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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 as 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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Levy Pikemen
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Attack: 6
Defense: 5
Price: 310
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Can form phalanx
Bonus vs. cavalry
Poor morale
Very long spears
Can sap
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These are also useful as peasants to "transfer population", but they cost more, so I guess they're pretty unnecessary - can be used only as Town Watch.
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Phalanx Pikemen
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Attack: 8
Defense: 13
Price: 580
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Very long spears
Bonus vs. cavalry
Very long spears
Can sap
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A better phalanx unit than the Levy, these must replace their predecessors.
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Royal Pikemen
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Attack: 9
Defense: 17
Price: 690
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Can form phalanx
Good morale
Good stamina
Bonus vs. cavalry
Can sap
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A better phalanx unit than the Phalanx Pikemen; a replacement.
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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, though, a bit less strong than the light roman cavalry.
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Light Lancers
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Attack: 7
Defense: 5
Price: 370
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Can form wedge
Fast moving
Good morale
Powerful charge
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If you want to achieve balance in your armies near the beginning of your game, use these together with Greek cavalry. They're both not powerful, remember. However when you get developped, better not use the first two at all.
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Macedonian Cavalry
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Attack: 9
Defense: 17
Price: 690
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Can form wedge
Good morale
Powerful charge
Good stamina
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Good cavalry, edging towards the heavy class. Recommended for daily use.
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Companion Cavalry
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Attack: 10
Defense: 17
Price: 760
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Can form wedge
Good morale
Powerful charge
Good stamina
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Only slightly better than the Macedonian, but costs a lot more. Plus the Macedonian one looks cooler. Huh.
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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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The General's unit, his faithful bodyguards.
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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 stamina
Good morale
Fast moving
Can sap
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One of the best archer units. Pick it up when you see it!
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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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Illyrian Mercenaries
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Attack: 7 (Missile 9)
Defense: 8
Price: 380
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Expert at hiding in woods
Bonus vs. elephants and chariots
Combat bonus in woods
May charge without orders
Fast moving
Can sap
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A support peltast-type and an infantry line unit in the same time; unfortunately, both of its sides are feeble...
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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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