Learn about unit types (infantry, cavalry, siege), special abilities like Wedge and Testudo formations, and how they impact battles in Total War: Rome II.
Hey there! So, you're diving into Total War: Rome II and want to get a handle on all the different units and what makes them tick? This guide is gonna break down how the game organizes its troops and the cool (and sometimes weird) abilities they've got. Think of it like understanding your tools before you start building your empire!
Unit Categories
First off, let's look at the main job each unit has:
- Infantry: These are your bread and butter, the backbone of any army. They fight on foot, can operate siege equipment, and melee infantry are great at holding the line. You'll find swordsmen, spearmen (short and long), skirmishers, and archers in this category.
- Cavalry: Super mobile, but usually not the best in a straight-up brawl. Cavalry shines when you flank enemies with a well-timed charge, or when you're chasing down routing enemies and archers. Just don't expect them to hold a front line against tough infantry for long. They come as heavy, light, or skirmishers.
- Siege: These guys are your wall-breakers and siege specialists. While they can fight regular troops, they're often inaccurate against smaller targets. Some are great for sniping enemy generals from afar, though!
Special Abilities
Now for the really fun stuff – the special moves units can pull off:
- Wedge Formation: For most light and heavy cavalry. They form a triangle, giving their charge a bit more punch. It's not a massive boost, but it helps!
- Cantabrian Circle: Horse Archers and skirmishing cavalry can do this. Horses run in a big circle, letting riders fire or throw missiles at specific points. It makes it harder for enemies to hit your guys and keeps a steady stream of projectiles flying, which is great for morale. Just be warned, it tires your troops out fast!
- Testudo Formation: Mostly for post-Marian infantry with square shields. Soldiers form a shell with their shields, making them almost immune to missiles. The downside? They move super slow and are really vulnerable to cavalry charges or other infantry. Honestly, most players find it a bit useless since Roman troops are already pretty tough against arrows.
- Flaming Ammunition: Archers (not horse archers) can light up their arrows. This makes them less accurate but hits enemy morale hard. Good for causing panic!
- Kill Raging Elephant: If you've got an elephant unit that's gone
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