Learn about the 'Roads (2)' section in Total War: Rome II. This guide covers unit classifications, special abilities like formations, and combat tactics to enhance your gameplay.
This guide section, referred to as 'Roads (2)', is part of a larger Unit FAQ for Total War: Rome II. It focuses on explaining the various unit classifications and special abilities available within the game.
Classification:
Units are categorized into Infantry, Cavalry, and Siege units. Infantry forms the backbone of armies, operating siege equipment and engaging in prolonged melee. Cavalry offers mobility and flanking capabilities but is weaker in direct confrontation. Siege units are primarily for destroying fortifications but can engage other units with limited accuracy.
Special Abilities:
- Wedge Formation: Increases cavalry charge effectiveness slightly.
- Cantabrian Circle: Allows horse archers to maintain a steady missile stream while reducing incoming fire, but tires the unit quickly.
- Testudo Formation: Makes infantry nearly immune to missiles but drastically reduces movement speed and leaves them vulnerable to cavalry and melee.
- Flaming Ammunition: Increases the morale impact of archer attacks at the cost of accuracy.
- Kill raging Elephant: An elephant unit ability to self-destruct, with a delay.
- Phalanx Formation: Creates an impenetrable spear wall from the front, but prevents movement and limits facing direction.
- Warcry: Temporarily boosts barbarian infantry attack power.
- Berserker Mode: Sends berserkers into an uncontrollable frenzy, attacking any nearby unit.
- Run Amok: A status effect for elephants and chariots, causing them to attack indiscriminately after taking damage or being surrounded.
- Chant: Druid ability to increase the morale of nearby units.
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