured, you can relax.If you have indeed very quickly secured Vicus Gothi, or Domus Dulcis Domus (or both) I am very pleased. You are now set to be the most dominant of all the three major tribes. Still, denmark and Ireland suffice for now. REMEMBER if Germania declares war early on, become its Protectorate, you cannot fight their superior troops just yet. But that will change.
THIS CHANGE WILL COME WITH A MIGHTY WEAPON NAMED, THE CHARIOT!.cough. arghh me dentures.DUN DUN DUN! To the next section while this dramatic bit lasts.SECTION TWO, THE MAIN BIT OF TERROR AND ANNIALATION AND ALSO JOY (gasp)You control Denmark, possibely a portion of Germania and any other rebel states you managed to snatch up. Germania is now dominating this section of Europe, with the spear warband and axemen they are truly formidable opponents for the Britons who currentely just have swords.Once your lands are secure, build any structures you wish, but make sure a blacksmith is included. Now, begin recruiting light chariots, your saviour and grace. You will also want some swordsmen and woad warriors. Begin amassing an army - fifty percent light chariots, and then a bit later, fifty percent chosen swordsmen.
Build a medium sized fleet to protect against any blockadings and also to ship your men wherever you require.While this is going on you may find yourself being attacked by something, in my case, Germania (I left the whole protectorate thing a little late I must admit). Not to worry, recruit suitable amounts of swordsmen - if you are outnumbered and under-strength, pile the lot on the tiny central square. I assure you, any German incursions will wet themselves and you can proceed to hack apart their expensive armies. Swordsmen are the key to early defence, if needed.Once you have created your army of chariots and swordsmen, take a young (important) but militarily competent (also important) family member. This chap will have to survive, and will gain much experience.Your target is Germania, the most irritable of all your neighbours. Land your army on German shores, and proceed to secure settlements, most importantly; Trier, Batavodurum, Mogontiacum and Damme. This will NOT be an easy campaign, and if you are an idiot it will probably go pearshaped.
Germany has very big armies at this stage, and you often find yourself pitched up against two armies of full strength beefy german savages. Dear dear dear. What can save you? Those light chariots you built earlier for a start.The light chariots can gleefully shoot the opposing army to smithereens, if any cavalry follows, either intervene with infantry, or just put a chunk of chariots on melee and squash them. The fear these deadly engines of war can create is very significant. Be careful with them, if they are caught in melee for any long periods of time they will crumble. Keep skirmishing, keep firing, and soon the magic will begin to work.Keep your senses in tune, and once your arrow supply is exhausted, and the Germanic army looks like a pathetically weak shadow of its former self, charge.
Send in chariots, do not make them melee at first, drive them over the german troops. Fill in the gaps with your swordsmen and then shove the chariots up Germania's huge hairy arse. The fear will be overwhelming and your opponents will flee.If you come up against large amounts of archers, put your light chariots in the Cantabrian circle (this dodges missiles to an extent, intended or not) and pepper the offending units.The only thing that can go wrong is if you let your chariots get cornered and stuck in melee. If you lose your chariots it can spell disaster for the campaign.Soon you should begin to conquer Germania, the combination of swordsmen and chariots should swipe away any resistance and you should hopefully get rid of the Germans entirely. You must do this quickly, because soon the Julii will make an appearance and this is not nice.
Not nice at all. This is why we have kept in Gauls good books, oh yes.Income should be pouring in, and if you are confident you should create two (perhaps more later) armies. One for the Romans, and one for expansion into Dacia. From here on, use the tactics you have learned and good luck. Light chariots are the key to victory and can run rings around any foe. They can fight in melee on occasion, in huge numbers where the enemy are too scared to do anything but run. But do not abuse them, they are the key to Briton's sucess.If you manage to wrestle back the Julii, get rid of the Romans if possible, you'll find the Brutii have an annoying habit of moving too far north than they should do.
I reccomend exterminating all Roman settlements, they clash with your culture, and heck you don't really like them anyway. Once Italy is supressed or annialated, and you have expanded enough into all nearby barbarian lands you can set your eyes on Spain, and anything else that suits yer fancy. Thank yee.TAKTIKSH IMPORIUMNESSH! (what does imporium mean?
Havent a clue. Sounds nice though.)As I've said, light chariots are the key to victory. They will ensure your superiority over most, if not all enemies and can bring down most armies to a fraction of their former strength.If possible keep the chariots in a big group, but if the enemy wants to be annoying they'll chase after them. If its infantry, just skirmish and wipe them out.
If its cavalry, get a bunch of chariots and jump on them. When faced with a huge amount of cavalry, leg it back to the infantry and let them handle it.
Simple.The swordsmen are there for a reason. Occasionally you'll find the light chariots are bugged or something (or you went into the kitchen for a brew but returned to find them dead), deary me, the swordsmen are there to A) Wipe out the remaining enemy forces in combination with the chariots and B) Save the day if everything goes pearshaped.Thats about it. The swordsmen/chariot duo should see you through, feel free to experiment with heavy chariots, but I never think they justify the space they take up.Merceneries are not needed unless they're especially suitable or its very early in the game (for defence against Germania). I don't like using merceneries personally, they always seem to run a tad too easily for my taste. Still, some people love them, and they can use them if they like.Head hurlers are useful in very small numbers. The heads are devastating in the flanks or rear, and are good for getting rid of stubborn isolated units.Anything else. Hmm not a clue, if I've missed something, oh well, life is cruel.
Well thats the strategy over.NOTES WHICH I PROBABLY LEFT OUT SOMEWHEREErr. Hmm.Once you expand beyond the barbarian areas, its best to exterminate the populace as they get all rebellious about things.Make sure your war chief doesnt charge unless absolutely neccesary, he has an annoying habit of falling off and severely spraining his pinkey. Or crushing his skull.
Ho deary me.Anything else. Lum de dum.Pshhfhg.
I'm sure theres something else. If you have any questions, feel free to post them. If you just want to comment, feel free to compliment my lovely guide. Constructive criticism? Within reason.
Shove off.Oh yes, once you have dealt with the romans, feel free to annialate gaul. I just kept them there for cannon fodder.GOOD LUCK AND CHARIOT ZOOMING. Oh yes indeed. Sorry about the length, its for your own good.
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