Rome: TW -- Unit Guide: Egypt Rome: Total War

 
 
 
Egypt

Units of Egypt


Peasants
Attack: 3
Defense: 3

Price: 120
Combat bonus in deserts
Poor morale
Can sap
Most basic unit of all. However, it's useful if you want to "transfer population" from one settlement to another (Show me How). Desert peasants are tougher.
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Nubian Spearmen
Attack: 5
Defense: 8

Price: 230
Can form phalanx
Combat bonus in deserts
Poor morale
Bonus vs. cavalry
Can Sap
The Nubian Spearmen are like the roman Town Watch - very useful outside of the battlefield, when you need someone to guard a town (leave at least 4 regiments of Nubian Spearmen, they'll be okay), or on the battlefield, when you need to distract an enemy group, lure them into a trap or something.
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Nile Spearmen
Attack: 7
Defense: 13

Price: 360
Can form phalanx
Bonus vs. cavalry
Combat bonus in deserts
Can sap
Good attack infantry for starters.
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Desert Axemen
Attack: 10
Defense: 18

Price: 560
Combat bonus in deserts
Good morale
Can sap
Very good infantry, should be your main one, together with some good spearmen like the Nile Spearmen and the Pharaoh's Guards. Actually it can take out even Cataphracts.
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Pharaoh's Guards
Attack: 12
Defense: 19

Price: 620
Can form phalanx
Bonus vs. cavalry
Combat bonus in deserts
Good morale
Powerful charge
Good stamina
Can sap
The elite spearmen of Egypt.
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Nubian Cavalry
Attack: 9
Defense: 10

Price: 420
Can form wedge
Combat bonus in deserts
Powerful charge
Good morale
A common type of light cavalry, armed with spears. Good for the beginning.
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Desert Cavalry
Attack: 7
Defense: 11

Price: 540
Can form wedge
Combat bonus in deserts
Effective against armour
Fast moving
To be used with the Nubian Cavalry for best balance.
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Nile Cavalry
Attack: 9
Defense: 13

Price: 570
Can form wedge
Combat bonus in deserts
Good morale
Powerful charge
Slightly better than the previous ones, it will have to be your main cavalry before the Chariots come.
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Egyptian Chariots
Attack: 12
Defense: 1 (Hit Points 3)

Price: 660
Special attack
Combat bonus in deserts
Frightens nearby enemy infantry
Good morale
The pride of the Egyptian army - their chariots. They are to be respected and even feared by weak infantry and cavalry.
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General
Attack: 12
Defense: 13 (Hit Points 2)

Price: 830
Can rally nearby troops
Combat bonus in deserts
Powerful charge
Good stamina
Good morale
Unfortunately this general's unit sucks...to be compensated by the chariots?
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Camel Archers
Attack: 3 (Missile 7)
Defense: 2

Price: 420
Can form Cantabrian circle
Combat bonus in deserts
Scare horses
Good stamina
Light support missile cavalry, mounted on camels.
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Egyptian Chariot Archers
Attack: 9 (Missile 13)
Defense: 1 (Hit Points 2)

Price: 570
Special attack
Can form Cantabrian circle
Combat bonus in deserts
Frighten nearby enemy infantry
Fast moving
The renowned Egyptian Chariots also can be fitted with good archers, and they then become a terrible pair with the latter, causing their ennemies to flee in panic.
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Bowmen
Attack: 3 (Missile 7)
Defense: 2

Price: 250
Combat bonus in deserts
Can use flaming missiles
Fast moving
Can sap
The most basic archers (their stats don't change for all factions). To be replaced by the Pharaoh's Bowmen.
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Pharaoh's Bowmen
Attack: 9 (Missile 14)
Defense: 13

Price: 680
Combat bonus in deserts
Long range missiles
Can use flaming missiles
Good stamina
Good morale
Can sap
One of the best archer units in Rome: Total War. They can shoot far and defend themselves if the need arises.
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Skirmishers
Attack: 3 (Missile 4)
Defense: 4

Price: 270
Combat bonus in deserts
Bonus vs. elephants and chariots
Can hide in long grass
Fast moving
Can sap
Usual javelin-throwing skirmisher unit.
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Slingers
Attack: 3 (Missile 4)
Defense: 4

Price: 150
Combat bonus in deserts
Fast moving
Can sap
Usual slinger unit. Weak.
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Onagers
Attack: 53 (vs. Building 70)
Defense: 10

Price: 720
Area attack
Very long range
Can use flaming missiles
Can't hide
Inaccurate against troops
The last attribute is totally unjust. These machines are priceless whe 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.
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Heavy Onagers
Attack: 63 (vs. Buildings 110)
Defense: 10

Price: 930
Very long range
Can use flaming missiles
Can't hide
Inaccurate against troops
Same as for Onagers, only these are even more powerful!
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