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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
Very long spears
Poor morale
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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Can form phalanx
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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Silver Shield Pikemen
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Attack: 10
Defense: 14
Price: 730
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Can form phalanx
Bonus vs. cavalry
Very long spears
Good morale
Good stamina
Can sap
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The best phalanx units for this faction, recommended to be replaced by or used together with the Legionaries.
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Silver Shield Legionaries
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Attack: 9 (Missile 13)
Defense: 22
Price: 710
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Can form testudo
Javelins thrown before charge
Good morale
Good stamina
Can sap
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The best copy of roman Legionaries abroad. Excellent unit, must be your main infantry as soon as you get it - and the money.
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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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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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Good heavy cavalry. To be used in combination with the Cataphracts.
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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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Awesome cavalry, just crushes everything. Try pulling out the Riders of Rohan attack trick while using them...Only thing that will remain of the enemy will be piles of dead bodies (be careful with heavy spearmen and infantry, though, after the initial charge, if everything is not down, then you should go back and return again).
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Scythed Chariots
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Attack: 15
Defense: 1 (Hit Points 4)
Price: 980
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Special attack
Frighten nearby enemy infantry
Animals may run amok
May charge without orders
Good morale
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Fearsome devices. Not to have as ennemies. Slice any infantry in their way.
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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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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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Light support cavalry, used to harass the enemy's flanks. Can also fight, but has poor armor.
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Elephants
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Attack: 3
Defense: 12 (Hit Points 12)
Price: 1250
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Special attack
Bonus vs. cavalry
Frighten nearby enemy
Animals may run amok
Can't hide
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This unit is not recommended at all. These are small elephants who don't shoot arrows, plus they run amok pretty fast. Great disappointment.
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War Elephants
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Attack: 7 (Missile 10)
Defense: 16 (Hit Points 15)
Price: 2590
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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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More powerful are only Armoured War Elephants.
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Armoured War Elephants
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Attack: 7 (Missile 10)
Defense: 19 (Hit Points 15)
Price: 2870
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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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The most powerful unit in Rome: Total War. Absolutely terrifying to ennemies. And...the most expensive unit, too.
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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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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-type Peltasts (called Velites in Rome).
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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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