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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). These are a bit tougher.
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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 fighting cavalry
Poor morale
Can sap
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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
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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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Cataphract Camels
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Attack: 7
Defense: 23
Price: 940
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Combat bonus in deserts
Scare horses
Can form wedge
Good morale
Powerful charge
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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
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Attack: 10
Defense: 24 (Hit Points 2)
Price: 1310
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Can rally nearby troops
Good morale
God stamina
Powerful charge
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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 Cantabrian 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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Persian Cavalry
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Attack: 9 (Missile 10)
Defense: 10
Price: 780
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Can form Cantabrian circle
Good morale
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Horse Archers v1.5 (patched).
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War Elephants
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Attack: 7 (Missile 11)
Defense: 16 (Hit Points 15)
Price: 2410
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Special attack
Bonus vs. cavalry
Frighten nearby enemy
Animals may run amok
Good morale
Can't hide
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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
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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 if you some more cavalry in your army. This one has camels as mounts (they terrify horses).
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Arabian 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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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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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
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Attack: 3 (Missile 4)
Defense: 4
Price: 150
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Fast moving
Can sap
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Typical Slingers - very poor units.
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Onagers
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Attack: 53 (vs. Building 70)
Defense:5
Price: 740
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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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