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 Total War: Rome II and want to get a handle on all the different units, right? It can seem a bit overwhelming at first, but don't worry, I've got your back. This section breaks down how units are organized and what cool tricks they can pull off. Think of it like learning the different types of soldiers and their special moves in a massive army.
Category: What Kind of Unit Are We Talking About?
First off, units are grouped into a few main categories:
- Infantry: These are your bread and butter, the backbone of any army. They fight on foot and are the only ones who can operate siege equipment. Melee infantry can hold their ground for a good while, and they come in various flavors like swordsmen, spearmen (short and long), skirmishers, and archers.
- Cavalry: Super mobile, but a bit fragile in a straight-up fight. Cavalry shines when you flank an enemy with a well-timed charge – it can really mess up a unit of infantry. They're also great for chasing down routing enemies or picking off archers. Just don't expect them to hold their own in a prolonged melee against infantry; they usually get destroyed if they stick around too long. Cavalry can be heavy, light, or skirmishers.
- Siege: These units are your heavy hitters for breaking down walls during sieges. While they can fight regular troops, they're not very accurate against smaller targets. Some siege units are specifically designed to snipe infantry, making them super effective for taking out key enemy units from a distance.
Special Abilities: The Secret Sauce
Beyond their basic type, many units have unique abilities that can turn the tide of battle. Here's a rundown of some common ones:
- Wedge Formation: Used by most light and heavy cavalry. Your cavalry forms into a triangle. It gives a small boost to the charge damage, making that initial impact a bit more effective.
- Cantabrian Circle: This one's for Horse Archers and skirmishing cavalry. Your riders form a large circle, firing or throwing projectiles only at specific points in the circle. It makes it harder for the enemy to hit your troops, and it keeps a steady stream of missiles flying. It's great for messing with enemy morale, but it can wear your troops out quickly and might lead to fewer casualties over time compared to a direct assault.
- Testudo Formation: Most post-Marian reform infantry with square shields can use this. Soldiers form a protective shell with their shields – front ranks face forward, sides face outwards, and the middle ranks cover the top. This makes the unit almost immune to missile fire. The downside? They move super slow (a quarter of their normal speed) and are really vulnerable to cavalry charges or other infantry. Honestly, most players find it a bit useless because Roman soldiers are already pretty tough against missiles.
- Flaming Ammunition: Archers (but not Horse Archers) can use this. They load their arrows with fire! It makes their shots less accurate, but it hits enemy morale *hard*.
- Kill Raging Elephant: This is a last resort for Elephant units when they go
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