Master Total War: Rome II unit types and special abilities! Learn about infantry, cavalry, siege units, and formations like Wedge, Testudo, and Phalanx to dominate the battlefield.
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's gonna break down the basics so you can start building armies that actually work together. Think of it like learning your ABCs, but for total war!
We'll cover the main Categories of units – basically, what they are and what they do on the battlefield. Then, we'll dive into the really cool stuff: Special Abilities. These are the tricks up your units' sleeves that can turn the tide of battle if you use them right.
Unit Categories
Every unit falls into one of these main groups:
- Infantry: These are your bread and butter, the backbone of any army. They fight on foot, can operate siege equipment, and generally stick around in a fight. You've got your swordsmen, spearmen (short and long), skirmishers, and archers.
- Cavalry: Super mobile, but usually not the best in a straight-up brawl. Cavalry shines when flanking infantry, chasing down routers, or harassing archers. Just don't let them get bogged down fighting head-on with enemy infantry for too long. They come as heavy, light, or skirmishers.
- Siege: These units are your siege breakers, designed to smash walls and fortifications. They can fight regular troops too, but they're often inaccurate against smaller targets. Some are built for sniping enemy generals, though!
Special Abilities
Now for the fun part! These are unique skills certain units have:
- Wedge Formation: Mostly for light and heavy cavalry. Your horsemen form a triangle, giving their charge a little extra punch. It's not a massive damage boost, but it helps.
- Cantabrian Circle: For horse archers and skirmishing cavalry. Your cavalry gallop in a large circle, firing as they go. This makes it harder for enemies to hit your guys with missiles and keeps a steady stream of attacks going, which is great for morale but can wear your troops out fast and leads to fewer casualties over time compared to direct fire.
- Testudo Formation: For most post-Marian infantry with square shields. Soldiers lock shields to form a protective shell, making them nearly immune to missiles. The catch? They move super slow (a quarter speed) 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: For archers (not horse archers). Arrows catch fire! This makes your shots less accurate but hits enemy morale much harder.
- Kill Raging Elephant: For elephant units when they go
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