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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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Town Watch
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Attack: 3
Defense: 7
Price: 150
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Poor morale
Can Sap
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The town watch is very useful outside of the battlefield, when you need someone to guard a town (leave at least 4 regiments of Town Watch, 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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Auxilia (Spearmen)
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Attack: 5
Defense: 16
Price: 430
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Bonus vs. cavalry
Combat bonus in woods
Good stamina
Can sap
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Personally I don't use spearmen a lot, but in fact, they're tough and awesome against any cavalry whatsoever.
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Triarii (Spearmen)
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Attack: 7
Defense: 17
Price: 500
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Bonus vs. cavalry
Good morale
Can sap
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Very good unit. Spearmen aren't used for fighting infantry, though, but these will stop anything mounted coming your way.
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Hastati
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Attack: 7 (Missile: 11)
Defense: 14
Price: 440
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Javelins thrown before charge
Can sap
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The most basic legion-type unit. You'll use this through the first half of the game - main workforce.
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Principes
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Attack: 7 (Missile 11)
Defense: 16
Price: 490
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Javelins thrown before charge
Can sap
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Slightly better than the Hastati, I suggest you try to replace the first with these, but only if you got enough money.
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Early Legionary Cohort
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Attack: 9 (Missile 11)
Defense: 17
Price: 610
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Can form Testudo
Javelins thrown before charge
Good morale
Well armoured
Good stamina
Can sap
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After the great War Reform, this is the unit you get in place of your usual Hastati and Principes. Now you'll have to rely on them only to hold off attacks and crush your foes.
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Legionary Cohort
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Attack: 9 (Missile 13)
Defense: 22
Price: 740
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Can form Testudo
Javelins thrown before charge
Good morale
Good stamina
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A much better replacement of the Early Legionaries.
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Early Legionary First Cohort
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Attack: 9 (Missile 11)
Defense: 17
Price: 1010
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Eagle inspires nearby troops
Can form Testudo
Javelins thrown before charge
Good morale
Good stamina
Can sap
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An unusually big cohort with a golden eagle. Be careful, losing an Eagle can influence the morale of the troops and you general's attributes.
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Legionary First Cohort
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Attack: 9 (Missile 13)
Defense: 22
Price: 1220
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Eagle inspires nearby troops
Can form Testudo
Javelins thrown before charge
Good morale
Good stamina
Can sap
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A better replacement for the Early one.
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Praetorian Cohort
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Attack: 12 (Missile 16)
Defense: 23
Price: 810
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Can form Testudo
Javelins thrown before charge
Good morale
Good stamina
Can sap
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This is an elite cohort. Definitely a very good unit.
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Urban Cohort
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Attack: 14 (Missile 18)
Defense: 24
Price: 860
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Can form Testudo
Javelins thrown before charge
Good morale
Good stamina
Can sap
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Best infantry in the world...of Rome: Total War in any case. With an army of these nothing can defeat you (if you at least know how to control units on the battlefield!). Absolutely amazing, I wonder if they aren't disguised cyborgs or something.
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Samnite Gladiators
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Attack: 14
Defense: 14 (Hit Points 2)
Price: 720
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Excellent morale
May charge without orders
Very good stamina
Can sap
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Elite unit. I don't really know what's the use of it. Maybe fighting against elephants - look at their morale, they definitely aren't going to run anywhere.
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Arcani
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Attack: 12
Defense: 15 (Hit points 2)
Price: 900
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Can hide anywhere
God morale
Very good stamina
Fast moving
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Very interesting unit, used, I suppose, for creating diversions in the enemy rear. Or silently killing off pesky units such as archers.
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Equites
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Attack: 7
Defense: 12
Price: 390
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Can form wedge
Good stamina
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A pair with the Hastati, something that you will use through the first part of the game.
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Roman Cavalry
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Attack: 7
Defense: 15
Price: 520
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Can form wedge
Good stamina
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This one appears only after the Reform, I believe. Just better defense than the Equites and stamina, too. A replacement.
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Legionary Cavalry
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Attack: 9
Defense: 22
Price: 790
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Can form wedge
Good morale
Powerful charge
Good stamina
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I wonder why the Legionary Cavalry appears before the legions themselves. Hmm. Anyway, this is a good one, will be the most used heavy cavalry.
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Praetorian Cavalry
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Attack: 12
Defense: 22
Price: 840
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Can form wedge
Good morale
Powerful charge
Good stamina
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Elite of all Cavalry units, it matches even Cataphracts. Awesome. If you get this together with some Urban Cohorts - you can do whatever you wish.
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Roman General
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Attack: 12
Defense: 22 (Hit Points 2)
Price: 1120
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Good morale
Powerful charge
Good stamina
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The General's unit, his faithful bodyguards.
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Cavalry Auxilia
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Attack: 7 (Missile 7)
Defense: 9
Price: 470
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Can form Cantabrian circle
Fast moving
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Light support cavalry, used to harass the enemy's flanks. Can also fight as Equites, but has poor armor.
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Roman 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 archers (their stats don't change for all factions). The ones you'll use before the v2 - Archer Auxilia - comes out.
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Archer Auxilia
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Attack: 4 (Missile 9)
Defense: 7
Price: 430
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Combat bonus in woods
Long range missiles
Can use flaming missiles
Good stamina
Fast moving
Can sap
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A better replacement for the Roman Archers.
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Velites
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Attack: 5 (Missile 7)
Defense: 7
Price: 270
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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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I don't like this unit. Really, I don't see the point of it except maybe throwing their javelins and getting killed, or as with the Town Watch, luring the enemy somewhere.
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Light Auxilia
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Attack: 5 (Missile 7)
Defense: 7
Price: 290
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Can hide in long grass
Bonus vs. elephants and chariots
Combat bonus in woods
Good stamina
Fast moving
Can sap
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Mmmmyeah, you might be wondering what's the difference between them and the Velites. Well me too...except maybe good stamina, so they can run faster when getting killed. Hah.
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Ballistas
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Attack: 53 (vs. Buildings 24)
Defense: 10
Price: 320
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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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Repeating Ballistas
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Attack: 33
Defense: 10
Price: 460
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Missiles impale several men
Long range missiles
Ineffective against buildings
Can't hide
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Purely anti-infantry unit. They shoot faster than the Ballistas, but they all really can shoot only in front of them at a mass of enemy. Ideal for breaking up Roman legions or Barbarian hordes.
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Scorpions
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Attack: 43
Defense: 10
Price: 380
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Missiles impale several men
Very long range missiles
Ineffective against buildings
Can't hide
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A unit like the Repeating Ballistas, has better range though and power, too.
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Onagers
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Attack: 53 (vs. Building 70)
Defense: 10
Price: 830
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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: 1050
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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: 4
Price: 200
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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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Wardogs
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Attack: 12
Defense: 3
Price: 570
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Frighten nearby enemy
Fast moving
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Good to create a diversion in the enemy ranks.
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