Master Total War: Rome II unit types! Learn about Infantry, Cavalry, Siege units, and their special abilities like Wedge, Testudo, and Phalanx formations.
Hey there! So, you're diving into the world of Total War: Rome II and want to get a handle on all the different units? This section is all about breaking down how the game categorizes them, which is super important for building a balanced army and knowing what you're up against. We'll cover the basic types and then dive into some of the cool special abilities you'll see units using.
Category Breakdown:
First off, units are generally split into three main categories:
- Infantry: These are your bread and butter, the backbone of most armies. They fight on foot and are the only ones who can operate siege equipment. Good melee infantry can hold the line for ages. You'll find swordsmen, spearmen (both short and long-speared), skirmishers, and archers all fall under this umbrella.
- Cavalry: Cavalry brings the speed and mobility to the battlefield. While they might not win a head-on brawl against tough infantry, they can absolutely wreck an infantry unit with a well-timed flank charge. They're also great for chasing down routing enemies or harassing archers. Just be careful – they can get chewed up if they stick around in melee too long. Types include heavy, light, and skirmishing cavalry.
- Siege: As the name suggests, these units are your go-to for breaking down walls and fortifications during sieges. While they *can* fight regular troops, they're not very accurate against smaller targets. Some siege units are specifically designed to snipe enemy infantry or even generals from a distance.
Special Abilities Explained:
Beyond their basic type, many units have unique abilities that can really turn the tide of battle. Here are some of the key ones you'll encounter:
- Wedge Formation: Mostly used by light and heavy cavalry. When they form up into a triangle, it gives their charge a bit more punch. It's not a massive damage boost, but it can help break through enemy lines.
- Cantabrian Circle: This one's for horse archers and skirmishing cavalry. They ride in a large circle, firing or throwing projectiles as they pass a certain point. It spreads out the incoming enemy fire, meaning fewer of your guys get hit. Plus, it keeps a steady stream of missiles heading towards the enemy, which can really mess with their morale. The downside? It tires your troops out pretty quickly and might lead to fewer casualties over time compared to a direct volley.
- Testudo Formation: You'll see this with post-Marian Roman infantry who have those nice square shields. The soldiers form a tight shell, with front ranks facing forward, side ranks to the sides, and the middle ranks covering the top. This makes them almost completely immune to missile fire. However, they move super slow (like, a quarter speed) and are really vulnerable to cavalry charges or even just other infantry getting into their sides. Honestly, most players find it a bit of a gimmick since Roman infantry is already pretty tough against arrows.
- Flaming Ammunition: Standard archers (not horse archers) can use this. It's exactly what it sounds like – flaming arrows! They become less accurate, but the psychological impact on enemy morale is significant.
- Kill Raging Elephant: This is a last resort for your elephant units when they go
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