Understand unit types like Infantry, Cavalry, and Siege, plus special abilities like Wedge and Testudo formations in Total War: Rome II. Get the edge in battle!
Hey there! So, you're diving into Total War: Rome II and want to get a handle on all the different units, right? This section is gonna break down exactly how the game categorizes them, from the basic types to those fancy special abilities that can really turn the tide of a battle.
Think of it like this: knowing what each unit *is* and what it can *do* is half the battle. We'll cover everything from the backbone of your army, the infantry, to the swift cavalry and the heavy-hitting siege units. Plus, we'll dive into those unique skills that some units have, like formations or special attacks.
Unit Categories:
Every unit falls into one of these main groups:
- Infantry: These are your core fighters. They're the only ones who can operate siege equipment and are generally good at holding the line. You'll find swordsmen, spearmen (short and long), skirmishers, and archers in this category.
- Cavalry: Fast and mobile, cavalry units are great for flanking, chasing down routers, and harassing enemy archers. However, they're usually weaker in a head-on fight and can get chewed up if they stay in melee too long. They come as heavy, light, or skirmishing types.
- Siege: These units are your heavy hitters for sieges, designed to break down walls. While they can fight regular troops, they're often inaccurate against smaller targets. Some are specialized for sniping enemy generals.
Special Abilities Explained:
Beyond their basic type, many units have unique skills:
- Wedge Formation: Used by most light and heavy cavalry. They form a triangle, giving their charge a slight damage boost. Handy for breaking through enemy lines.
- Cantabrian Circle: For Horse Archers and skirmishing cavalry. They ride in a circle, firing or throwing projectiles. This makes them harder to hit with enemy missiles and keeps a steady stream of attacks going, but it tires your troops out fast and has less impact on enemy casualties over time compared to direct fire.
- Testudo Formation: For post-Marian reform infantry with square shields. Soldiers form a protective shell. This makes them nearly immune to missiles but drastically slows them down and leaves them vulnerable to cavalry and melee infantry. Honestly, most players find it not worth the hassle since Roman troops are already pretty tough against arrows.
- Flaming Ammunition: Archers (not horse archers) can use this. It makes their arrows less accurate but hits enemy morale much harder. Great for causing panic.
- Kill Raging Elephant: Only usable by Elephant units when they're
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content