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Total War: Rome II

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Learn about unit classifications and special abilities like Wedge, Testudo, and Phalanx formations to dominate the battlefield in Total War: Rome II.

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Learn about unit classifications and special abilities like Wedge, Testudo, and Phalanx formations to dominate the battlefield in Total War: Rome II.

Hey there! So, you're diving into Total War: Rome II and want to get a handle on the units? Awesome! This guide is gonna break down how the game categorizes its troops and what cool special moves they've got. Think of it as learning your army's secret handshake before you hit the battlefield.

Understanding unit types is super important. You've got your solid Infantry, which are the backbone of any army and the only ones who can handle siege gear. Then there's Cavalry, super mobile but a bit fragile in a straight fight – perfect for flanking or chasing down routers. And don't forget the Siege units, built for smashing walls but can also snipe enemy generals from afar.

But the real fun comes with Special Abilities. These are the game-changers that can turn the tide of a battle.

Unit Classifications

Before we get into the fancy moves, let's quickly cover the main unit types:

  • Infantry: These are your foot soldiers. They're great at holding the line and can operate siege equipment. They come in various flavors like swordsmen, spearmen (short and long), skirmishers, and archers.
  • Cavalry: Mounted units offer speed and mobility. They excel at flanking charges and chasing down fleeing enemies, but they're generally weaker in head-on engagements with infantry. Types include heavy, light, and skirmishing cavalry.
  • Siege: These units are your heavy hitters for sieges, designed to destroy walls and fortifications. While not their primary role, they can also be used against regular troops, with some being particularly good at sniping enemy generals.

Special Abilities Explained

Now, let's dive into the cool stuff – the special abilities that make certain units stand out:

  • Wedge Formation: Mostly for light and heavy cavalry. When they form up in a triangle, their charge gets a small boost in effectiveness. It's not a massive difference, but it can help break enemy lines.
  • Cantabrian Circle: This one's for Horse Archers and skirmishing cavalry. The unit rides in a circle, firing or throwing projectiles as they pass a certain point. It spreads out the enemy's missile fire and puts pressure on their morale, but it can tire your troops out quickly and might result in fewer direct casualties over time compared to sustained volleys.
  • Testudo Formation: Available to most post-Marian reform infantry with square shields. Your soldiers form a defensive shell with their shields. This makes them nearly immune to missile fire, which is pretty neat. However, they move super slow (a quarter of their normal speed) and become really vulnerable to cavalry charges or other infantry. Honestly, most players find it a bit situational since Roman troops are already pretty tough against arrows.
  • Flaming Ammunition: Archers (but not Horse Archers) can use this. They load their arrows with fire. It makes their shots less accurate, but it really hits enemy morale hard.
  • Kill Raging Elephant: This is a last resort for your Elephant units when they go

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