This phase brings strong melee cavalry and good armoured axemen. The factions of Rome and Carthage each have three political entities that vie for power. Navies are small slinger raiders and medium sword raiders. Suebi wil have Berserkers and Night raiders. Rome's armies will have a strong core of armoured swords supported by an assortment of lighter troops. Wood workshops provide archers and slingers while horse pastures provide multi-role javelin cavalry. The final naval building provides armoured spear 6s. Sparta relies more heavily on traditional hoplites and pikes than other Hellenistic factions. Navies will be strong on the water with a lot of good missile ships, but lack non spear melee units for port assaults. Wood provides a melee capable javelin unit and siege units, while horse pastures provides good melee cavalry. Their armies will be very missile heavy with dangerous melee capability. Archers:Typically good at range, they vary in quality among the different factions but Egyptian and Cretan archers have historically been higher end. All rights reserved. They've both got very challenging start positions and attrition immunity in their respective elements. However, it proved a commercial success, surpassing all other games in the Total War series in both sales and number of concurrent players on its release day. Navies from the third tier building will be towered archer 5s, weak axe 4s, artillery ships and a range of spear 2s and slingers 3s.

Stables provide the best tier of cataphracts and superior armoured horse archers. In mounted units there are shock Bactrian Royal Cavalry and Hellenic Cataphracts and Indian Armoured Elephants. The lack of 6s and that the only melee ships are peasant level axes mean that missiles need to be the main form of attack. Baktria can recruit Persian Light Archers from Infantry Tents. Copyright 2004-2022 HeavenGames LLC. A close relationship with the tribes to the north will allow them to focus on the Greeks to the south. These make for quite a strong navy with even the 6s having missiles thanks to the Thureos Spear crewmen. This faction has similarity to the Celts with a greater variety of melee and missile weapons (such as clubs) but typically less armour. Navies from third tier buildings will be strong hoplite 6s, towered javelin 5s, artillery ships and a range of spear 2s and javelin 3s. It rarely adds any new units at tier four.

A subreddit for the Total War strategy game series, made by Creative Assembly. [36] Mike Suskle of GamesRadar, however, called it "a worthy continuation of the franchise and an overdue update to one of the greatest strategy games of all time". Native buildings prioritise lighter raiders and melee infantry, the Greek buildings prioritise heavier spears and slave missiles. Progression is towards better hoplites with very little flexibility in the roster. Early armies have classic Greek core of Hoplites, Light Hoplites, Peltasts, Citizen Cavalry, and Skirmisher Cavalry. Cavalry becomes strong with good melee units as well as shock cataphracts from the heavy stables. Colchis is an old Greek colony that sits at the crossroads of the nomadic and eastern worlds. A close second is Thracian Warriors from Rome 2. Local troops provide horse archers and poor axemen. Javelins and cavalry are pretty much their only tactical weapons until the late game, so mercenaries may be needed to fill gaps in remote areas. The final naval building provides towered axe 6s. Numidia in Rome Total War. Settlements provide poor spears and javelins. Of course, the moment I came against a cavalry heavy force it was an utter slaughter. Bronze artisans provide unarmoured two handed swords and spears. Pergamon is Greek state that came to prominence after the Successor wars, and sits between the traditional Greek lands and the new successor states. For more information please read our FAQs here. logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, The secondary recruitment chain provides access to a lot of strong missile units which makes it more important than for some other Greek factions. Late game progression is slight, bringing stronger elephants and allowing elite Sacred Band hoplite units to be recruited for armies. Stronger sword troops, cavalry and missiles will come from mercenary pools, either local or factional. Author David Gibbins was tasked to write the series, with the first of the novels released in October 2013. Only the native barracks has a fourth tier, and it provides elite spears. Native recruitment buildings provide elite hoplites. The last tier of port building provides another javelin spear 6 unit. But more than that, they're legendary. Compared to the civilised factions, they're more decentralised with recruitment buildings serving dual purposes. For example, Pikemen can be recruited from Infantry Tents, Companion Cavalry from Cavalry Stables and Citizen Cavalry from Light Horse Studs. Cavalry stables provide good units: armoured javelins, melee and shock cavalry. At this phase, the roster begins to round out with more mobile Thureos equipped units - mid tier swords, hoplites and multi-role Thureos Spears who throw javelins.

About Sparta, as Jack Lusted stated in this thread : Look on the Steam page for the Culture Pack. Desert Kingdoms use Eastern ports so they can recruit fully, and Greek ports only allow Eastern vessels which means that most of these factions will only benefit if they use the Eastern versions.

[45] The update integrated all prior fixes while adding improvements to the AI battles, political system, building chains, and visuals. I'll get out of my comfort zone and try a few of the suggestions here. River battles: These are fought when an army tries to cross a major, navigable river and another tries to stop it. "A disorderly mob is no more an army than a heap of buildings material is a house". Aspis Companion Cavalry are sword armed melee cavalry, Companion Cavalry are shock cavalry, Foot Companions are pikemen, Shield Bearers are hoplites while Royal Peltasts are a sword-armed infantry unit with javelins. The game features 117 factions,[10] each with a unique unit roster and agenda, as well as overall bonuses and penalties. The Massagetae have a Saka ethnic focus and this translates into strong missile and shock cavalry rosters covering low to high tier, but no dedicated melee cavalry. It lacks the large assault 6s of other Greeks, the 4s are versatile ships that could be used for assaults or boarding actions. The final tier of their heavy barracks typically provides units that were only available as bodyguard units and take a long time to unlock through research so armies will rely on the middle tier for a long time. Cavalry is melee focussed and overall missiles are okay but not great. Nabataea is a faction in the Arabian area of the map, precariously wedged between Egypt and the Seleucids. I can't wait to see some Celtic head hurlers as well as some crack Spartan troops as well! Frankly it makes less sense to have every faction have their own special unit, especially if CA had to fulfill this by making stuff up.

These are pretty weak for either port raids or naval combat. If you're an existing user, your forum details will be merged with Total War Access if you register with the same email or username. Armies are very missile focused at this stage. "Life is a succession of lessons which must be lived to be understood".

Low level or local area troops can generally be recruited from Eastern or Greek buildings where there is a factional commonality. Archers can give them a fighting chance on the water. Eight of these are playable on the initial release, with more included either free or as paid downloadable content. Greeks buildings typically allow Eastern, Arabian and Egyptian units while Eastern buildings allow African, Arabian, Eastern and Numidian units. These are supported by good Pontic Swordsmen, decent missiles and strong melee cavalry. Light stables provide armoured horse archers while the exotic line provides elephants. Basic Pikemen provide an alternate core option. [52] Following its release, developer The Creative Assembly announced regular patching in order to fix the reported issues, with the first update coming the Friday the same week of release. In the early phase there are no standout units and with okay missiles and horse archers, good army composition and tactics will be important.

Armoured Legionaries and Praetorian Cavalry unlock in the fourth tier buildings. Notably this factions mercenary pool includes good Dacian archers on land and Dacians in Greek boats on the sea. Navies from third tier buildings will be strong spear 6s, slinger 5s, artillery ships and a range of spear 2s and slingers 3s. The final tier of stables provides two Greek units, cataphracts and scythed chariots.

As far as I know most factions in Rome II do have unique units. Desert Kingdoms have unique units that can only be recruited from the DK version of the building, even if it looks identical to the Eastern one. Fire Pot 2s provide some variety. And in units, you would have same models (with small color differences, like peasant group for every faction, tada, now you have 117 unique units.) Unique to this faction is the light shock Sarissa Cavalry. However, in the same review, he also noted "problematic" camera angles and control, particularly during siege and larger field battles. Freaking fire rockets guys. Their Eastern units can be recruited from Eastern buildings. In general the army is quite single style initially but gains flexibility through later units. So in short while they have no advantages from the phalanx formation they are more flexible and are able to respond to a number of threats better. Weak in comparison to Greeks however the early access to cheap 4s provides cost effectiveness on the water. Peasants, Mobs, Plebs, etc:Citizens thrust into battle typically to defend their home or lands when under attack.

A pretty strong navy for its area but not a strong assault option. However they are expendable so place them in front of valuable units to soak up missile fire. Nervii get frenzied spears and guerilla deployment swords from Artisans. Carthage uses many of the Greek buildings so can recruit from their army chains however they cannot recruit from other cultures buildings. Large heavy-towered javelin 7s become available along with hoplite 4s for cost effectiveness. This mean elite units will not be available for a lot of the campaign.

Many campaigns may not end up going beyond this level. [42] Edge similarly praised the visuals and battles while noting bugs on release, stating that "even as it topples, it's glorious to look at, and to live through. [43], Outside of the battles, GameRevolution called the campaign map "a treat to look at" while also praising the new features and depth, yet took issue with the wait times between player and AI turns,[44] a view echoed by Steve Butts of IGN who reported "a single turn can take as much as 10 minutes those little inconveniences add up.