Skip to content
Roads (19)
Total War: Rome II

Roads (19)

Master unit types, formations, and special abilities in Total War: Rome II. Learn how infantry, cavalry, and siege units perform and when to use their unique skills.

By ···10 min read·Multi-source verified
1 reading this guide  

Master unit types, formations, and special abilities in Total War: Rome II. Learn how infantry, cavalry, and siege units perform and when to use their unique skills.

Alright, let's break down the different kinds of units you'll be commanding in Total War: Rome II. Understanding what each unit type does and the special tricks they have up their sleeve is key to building a winning army. We'll cover how they're classified, what formations they can use, and some really neat special abilities that can turn the tide of battle.

Unit Categories:

  • Infantry: These are your army's backbone. They fight on foot and are the only ones who can operate siege equipment. Melee infantry can hold the line for a long time. They come as swordsmen, spearmen (short and long), skirmishers, and archers.
  • Cavalry: Super mobile but usually weaker in a direct fight. Cavalry excels at flanking charges to break infantry lines, chasing down routers, and harassing archers. However, they often get destroyed if they charge head-on into infantry. They can be heavy, light, or skirmishers.
  • Siege: Primarily used to smash walls and structures during sieges. While they can fight regular troops, they're often inaccurate against smaller targets. Some siege units are great for sniping enemy generals from afar.

Special Abilities Explained:

  • Wedge Formation (Cavalry): Your cavalry forms a triangle. It gives a small boost to charge damage. Great for getting that initial impact when hitting an enemy flank.
  • Cantabrian Circle (Horse Archers/Skirmishers): Your mounted archers ride in a large circle, firing as they go. This spreads out incoming fire, keeping your units safer, and provides a constant stream of missiles. It hits enemy morale hard but can be less effective for direct kills over time, and it tires your troops out fast.
  • Testudo Formation (Infantry): Certain infantry units can form a defensive shell with their shields. This makes them almost immune to missile fire. The downside? They move super slow (a quarter speed) and are really vulnerable to cavalry or melee charges. Honestly, most players find it a bit useless since Roman troops are already pretty tough against arrows.
  • Flaming Ammunition (Archers): Your archers can fire flaming arrows. This makes them less accurate but really messes with enemy morale.
  • Kill Raging Elephant (Elephants): When an elephant unit goes

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content