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

 
 
 
Parthia

Units of Parthia


Peasants
Attack: 3
Defense: 3

Price: 120
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). These are a bit tougher.
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Hillmen
Attack: 5
Defense: 9

Price: 290
Can hide in long grass
May charge without orders
Good stamina
Fast moving
Can sap
Low-class infantry; however, cheap and okay for the start of the game.
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Eastern Infantry
Attack: 3
Defense: 10

Price: 330
Bonus fighting cavalry
Poor morale
Can sap
Worse than the Hillmen, in my opinion. But these two are the only infantry available to this faction! So you must learn to combine them both in an army to achieve maximum efficiency. However I massacred 3700 of them with Cataphracts, losing only about 20 people - so you have to rely on the cavalry.
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Cataphracts
Attack: 7
Defense: 23

Price: 890
Can form wedge
good morale
Powerful charge
Rock and roll baby! The best cavalry unit there is, matched perhaps only by other Cataphracts and roman Praetorian Cavalry.
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Cataphract Camels
Attack: 7
Defense: 23

Price: 940
Combat bonus in deserts
Scare horses
Can form wedge
Good morale
Powerful charge
Really wierd mix, but seems to yield results. Camels are scary (for horses, that is), plus armoured as tanks...
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Eastern General
Attack: 10
Defense: 24 (Hit Points 2)

Price: 1310
Can rally nearby troops
Good morale
God stamina
Powerful charge
One of the best general units there is, matched by the Roman General.
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Horse Archers
Attack: 3 (Missile 7)
Defense: 2

Price: 440
Can form Cantabrian circle
Fast moving
Typical horse archer unit, barely armoured, relying on swiftness and hit-and-run tactics.
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Persian Cavalry
Attack: 9 (Missile 10)
Defense: 10

Price: 780
Can form Cantabrian circle
Good morale
Horse Archers v1.5 (patched).
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War Elephants
Attack: 7 (Missile 11)
Defense: 16 (Hit Points 15)

Price: 2410
Special attack
Bonus vs. cavalry
Frighten nearby enemy
Animals may run amok
Good morale
Can't hide
These are like bulldozers, smashing everything in their path. However, out of pain they may run uncontrollably around.
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Bedouin Warriors
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Attack: 7
Defense: 11

Price: 470
Combat bonus in deserts
Scare horses
Can form wedge
Good stamina
Typical light cavalry that you will use if you some more cavalry in your army. This one has camels as mounts (they terrify horses).
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Arabian Cavalry
Attack: 7
Defense: 11

Price: 480
Combat bonus in deserts
Can form wedge
Good stamina
Fast moving
Same as for the Bedouin Warriors, only mounted on light horses.
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Bedouin Horse Archers
Attack: 3 (Missile 7)
Defense: 9

Price: 730
Can form Cantabrian circle
Combat bonus in deserts
Scare horses
Good stamina
Camel-mounted light horse archers. Average unit.
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Archers
Attack: 3 (Missile 7)
Defense: 2

Price: 190
Can use flaming missiles
Fast moving
Can sap
The most basic archers, in faction you're likely to rely more on Horse Archers and Persian Cavalry, but these are nonetheless useful.
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Slingers
Attack: 3 (Missile 4)
Defense: 4

Price: 150
Fast moving
Can sap
Typical Slingers - very poor units.
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Onagers
Attack: 53 (vs. Building 70)
Defense:5

Price: 740
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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