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Peasants
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Attack: 1
Defense: 1
Price: 100
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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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Militia Hoplites
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Attack: 5
Defense: 8
Price: 230
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Can form phalanx
Bonus vs. cavalry
Poor morale
Can Sap
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The Militia Hoplites act like the Town Watch - very useful outside of the battlefield, when you need someone to guard a town (leave at least 4 regiments of Militia Hoplites, 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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Hoplites
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Attack: 7
Defense: 16
Price: 440
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Can form phalanx
Bonus vs. cavalry
Can sap
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Good phalanx spearmen unit.
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Armoured Hoplites
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Attack: 9
Defense: 22
Price: 640
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Can form phalanx
Bonus vs. cavalry
Good morale
Good stamina
Can sap
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Very good phalanx unit, better are only the Spartans.
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Spartan Hoplites
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Attack: 16
Defense: 17 (Hit Points 2)
Price: 1220
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Can form phalanx
Bonus vs. cavalry
Excellent morale
Powerful charge
Very good stamina
Can sap
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Elite phalanx, one of the best infantry units in Rome: Total War. But, yeah, the cost is quite "elite", too.
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Greek Cavalry
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Attack: 7
Defense: 8
Price: 330
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Can form wedge
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Usual light cavalry, used throughout the greek world.
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Militia Cavalry
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Attack: 6 (Missile 6)
Defense: 6
Price: 340
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Can form Cantabrian circle
Fast moving
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Usual light missile support cavalry.
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General
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Attack: 10
Defense: 17 (Hit Points 2)
Price: 1020
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Can rally nearby troops
Good morale
Powerful charge
Good stamina
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Average-to-good general's bodyguard unit.
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Archers
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Attack: 3 (Missile 7)
Defense: 2
Price: 190
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Combat bonus in woods
Can use flaming missiles
Fast moving
Can sap
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The most basic type of archers.
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Cretan Archers
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Attack: 6 (Missile 11)
Defense: 5
Price: 550
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Combat bonus in woods
Long range missiles
Can use flaming missiles
Good morale
Good stamina
Fast moving
Can sap
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One of the best archer units.
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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
Combat bonus in woods
Fast moving
Can sap
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Usual greek Peltasts (called Velites in Rome).
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Heavy Peltasts
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Attack: 5 (Missile 7)
Defense: 11
Price: 350
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Can hide in long grass
Bonus vs. elephants and chariots
Combat bonus in woods
Fast moving
Can sap
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A heavier version of the usual Peltasts, still not worth some good archers but good for pre-battle skirmish engagements.
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Rhodian Slingers
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Attack: 6 (Missile 9)
Defense: 6
Price: 470
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Combat bonus in woods
Good stamina
Good morale
Fast moving
Can sap
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Best slingers there is (and still no match for good archers or other units of medium and high class).
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Ballistas
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Attack: 53 (vs. Buildings 24)
Defense: 10
Price: 220
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Missiles impale several men
Long range missiles
Can't hide
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Good low-priced and powerful siege unit. Can help your infantry in the field or smash a wall (takes quite long though).
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Onagers
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Attack: 53 (vs. Building 70)
Defense: 10
Price: 720
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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 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
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Attack: 63 (vs. Buildings 110)
Defense: 10
Price: 920
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Very long range
Can use flaming missiles
Can't hide
Inaccurate against troops
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Same as for Onagers, only these are even more powerful!
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Incendiary Pigs
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Attack: 7
Defense: 1
Price: 110
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Frighten elephants
Fast moving
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I guess the only thing they're good for is against elephants?
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