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Peasants
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Attack: 3
Defense: 3
Price: 120
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Poor morale
Can sap
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Most basic unit of all. However, it's useful if you want to "transfer population" from one settlement to another (Show me How).
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Hillmen
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Attack: 5
Defense: 9
Price: 290
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Can hide in long grass
May charge without orders
Good Stamina
Fast moving
Can Sap
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Low-class infantry; however, cheap and okay for the start of the game.
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Eastern Infantry
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Attack: 3
Defense: 10
Price: 330
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Bonus vs.cavalry
Poor morale
Can sap
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Much worse than the Hillmen, in my opinion.
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Heavy Spearmen
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Attack: 7
Defense: 17
Price: 460
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Bonus vs. cavalry
Can form phalanx
Can sap
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Very good spearmen. Good against any cavalry. Matching the Trarii.
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Armenian Legionaries
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Attack: 7 (Missile: 11)
Defense: 16
Price: 440
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Javelins thrown before charge
Good Stamina
Can sap
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The thing you will probably use for your conquering needs. Nice adaptation, and in a pair with the Heavy Spearmen, definitely recommended.
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Cataphracts
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Attack: 7
Defense: 23
Price: 890
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Can form wedge
Good morale
Powerful charge
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Rock and roll baby! The best cavalry unit there is, matched perhaps only by other Cataphracts and roman Praetorian Cavalry.
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Eastern General
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Attack: 10
Defense: 24 (Hit Points 2)
Price: 1310
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Can rally nearby troops
Powerful charge
Good morale
Good stamina
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One of the best general units there is, matched by the Roman General.
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Horse Archers
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Attack: 3 (Missile 7)
Defense: 2
Price: 440
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Can form Cantabriam circle
Fast moving
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Typical horse archer unit, barely armoured, relying on swiftness and hit-and-run tactics.
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Cataphract Archers
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Attack: 12
Defense: 22
Price: 1140
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Can form Cantabrian Circle
Good morale
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Now, this is probably the best ever cavalry unit in Rome: Total War, because it combines archery with an ultra-heavy defense and ability to fight in a melee just as good as the Cataphracts. They can shower the enemy with arrows and they can suffice to make the enemy run. Editor's Choice!
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Bedouin Warriors
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Attack: 7
Defense: 11
Price: 470
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Combat bonus in deserts
Scare horses
Can form wedge
Good stamina
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Typical light cavalry that you will use (as mercenaries) if you don't have the money for Cataphracts. This one has camels as mounts (they terrify horses).
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Arab Cavalry
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Attack: 7
Defense: 11
Price: 480
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Combat bonus in deserts
Can form wedge
Good stamina
Fast moving
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Same as for the Bedouin Warriors, only mounted on light horses.
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Bedouin Horse Archers
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Attack: 3 (Missile 7)
Defense: 9
Price: 730
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Can form Cantabrian circle
Combat bonus in deserts
Scare horses
Good stamina
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Camel-mounted light horse archers. Average unit.
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Peltasts
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Attack: 3 (Missile 6)
Defense: 4
Price: 180
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Can hide in long grass
Bonus vs. elephants and chariots
Fast moving
Can sap
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Ordinary peltast units, like the roman Velites.
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Archers
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Attack: 3 (Missile 7)
Defense: 2
Price: 190
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Can use flaming missiles
Fast moving
Can sap
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Most common type of archers, to be replaced in this faction by the magnificient Cataphract Archers.
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Onagers
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Attack: 53 (vs. Building 70)
Defense: 5
Price: 730
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Area attack
Very long range
Can use flaming missiles
Can't hide
Inaccurate against troops
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The last attribute is totally unjust. These machines are priceless when taking cities because they are able from a safe position to devastate enemy forces which are behind the walls, leading to panic. With luck and skill you can exterminate half the enemy army before going in. Recommended against the phalanxes!
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