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\---------------------------------By Alek Kettenburg--------------------------/
 \--------------------------------Start Date:07/22/11------------------------/
  \-------------------------------end Date:8/01/11-------------------------/
   \------------------------------Type: Unit List--------------------------/
    \-----------------------------Version 1.00----------------------------/
     \----------------------------As of 00/00/00-------------------------/
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--------------------------------Table Of Contents------------------------------
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Table of Contents-------------------------------------Your looking at it genius

Introduction-------------------------------------------------------------[IT01]

Classification-----------------------------------------------------------[CFN1]

---Category--------------------------------------------------------------[CAT2]

---Special Abilities-----------------------------------------------------[SAS4]

Factions-----------------------------------------------------------------------

---Julii Romans----------------------------------------------------------[JRS5]

---Scipii Romans---------------------------------------------------------[SRS6]

---Brutti Romans---------------------------------------------------------[BRS7]

---SPQR------------------------------------------------------------------[SPR8]

---Macedonians-----------------------------------------------------------[MAC9]

---Egyptians-------------------------------------------------------------[EG10]

---Seleucids-------------------------------------------------------------[SE11]

---Carthaginians---------------------------------------------------------[CT12]

---Parthians-------------------------------------------------------------[PS13]

---People of Pontus------------------------------------------------------[PU14]

---Gauls-----------------------------------------------------------------[GA15]

---Germans---------------------------------------------------------------[DE16]

---Britons---------------------------------------------------------------[BR17]

---Armenians-------------------------------------------------------------[AM18]

---Dacians---------------------------------------------------------------[DS19]

---Greeks----------------------------------------------------------------[GE21]

---Numidians-------------------------------------------------------------[NA22]

---Scythians-------------------------------------------------------------[SY23]

---Spanish---------------------------------------------------------------[IB24]

---Thracians-------------------------------------------------------------[TE25]
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----------------------------Classification [CFN1]------------------------------
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This part of the guide will explain how the different units in the game will
be organized. Such as if they are cavalry or infantry, then if they are heavy
or light. This will inlude other factors like the weapons they use. I will
also go into more detail on the different abilities you will see in the game.

---------------------------------Category [CAT2]-------------------------------
Category refers to whether the unit is infantry, cavalry, siege, or a ship.

INFANTRY: Inafntry are the back bone of any army. They fight on foot and are
the only units that can operate siege equipment. Melee infantry can stay in a
fight for long periods of time before routing. Ifantry can be swordsman,
short spearmen, long spearmen, skirmishers, or archers.

CAVALRY: cavalry are the most mobile units but the also the weakest when it
comes to one on one fighting. Cavalry can route a unit of infantry in a single
charge to the flank, if timed correctly. Cavalry are also used to mow down
archers and running down routing enemies. Unfortunately, most cavalry are
bad when hitting units head on and will ussualy get destoryed if they stay
in combat for too long against infantry. Cavalry can be heavy, light, or
skirmishers.

SIEGE: Siege units are typically used to destory walls and other targets
during a siege. They can also be used to fight regular units such as infantry
and cavalry but they are extremely inaccurate towards smaller targets. Other
units are designed just for fighting infantry making them very effective for
sniping the enemy general.
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/                                                                             \
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--------------------------Special Abilities [SAS4]-----------------------------
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\_____________________________________________________________________________/
Special abilities are well, abilities that only certain units can perform.
This includes formations along with other abilites.

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Wedge formation

Units that can use: Most light and heavy cavalry

Description: The cavalry form into a triangle shaped formation.

Effects: This formation increases the effective of a cavalry charge. This is
not a dramatic increase ,only a slight increase in damage.
-------------------------------------------------------------------------------
Cantabrian Circle

Units that can use: Horse Archers and skirmishing Cavalry

Description: All the horses in the unit run in a large circle and a horse won't
thorw/shoot untill they reach a certain point on the circle.

Effects: This will make so that less enemy missiles will hit your men. This
ability makes it so that there is a steady stream of missiles
flying towards the enemy. This has a greater effect on enemy moral but
leads to less enemy casualties over time. Also, this will tire your men
out really quickly.
-------------------------------------------------------------------------------
Testudo Formation

Units that can use: Most post-Marian reform infantry with the square shields.

Description: The soldiers in the unit will form a kind of shell out of there
square shields. Soldiers in the front will look forward, Soldiers on the left
will face to the left soldiers on the right will face the right, and soldiers
in the middle will put there shields over there heads.

Effects: This makes the unit practically immune to all enemy missiles. The
drawback is that the unit will move at one-forth the normal walking speed
and are extremely vulnerable to cavalry charges and other infantry in
general. Overall this is considered to be useless by most players do to the
fact that roman soldiers are pretty resilient to missiles to start with and
don't need this extra protection.
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Flaming Ammunition

Units that can use: Archers (non Horse Archers)

Description: This is exactly as the name implies. Arrows on fire.

Effects: Using this ability causes the units arrows to become less acurate
but it has a increased effect on the enemy morale.
-------------------------------------------------------------------------------
Kill raging Elephant

Units that can use: Elephant units (only can be used when the unit is "running
amok"

Description: The driver of the elephant drives a stake into the brain of the
Elephant.

Effects: This ability kills the elephant and the driver along with anyone else
on the elephant. This effect does have a 5 or 6 second delay.
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Phalanx Formation

Units that can use: Most spearmen

Description: The soldiers in the unit form a line and make a sort of wall out
of there spears. The wall will only face in one direction.

Effects: Any unit that runs into the spear wall will be killed. This causes
the phalanx to be a unstopable force from the front. You cannot hope to
defeat a phalanx from the front unless you have a unit in a phalanx. The
drawback is that units in phalanx formation cannot run and they can only
face there spears in one direction at a time.
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Warcry

Units that can use: Most barbarian infantry

Description: The soldiers in the unit shout a war cry to pump themselves up
for battle.

Effects: This increases the attack of the unit by 1.5 for a short time. It
is wise to always use this before ingaging enemy units.
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Berserker mode

Units that can use: Berserkers

Description: The warrior releases a war cry that sends them into a frenzy.

Effects: This is the same as the previosly stated warcry but this time it
makes the berserkers berserk. When a unit is berserk it will ignore all orders
you give and presue any unit that is near by and they will continue to do this
until they are dead or the battle ends.
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Run Amok

Units that can use: Elephants and chariots

Description: This is more of a status than a ability. The unit becomes
oblivious to the world and randomly attacks units whether friendly or not.

Effects: This ability is trigured randomly after the units takes damage, gets
surrounded, or gets near flaming arrows/pigs.
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Chant

Units that can use: Druids

Description: The unit starts chanting

Effects: increases the morale of nearby units.
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----------------------------------Factions-------------------------------------
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--------------------------Julii Romans [JRS5]----------------------------------
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The julii Romans are one of the 4 Roman factions in the game. Like all the
Roman factions, they are considered by some to be the best (or easiest
to use) faction in the game. They have a wide variety of infantry, cavalry, and
artillery. All of there men are high quality and the only type of units
they lack are horse archers.
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Peasants

Attack (melee): 1

Attack (missile): NA

Defense: 1

Defensive Skills: 1

Shield: 0

Armor: 0

Charge Bonus: 1

Weapon: knife

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 100

Description: Peasants are reluctant warriors, but numbers are useful in all
armies. Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.
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Town watch

Attack (melee): 3

Attack (missile): NA

Defense: 7

Defensive Skills: 2

Shield: 5

Armor: 0

Charge Bonus: 1

Weapon: Short spear

Weapon (Secondary): none

Category: Infantry

Special Abilities: NA

Recruitment cost: 150

Description: The town watch are local workers and peasants given enough
training to defend their homes and keep order in the streets. They are no
substitute for fully trained Roman Legionaries, but then they are not
expected to be more than a citizen militia with an interest in keeping
the peace (and possibly they might have some fire fighting duties). They do
not have much equipment, as the most they are expected to do is stand behind
their spears and shields, and then hold position when charged. By and large,
this they manage to do.

Strengths and Weaknesses: This unit is a slight step up from the
peasants. They can last a bit longer in combat and can fight some light
cavalry from the front. Most likely you won't be using these guys unless
you are really low money, as the next unit in the line up ,Hastati, are
only slightly more expensive and can do everything the town watch can
and more.

If your looking for units to garrison your town then you should use peasants
as they are cheaper and if a army invades it won't make a difference whether
your using the town watch or peasants.

 none

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Auxilia

Attack (melee): 5

Attack (missile): NA

Defense:16

Armor:7

Defensive Skills: 4

Shield: 5

Charge Bonus:2

Weapon: Short spear

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 430

Description: Auxilia are highly disciplined and tough spearmen who provide
support to Roman legionaries in battle. They are defensive infantry, expected
to protect the flanks of the heavier legionaries from cavalry and similar
threats; their training is at least as harsh as that of the legionaries and
produces men with a similar level of discipline and hardiness. These troops
need to keep up with other Roman forces, and so cannot be allowed to tire
easily. They are recruited from among non-Romans within the Empire, and this is
easy because Roman citizenship is far from being universal.

Historically, Roman commanders made sure that auxilia were always stationed
far away from home so that there was no temptation to acts of rebellion.
THE changes introduced by Gaius Marius meant that professional legionaries; a
wholesale shake-up of the Roman military machine saw the whole army being
put on a full time, service-for-life footing, with auxiliaries being rewarded
with Roman citizenship at the end of their military careers.

Strengths and Weaknesses: After the reforms in the Roman army these
guys will be the only spearmen you can recruit. Again, you probably will not
be using these guys as the Roman legionaries and cavalry can take on
cavalry on thier own and they do not need spearmen. If you are tight on money
then you can get these and they are tough soldiers its just that the other
Roman infantry are just better suited for the job.

 Good if on a budget but not necessary for later Roman armies.

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Hastati

Attack (melee): 7

Attack (missile): 11

Defense: 14

Defensive Skills: 5

Armor: 4

Shield: 5

Charge Bonus: 2

Weapon: Sword

Weapon (Secondary): Pila x2

Category:  Infantry

Special Abilities: NA

Recruitment cost: 440

Description: Hastati are amoung the younger men in early Republican Legion,
and and form the front line in any battle. They are supposed to wear down an
enemy and hold him before the next Roman battle lone attacks and carries on
the fight. They are, as a result, capable troops in their own right.

They are armed with pila that are thrown before charging at the enemy at
close range before they close to fight hand-to-hand. They are equiped
with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum
(plural,pila) is a cleverly designed spear with a soft iron shaft behind the
point; it bends on impact so that it can't be throw back and if it's stuck
in someone or something it is a real hindrance to movement.

Historically, hastati spent their own money on their equipment and often
couldn't afford anything much better. This along with the age and property,
was why they fought as Hastati

Strengths and Weaknesses: The Hastati are the first real infantry you
can recruit as the Romans. They can hold a lin against most light and some
heavy infantry along with some light cavalry. They have their pila that can
inflict many casualties on a unit of infantry especially when targeting
the flanks.

Over time as your econamy develops you will want to start to replace your
Hastati with Principes. Even though Hastati are good men they do not
have the morale to stay in combat for long periods of time.

Good men early on but lose value later on.


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Triarii

Attack (melee): 7

Attack (missile): NA

Defense: 17

Defensive Skills: 7

Armor: 5

Shield: 5

Charge Bonus: 3

Weapon: Short spear

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 500

Description: Triarii are tough heavy spearmen who make up the third and most
superior part of a roman legion before the military reforms of Gaius Marius.
They carry a long "hoplite-style" spear 9the Hasta) which is used to thrust,
a long shield and gladius. They surprising, given that they are drawn from the
richest section of society.

The triarii are the last available line in early-pattern Republican Lagions.
"Going to the triarii" is a Roman saying meaning carry in to the
bitter end, and if they are used it's a sign that the most of decision in a
battle has a arrived.

Historically, triarii spent their own money on their equipment and could
afford to buy the best of everything.

Strengths and Weaknesses: Triarii are some of the best short spearman
in the game. They can beat almost any cavalry unit head on and can hold
their ground against light infantry. Although powerfull they are not
suited to fight phalanx men or heavy infantry.

 These are the most versatile infantry you can recruit before the
reforms, as they can beat most cavalry and can hold other infantry men in
place.

-------------------------------------------------------------------------------
Principes

Attack (melee): 7

Attack (missile): 11

Defense: 16

Defensive Skills: 7

Armor: 4

Shield: 5

Charge Bonus: 2

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: NA

Recruitment cost: 490

Description: Principes are older, more reliable soldiers who have seen more
service. it is their task to be the second line of a legion and carry on the
fight once the Hastati are spent. They are supposed to carry on the
'wearing down' fight and exauhst the enemy. They are, as a result, capable
soldiers and unafraid of combat.

They are armed with pila that are thrown before charging at the enemy at
close range before they close to fight hand-to-hand. They are equiped
with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum
(plural,pila) is a cleverly designed spear with a soft iron shaft behind the
point; it bends on impact so that it can't be throw back and if it's stuck
in someone or something it is a real hindrance to movement - always assuming
whoever it's stuck in isn't dead!

Historically, Principes spent their own money on their equipment and,
being older, were in a position to buy better gear than the young Hastati.
This, along with the age and property requirements, was whey they fought as
Principes.

Strengths and Weaknesses Principes are a large step up from the
hastati. They are a whole lot stronger both in their fighting ability
and morale. You will want to make your army mostly Principes if your economy
will allow it.

Overall, they hit harder, last longer and will be a whole more effective in
the long run.

 These are strong ,but they still have trouble fighting soldiers
in phalanx formation.
-------------------------------------------------------------------------------
Early Legionary Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 17

Defensive Skills: 5

Armor: 7

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment cost: 610

Description: Roman legionaries are tough, professional troops with good armor
and superb weapons. Their hallmarks are discipline, obedience and tactical
flexibility.

Every legionary's chainmail armor, the lorica hamata, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

Historically, these legionaries only came to be after the army reforms of Gaius
Marius. He abandoned property and age requirements for the legions, and made
the Roman army into a professional force. No longer would a man have to provide
his own war gear; he would be paid, serve a term of 25 years and then retire
with enough land to give him a pension for the remainder of his days.


Strengths and Weaknesses These are first True Roman Legionaries you
can recruit as the romans. They are tough professional soldiers but they are
still not the elite soldiers that Rome is known for. These are the "early"
legionaries after all. They are only slight upgrades of the Principes.
Nether the less they are still a formidable force yet they are far from
invincible.

 none
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Samnite Gladiators

Attack (melee): 14

Attack (missile): NA

Defense: 14

Defensive Skills: 7

Armor: 7

Shield: 0

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 720

Description: Samnite gladiators are more than just soldiers. They are superb
individual fighters, unmatched by any ordinary warriors. they fight wearing
little armor - their lot in lif isn't necessarily to live, but to die in an
entertaining matter. Samnites would normally fight as one half of a matched
pair, but on a battlefield they form a unit all their own.

They are a specialized elite, one that cares little for personal safety as the
only way to attain any rewards is through victory! Gladiators, after all, are
part of the damnati the disgraced, the condemmed, the untouchables in
society. There is nowhere else for them to go in search of freedom.

Strengths and Weaknesses Gladiators are unique units because they have
half the soldiers of a normal unit of infantry and they also fight a formation
similar to peasants. They are strong soldiers but they are not professional
warriors.

They are excellent fighter when it comes to one on one fights but they don't
do to well against more than one unit at a time. Because of this, Gladiators
are almost never used and for good reason. The other roman infantry units are
more versatile and are better suited for army vs army fights.

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Legionary Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 22

Defensive Skills: 5

Armor: 12

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment cost: 740

Description: Roman legionaries are tough, professional troops with good armor
and superb weapons. Their hallmarks are discipline, obedience and tactical
flexibility.

Every legionary's chainmail armor, the lorica hamata, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

The Lorica Segmenta armor was adopted because it was cheaper to make and
offered more protection as the earlier chainmail.

Strengths and Weaknesses As they say in the description they are
tough, professional, and elite soldiers that will hold there ground against
most things. They are some of the best infantry that the romans have second
second only to the Urban cohorts.

 Very powerful, good morale.
-------------------------------------------------------------------------------
Praetorian Cohort

Attack (melee): 12

Attack (missile): 16

Defense: 23

armor: 12

Defensive Skill: 6

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 810

Description: A Praetorian cohort is made up of elite Legionaries, recruited
because of their superb soldiering skills and political Loyalties. A general
can rely on this unit. Praetorian training is, as expected, both demanding
and incredibly thorough. These men are some of the best, toughest, most
unflinching soldiers in Rome, and they know it!

Their equipment is much the same as other legionaries, but better made. Every
Praetorian wears banded armor, the lorica segmenta, a metal helmet and
carries a large curved shield. They fight with two heavy throwing spears
(the pilum, plural pilum) and a short stabbing sword the Gladius. Each pilum
has a soft iron shaft behind the piercing head that is designed to bend as it
hits its target, making it impossible to pull out and throw back. Once the
pila have been thrown, praetorians close and continue fighting with the
stabbing gladius. They can also use the testudo, or tortoise, to protect
themselves from missiles.

Historically, the original praetorians were the "bravest of the brave" chosen
to guard the praetorium - the tent of the legate of the legion when in the
field. These men came to act as bodyguards for all important generals, before
being made into specific formations that were considered useful in politics
as well as war. It was Augustus who established the Praetorian Guard as
both a bodyguard and for useful intimidation in Rome. It was under the later
Emperors that the Praetorians developed a taste for conspiracy and murder.

Strengths and Weaknesses Slight step up from the legionary cohorts with
more armor, attack, and morale.



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Urban Cohort

Attack (melee): 14

Attack (missile): 18

Defense: 24

armor: 12

Defensive Skill: 7

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 860

Description: An Urban cohort is made up of elite legionaries, recruited because
of their superb soldiering skills and loyalty. These are heavy infantry who,
when not performing garrison duties in the vital cities of the empire, fight
as heavy infantry - the men who do the real work in a Roman army!

Training for any man in an urban cohort is demanding and produces incredibly
tough men. The results are the best, toughest, most unflinching soldiers in
the Roman world, men who will stop at little to achieve their goals. The
Urban Cohorts are equiped with the same gear as legionaries - it is the men
inside the uniform that make them effective - and wear banded armor, the
lorica segmenta, metal helmets and carry large shields. They fight with two
pila (singular, pilum), throwing spears with a soft iron shafts that are
designed to bend as soon as they hit making them impossible to fling back.
They also carry short stabbing swords for close work.

Historically, the urban cohorts were a police force for Rome established by
Augustus, and were commanded to keep order. ALthough outnumbered, they were a
counterbalance of sorts to the power of the Praetorian Guards within the city.
Life in the urban cohorts was better than in the 'line' legions, as pay and
service contidions were better. Other urban cohorts were established in the
larger cities of the Empire in later years, and the prefect in the charge of
the cohorts often became an important political figure.

Strengths and Weaknesses: These guys are the elite of the elite. They
are the best Rome has and they will stand against anyone without routing.
If they do route then you know your in trouble.

In most multiplayer games players will spam Urban cohorts and they do this
for good reason. They can fight off most cavalry from the front and they
can even take on units in phalanx formation, if they are able to srurround
them.

 Considered by most to be the best infantry in the game.

-------------------------------------------------------------------------------
Arcani

Attack (melee): 12

Attack (missile): NA

Defense: 15

armor: 7

Defensive Skill: 6

Shield: 2

Charge Bonus:3

Weapon: Sword x2

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment Cost: 900

Description: They are a shadowy part of the Roman army organized in small
groups and competent in camouflage and deception. The Arcani exist almost as a
secret society whose very name should not be spoken.

The armor they wear is finely crafted so that while it offers great protection,
it will not slow or tire the fantastically fit Arcani troops. Their face masks
mean opposing troops may even flee in terror when surprised by a group of these
blood-thirsty killers!

Strengths and Weaknesses: These guys are similar to the Gladiators in
the sense that they have very soldiers, they are very expensive, they are
great one v. one fighters, and most importantly they are also useless and
unefective when fighting more then one unit.

 Do not use these units.

-------------------------------------------------------------------------------
Early Legionary First Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 17

armor: 7

Defensive Skill: 5

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 1010

Description: The Roman First Cohort consists of well-armed and armored
infantryman, who go into combat carrying the symbol of Roman power, a Legionary
Eagle. This is inspirational for other troops. Legionaries are tough,
professional troops with good armor and superb weapons. Their hallmarks
are discipline, obedience and tactical flexibility. When approaching enemy
fortifications, for example, they can use the turtle formation, or testudo,
overlapping shields for protection.

Every legionary's banded metal armor, the lorica segmenta, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

Historically, these cohorts came to be after the army reforms of Gaius Marius.
He made the Roman army into a prfessional force. Men served a term of 25
years and then retired with enough land to give them pensions for the
remainder of their days. The best legionaries in each legion would naturally
gravitate through seniority into the first cohort.

Strengths and Weaknesses- This unit is essentially the Early legionary
cohorts with 50% more men and they give a slight boost of morale to near by
men.

I don't recommend using them as you will get more versatility from 2 units
then just one. When you only have on unit you can only attack from one
direction, when you have 2 units you can attack from 2 directions. This is
especially helpfull when fighting phalanxes.

 none

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Legionary First Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 22

armor: 12

Defensive Skill: 5

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): PIla x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 1220

Description: The Roman First Cohort consists of well-armed and armored
infantryman, who go into combat carrying the symbol of Roman power, a Legionary
Eagle. This is inspirational for other troops. Legionaries are tough,
professional troops with good armor and superb weapons. Their hallmarks
are discipline, obedience and tactical flexibility. When approaching enemy
fortifications, for example, they can use the turtle formation, or testudo,
overlapping shields for protection.

Every legionary's banded metal armor, the lorica segmenta, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

Historically, the lorica segmenta was slightly easier and cheaper to
manufacture than chainmail, an important consideration when Rome has so
many troops in the field.

Strengths and Weaknesses- Just read this section for the "early legionary
first cohort" above as they are exactly the same.

-------------------------------------------------------------------------------
Roman Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (Secondary): Knife

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 190

Description: Roman Archers are supporting troops for heavier infantry, very
much a secondary role in Roman warfare. They are missile troops almost
exclusively, as their lack of armor and poor hand weapons mean that only a
heartless or desperate commander would deliberately order them to fight in
hand-to-hand combat. Archery is not really a significant part of the Roman
way of warfare, but the need for some missile troops in obvious to Roman
commanders, and hence these archers are recruited from amoung the
peasant classes.

Strengths and Weaknesses: Archers are a good staple in any army. They are
good at harassing and whittling down enemy infantry. They can also use there
flaming arrows to route chariots and elephants. They can fight hand to hand
if the occasion calls for it but they won't last long.

-------------------------------------------------------------------------------
Velites

Attack (melee): 5

Attack (missile): 7

Defense: 7

armor: 2

Defensive Skill: 3

Shield: 2

Charge Bonus: 2

Weapon: Throwing spears

Weapon (Secondary): sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 270

Description: Velites are light skirmishing troops who screen the main battle
line of an ealry-pattern Legion as it advances.

They are armed with javelins and a stabbing sword, and carry a small round
shield bu no other protection. It is their task to harass the enemy before the
main combat begins.

Roman Velites become outdates after the Marius Reforms. Historically, Marius
put he Roman army on a professional footing, and abandoned all property
and age requirements in the process, Roman citizens would no longer go to
war as-and-when as a civic duty: they would fight in future as full-time
citizen-mercenaries in the Legions.

Strengths and Weaknesses- The job of velites and all skirmishers ,for
that matter, is to harass the enemy infantry and weaken them before the main
engagement starts.

I honestly do not know why any one would use these guys. Archers are superior
in every possible way. Archers have better range, more ammo, and they have
flaming arrows to route elephants and chariots.

-------------------------------------------------------------------------------
Light Auxilia

Attack (melee): 5

Attack (missile): 7

Defense: 7

armor: 2

Defensive Skill: 3

Shield: 2

Charge Bonus: 2

Weapon: Throwing spears

Weapon (Secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 290

Description: Light auxilia are skirmishers who act as a screening for heavier
troops. they also break up enemy formations with showers of javelins which
have a longer range than the iron-shafted heavy pila carried by Roman
legionaries. These auxilia do not wear armor and so cannot be expected to
last long in hand-to-hand caombat but they can fight it they must. Their
training is very nearly as vigorous as that of the legionaries so they do not
tire easily, and discipline in auxilia units is certainly as harsh and
uncompromising.

Strengths and Weaknesses- read the section on velites above

avoid using, totally out classed by archers.

-------------------------------------------------------------------------------
Archer Auxilia

Attack (melee): 3

Attack (missile): 8

Defense: 6

armor: 3

Defensive Skill: 3

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (Secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 400

Description: Archer Auxilia are supporting troops for the heavier legionary
infantry, an important secondary role in Roman warfare. They are not expected
to fight in hand-to-hand combat and are not given the war gear to do so
for long; their job is to provide supporting fire and let the legionaries
fight the main battle. Because the roman army is standardized around its
heavy infantry Legionaries and discipline in auxilia units is certainly as
harsh and uncompromising.

Historically , with the changes introduced by Gaius Marius professional
auxiliaries were recruited to serve alongside now-professional Legionaries; a
wholesale shake-up of the Roman military machine saw the whole army being put
on a full rime, service-for-life footing with auxiliaries being rewarded with
Roman Citizenship at the end of their military careers.

Strengths and Weaknesses- Essentially these are the Roman archers with
some more armor. Overall they tend to be avoided because the extra armor
on a archer really isn't necessary.

 Unnecessary, regular archers can get the job done just as well.

-------------------------------------------------------------------------------
Incendiary Pigs

Attack (melee): 7

Attack (missile): NA

Defense: 4

armor: 3

Defensive Skill: 1

Shield: 0

Charge Bonus: 2

Weapon: NA

Weapon (Secondary): NA

Category: Cavalry

Special Abilities: NA

Recruitment Cost: 200

Description: Incendiary Pigs are "one shot" weapons intended to spread
panic and terror amongst enemies, particularly mounted troops.

The pigs are coated in pitch, tar and oil, and herded towards the enemy. At
the right moment, the pigs are ignited by their handlers and, not unnaturally,
they run away in paon and terror - hopefully towards the enemy. Apart from \
goring anyone foolish enough to get in their way, the pigs are tremendously
disruptive to formations. They are also very frightening for elephants in
particular, and this is their main use in warfare.

Pigs can only be fired once during a battle, and few survive for long.

Strengths and Weaknesses- these should be used only to route elephants.
other than that they aren't good for much. I don't see why anyone would
waste a unit slot on this unit. Skirmishers and archers gun route elephants
just as easily and you will start a battle down a unit because the all the
pigs die after they are used.

 useless.

-------------------------------------------------------------------------------
Wardogs

Attack (melee): 10

Attack (missile): NA

Defense: 3

armor: 2

Defensive Skill: 1

Shield: 0

Charge Bonus: 2

Weapon: NA

Weapon (Secondary): NA

Category: Cavalry

Special Abilities: NA

Recruitment Cost: 570

Description: Wardogs are bread for a savage nature and great size, but then
hunting men is only a little more dangerous than hunting wild boar! The
beasts are muscular and powerful. Originally bred for hinting large prey, they
are now trained to hunt and attack men. Wardogs are usually unleashed on an
enemy to break a line and unnerve opponeents. Dew mena re bale to stand
steadily in the face of snarling and partially-starved beast. The dogs are
trianed to bite and hold on, dragging down their human targets, and
hamstring horses.

Their handlers are brave, hardy and not easily intimidated many have
fingers, hands or even chunks of limbs missing!

Strengths and Weaknesses: They are best used for hunting down routing
units. The trouble is that after they attack the initial target you give them
they will atack any unit they want and because of this very few will survive
to the end of the battle. They are generally unafective dealing casualties
on any heavy infantry.

 usually avoided, not very useful.

-------------------------------------------------------------------------------
Equites

Attack (melee): 6

Attack (missile): NA

Defense: 12

armor: 3

Defensive Skill: 5

Shield: 4

Charge Bonus: 5

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 420

Description: Equites are light cavalrymen armed with spears. In the Roman
system of war, they are intended to drive off skirmishers and pursue fleeing
enemies. The word equites means 'horsemen', and they are recruited from among
the well-off sections of society. They wear little armor and only carry spears
and shields. As a result, they can charge enemies, but may be cut to pieces by
a prepared defensive line of spearmen if these were attacked head on. Instead,
they should be used against the flanks or rear of units, or to keep missile
troops and skirmishers away from the main Roman heavy infantry (who are the
real killers of a Roman army).

Historically, equites were drawn from the equestrian classes - literally the
rich people who could afford to own horses - and they spent their own money on
both horse and war gear.

Strengths and Weaknesses: They have very light armor and weapons making
them mainly used for hunting down routing enemies and missile units. They can
do some flanking charges on infantry but you have to make sure that you
pull them out again quickly or else they will get cut down.

 Good early on ,but are out classed by the heavier cavalry.

-------------------------------------------------------------------------------
Roman Cavalry

Attack (melee): 6

Attack (missile): NA

Defense: 15

armor: 6

Defensive Skill: 5

Shield: 4

Charge Bonus: 5

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 520

Description: Roman cavalry are auxiliary spear-armed cavalry who have a
screening role in a Roman army. They should be used against the flanks or
reaer of units, or to keep missile troops and skirmishers away from the main
Roman heavy infantry (who are the real killers of a Roman army).

They wear little armor and only carry spears and sheilds. As a result, they
can charge enemies, but may be cut to pieces by a prepared defensive
line of spearmen if these attacked head on.

Historically, roman cavalry only came into existence after the army reforms
of Gaius Marius as a replacement force for the equites. The property
qualifications for fighting as cavalry in the army were abandoned and
the army made professional. They were organised into 'wings' called alae
rather than cohorts.

Strengths and Weaknesses: Effective medium cavalry better fit for
flanking enemy infnatry and are much better effective at combating enemy
cavalry. Much better then the Equites.

 none

-------------------------------------------------------------------------------
Legionary cavalry

Attack (melee): 8

Attack (missile): NA

Defense: 22

armor: 12

Defensive Skill: 6

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge formation

Recruitment Cost: 790

Description: Legionary Cavalry are a heavy force of spear-armed cavalry who
charge home using shock and mass to achieve victory. They are tough
disciplined riders - a notable advantage compared to many cavalry units who
are composed of headstrong and impetuous "nobility". They are probably
wasted when used to ride down skirmishers and missile troops, but they
have the power to be able to smash heavier infantry formations apart, and
severely disrupt other cavalry. They must, however, take care when attacking
prepared spearmen, and should certainly avoid a frontal charge in this case
whenever possible.

They wear good armor and carry shields; their weapons are the spear (lancea)
and the long sword (spatha), both of which are deadly in the hands of
an expert.

Historically, Rome's best cavalry forces were organized into wings (or alae,
singular ala) rather than cohorts, and recruited from amoung horse-culture
minorities within Rome's borders. Generally, this meant that cavalry were
predominantly non-italian, the opposite od the legionaries' composition.
Romans had developed the art of fighting as infantry, and relied on others
to provide what they considered to be the supporting arms such as cavalry.

Strengths and Weaknesses: These guys are highly trained cavalry that
can bash threw the flanks of infantry and cavalry. They still lack the
armor to charge infantry from the front.

 none

-------------------------------------------------------------------------------
Roman General

Attack (melee): 11

Attack (missile): NA

Defense: 14

armor: 3

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 790

Description: This General has a bodyguard of loyal spear-armed cavalry to
accompany him onto the field. Armed with spears, these men are shock cavalry
,able to deliver a devastating charge attack; they are then well trained
enough to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspiration leadership and combat
powers of his men can tip the balance.

Strengths and Weaknesses: Your basic general unit. They should not
be use as normal cavalry unless you are really loosing the battle. They do
take awhile to kill but there charges are not as effective as other cavalrymen.

 none

-------------------------------------------------------------------------------
Praetorian Cavalry

Attack (melee): 11

Attack (missile): NA

Defense: 22

armor: 11

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 840

Description: Praetorian cavalry are an elite within the elite: dedicated
bodyguards who serve as heavy cavalry. Praetorian training is, as might
expected, demanding and thorough. These men are some of the best, toughest,
most unflinching soldiers in Rome - and good cavalry men to boot! As heavy
cavalry, it is their task to smash enemy formations and drive them from
the field, fighting with their cavalry-pattern swords (longer than the
original legionary gladius) once close combat is joined.

Historically, the original praetorians were made chosen to guard the tent
(the praetorium) of the legion's legate. These men came to act as bodyguards
for all important generals, and then became an elite quite separate from
the originating legions. It was under the Emperors that the Praetorians
developed a taste for conspiracy and murder, eventually even auctioning the
Empire to the highest bidder!

Strengths and Weaknesses: This unit is the elite of the elite. They
can route most infantry with only one or two charges. They have a good amount
of armor and are the usual choice of cavalry for most online players.

 The best Roman Cvalry in the game

-------------------------------------------------------------------------------
Roman armored General

Attack (melee): 11

Attack (missile): NA

Defense: 22

armor: 11

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 1120

Description: This general has a bodyguard of loyal spear-armed and armored
cavalry to accompany him onto the field. Armed with spears, these men are
shock cavalry, able to deliver a devastating charge attack; they are
then well trained enough to fight effectively in continued hand-to-hand
combat.

Like all general's guards, this is best commited to the fight at the point
of crisis, when the general's inspirational leadership and the combat power
of his men can tip the balance.

Strengths and Weaknesses: Same as the regular roman general ,but with
some more armor.

 none

-------------------------------------------------------------------------------
Cavalry Auxilia

Attack (melee): 7

Attack (missile): 7

Defense: 9

armor: 2

Defensive Skill: 3

Shield: 4

Charge Bonus: 4

Weapon: Throwing spears

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 470

Description: Cavalry auxilia are javelin-armed mounted skirmishers who strike
quickly and retire with equal prudenct haste. They do not wear armor, but do
carry shields and swords so that they can fight in their own defense should
the need arise. they are, however, best used to harass a mass of enemy
units such as heavy infantry. Such targets cannot hope to catch them! They
are not ideally suited to fighting other skirmishers, as many of their
javelins will be wasted against targets that can dodge, but they can be very
useful in harrying fleeing enemies and driveing them from the field.

Strengths and Weaknesses: Skirmishers aren't that useful on foot ,so as
you might expect, they aren't that effective on horseback either. After they
discharge their javelins they basically become very bad light cavalry
that isn't good for much.

 Only good at causing about 20 casualties per unit.

-------------------------------------------------------------------------------
Ballistas

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 320

Description: A Ballista is sinew-powered weapon that looks ;ik and enormous
crossbow. It has tremendous range and can skewer files of men with a
single bolt!

While a Ballista might look like a huge crossbow, its working principles
are rather diferent. the two arems are pushed through ropes made of togh animal
sinew. This naturally elastic material is then twised, and becomes a hugely
powerful spring, pulling each arm forards. The arms are pulled back, creating
even more tension, the Ballista is loaded with a missile, and then this is shot
at the enemy with considerable force.

Providing care is taken to make sure that the two sinew bundles are under the
same tension, the Ballista is a very accurate weapon, but because sinew
sensitive to damp Ballista does not work wlee in wet whether.

Strengths and Weaknesses: There are only 2 uses for Ballistas. One, is
to destroy the gates of a city. Two, to snipe the enemy general during
a battle.

If your using this unit in hopes of causing large amounts of casualties then
you will not succeed. The Ballistas take forever to reload and only inflict
about 3 casualties per shot.

 only use for walls or to take out the enemy general.
-------------------------------------------------------------------------------
Scorpions

Attack (melee) NA

Attack (missile) 43

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming ammunition

Recruitment Cost: 380

Description: A roman scorpian is a sinew-powered weapon that looks like a
large bow laid sideways on a frame. It has a tremendous range and can skewer a
man with a single shot!

While a Scorpian might look like a huge crossbow, its working principles
are rather diferent. the two arems are pushed through ropes made of togh animal
sinew. This naturally elastic material is then twised, and becomes a hugely
powerful spring, pulling each arm forards. The arms are pulled back, creating
even more tension, the Scorpian is loaded with a missile, and then this is shot
at the enemy with considerable force.

Providing care is taken to make sure that the two sinew bundles are under the
same tension, the Scorpian is a very accurate weapon, but because sinew
sensitive to damp Scorpian does not work wlee in wet whether.


Strengths and Weaknesses: Essentially this unit is the ballista with
less range and it is completely useless at destroying gates. The scorpion
shoots a lot straighter so it is less effective at sniping the enemy general.

 Do NOT use this unit, choose the ballista it is superior in
every way.

-------------------------------------------------------------------------------
Repeating Ballistas

Attack (melee): NA

Attack (missile): 33

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: NA

Recruitment Cost: 460

Description: The repeating ballista is a semi-automatic artillery weapon. As
long as it is loaded with bolts and cranked it will keep firing. The basic
design is similar to a ballista: twisted animal sinew ropes provide the
power. There is an ingenious winding mechanism that draws back the arms, drops
a bolt in place and then releases a catch - and all this happens repeatedly
as long as a windlass is turned.

This makes it a perfect weapon for creating a "beaten Zone' or targeting large
enemy formations, when speed of fire is more important than pinpoint
accuracy.

Strengths and Weaknesses: everything is explained in the description.
The Ballista looses it accuracy for increased rate of fire. It still does not
inflict major casualties to I suggest sticking with the regular Ballista.

 none

-------------------------------------------------------------------------------
Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 830

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.

-------------------------------------------------------------------------------
Heavy Onagers

Attack (melee): NA

Attack (missile): 63

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 1050

Description: The heavy onager is an enormous catapult built using the same
basic design as its sibling and capable of smashing down stone fortifications.
It is powered by a twisted bundle of animal Sinew ropes, and is slow to
wind baack and reload. Its missiles are devastating, and it can also fire
incendiary firepots.

Range is no more than the smaller onager and thie makes the heavy onager
susceptible to counter fire. Ofeter, it is best employed alongside smaller
artillery to deal with enemy fire.

Strengths and Weaknesses: See Onagers above.

 just a slight upgrade from onagers.
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
--------------------------Scipii Romans[SRS6]----------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

The Scipii Romans are one of the 4 Roman factions in the game. Like all the
Roman factions, they are considered by some to be the best (or easiest
to use) faction in the game. They have a wide variety of infantry, cavalry, and
artillery. All of there men are high quality and the only type of units
they lack are horse archers.
-------------------------------------------------------------------------------
Peasants

Attack (melee): 1

Attack (missile): NA

Defense: 1

Defensive Skills: 1

Shield: 0

Armor: 0

Charge Bonus: 1

Weapon: knife

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 100

Description: Peasants are reluctant warriors, but numbers are useful in all
armies. Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.
-------------------------------------------------------------------------------
Town watch

Attack (melee): 3

Attack (missile): NA

Defense: 7

Defensive Skills: 2

Shield: 5

Armor: 0

Charge Bonus: 1

Weapon: Short spear

Weapon (Secondary): none

Category: Infantry

Special Abilities: NA

Recruitment cost: 150

Description: The town watch are local workers and peasants given enough
training to defend their homes and keep order in the streets. They are no
substitute for fully trained Roman Legionaries, but then they are not
expected to be more than a citizen militia with an interest in keeping
the peace (and possibly they might have some fire fighting duties). They do
not have much equipment, as the most they are expected to do is stand behind
their spears and shields, and then hold position when charged. By and large,
this they manage to do.

Strengths and Weaknesses: This unit is a slight step up from the
peasants. They can last a bit longer in combat and can fight some light
cavalry from the front. Most likely you won't be using these guys unless
you are really low money, as the next unit in the line up ,Hastati, are
only slightly more expensive and can do everything the town watch can
and more.

If your looking for units to garrison your town then you should use peasants
as they are cheaper and if a army invades it won't make a difference whether
your using the town watch or peasants.

 none

-------------------------------------------------------------------------------
Auxilia

Attack (melee): 5

Attack (missile): NA

Defense:16

Armor:7

Defensive Skills: 4

Shield: 5

Charge Bonus:2

Weapon: Short spear

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 430

Description: Auxilia are highly disciplined and tough spearmen who provide
support to Roman legionaries in battle. They are defensive infantry, expected
to protect the flanks of the heavier legionaries from cavalry and similar
threats; their training is at least as harsh as that of the legionaries and
produces men with a similar level of discipline and hardiness. These troops
need to keep up with other Roman forces, and so cannot be allowed to tire
easily. They are recruited from among non-Romans within the Empire, and this is
easy because Roman citizenship is far from being universal.

Historically, Roman commanders made sure that auxilia were always stationed
far away from home so that there was no temptation to acts of rebellion.
THE changes introduced by Gaius Marius meant that professional legionaries; a
wholesale shake-up of the Roman military machine saw the whole army being
put on a full time, service-for-life footing, with auxiliaries being rewarded
with Roman citizenship at the end of their military careers.

Strengths and Weaknesses: After the reforms in the Roman army these
guys will be the only spearmen you can recruit. Again, you probably will not
be using these guys as the Roman legionaries and cavalry can take on
cavalry on thier own and they do not need spearmen. If you are tight on money
then you can get these and they are tough soldiers its just that the other
Roman infantry are just better suited for the job.

 Good if on a budget but not necessary for later Roman armies.

-------------------------------------------------------------------------------
Hastati

Attack (melee): 7

Attack (missile): 11

Defense: 14

Defensive Skills: 5

Armor: 4

Shield: 5

Charge Bonus: 2

Weapon: Sword

Weapon (Secondary): Pila x2

Category:  Infantry

Special Abilities: NA

Recruitment cost: 440

Description: Hastati are amoung the younger men in early Republican Legion,
and and form the front line in any battle. They are supposed to wear down an
enemy and hold him before the next Roman battle lone attacks and carries on
the fight. They are, as a result, capable troops in their own right.

They are armed with pila that are thrown before charging at the enemy at
close range before they close to fight hand-to-hand. They are equiped
with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum
(plural,pila) is a cleverly designed spear with a soft iron shaft behind the
point; it bends on impact so that it can't be throw back and if it's stuck
in someone or something it is a real hindrance to movement.

Historically, hastati spent their own money on their equipment and often
couldn't afford anything much better. This along with the age and property,
was why they fought as Hastati

Strengths and Weaknesses: The Hastati are the first real infantry you
can recruit as the Romans. They can hold a lin against most light and some
heavy infantry along with some light cavalry. They have their pila that can
inflict many casualties on a unit of infantry especially when targeting
the flanks.

Over time as your econamy develops you will want to start to replace your
Hastati with Principes. Even though Hastati are good men they do not
have the morale to stay in combat for long periods of time.

 Good men early on but lose value later on.


-------------------------------------------------------------------------------
Triarii

Attack (melee): 7

Attack (missile): NA

Defense: 17

Defensive Skills: 7

Armor: 5

Shield: 5

Charge Bonus: 3

Weapon: Short spear

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 500

Description: Triarii are tough heavy spearmen who make up the third and most
superior part of a roman legion before the military reforms of Gaius Marius.
They carry a long "hoplite-style" spear 9the Hasta) which is used to thrust,
a long shield and gladius. They surprising, given that they are drawn from the
richest section of society.

The triarii are the last available line in early-pattern Republican Lagions.
"Going to the triarii" is a Roman saying meaning carry in to the
bitter end, and if they are used it's a sign that the most of decision in a
battle has a arrived.

Historically, triarii spent their own money on their equipment and could
afford to buy the best of everything.

Strengths and Weaknesses: Triarii are some of the best short spearman
in the game. They can beat almost any cavalry unit head on and can hold
their ground against light infantry. Although powerfull they are not
suited to fight phalanx men or heavy infantry.

 These are the most versatile infantry you can recruit before the
reforms, as they can beat most cavalry and can hold other infantry men in
place.

-------------------------------------------------------------------------------
Principes

Attack (melee): 7

Attack (missile): 11

Defense: 16

Defensive Skills: 7

Armor: 4

Shield: 5

Charge Bonus: 2

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: NA

Recruitment cost: 490

Description: Principes are older, more reliable soldiers who have seen more
service. it is their task to be the second line of a legion and carry on the
fight once the Hastati are spent. They are supposed to carry on the
'wearing down' fight and exauhst the enemy. They are, as a result, capable
soldiers and unafraid of combat.

They are armed with pila that are thrown before charging at the enemy at
close range before they close to fight hand-to-hand. They are equiped
with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum
(plural,pila) is a cleverly designed spear with a soft iron shaft behind the
point; it bends on impact so that it can't be throw back and if it's stuck
in someone or something it is a real hindrance to movement - always assuming
whoever it's stuck in isn't dead!

Historically, Principes spent their own money on their equipment and,
being older, were in a position to buy better gear than the young Hastati.
This, along with the age and property requirements, was whey they fought as
Principes.

Strengths and Weaknesses: Principes are a large step up from the
hastati. They are a whole lot stronger both in their fighting ability
and morale. You will want to make your army mostly Principes if your economy
will allow it.

Overall, they hit harder, last longer and will be a whole more effective in
the long run.

 These are strong ,but they still have trouble fighting soldiers
in phalanx formation.
-------------------------------------------------------------------------------
Early Legionary Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 17

Defensive Skills: 5

Armor: 7

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment cost: 610

Description: Roman legionaries are tough, professional troops with good armor
and superb weapons. Their hallmarks are discipline, obedience and tactical
flexibility.

Every legionary's chainmail armor, the lorica hamata, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

Historically, these legionaries only came to be after the army reforms of Gaius
Marius. He abandoned property and age requirements for the legions, and made
the Roman army into a professional force. No longer would a man have to provide
his own war gear; he would be paid, serve a term of 25 years and then retire
with enough land to give him a pension for the remainder of his days.


Strengths and Weaknesses: These are first True Roman Legionaries you
can recruit as the romans. They are tough professional soldiers but they are
still not the elite soldiers that Rome is known for. These are the "early"
legionaries after all. They are only slight upgrades of the Principes.
Nether the less they are still a formidable force yet they are far from
invincible.

 none
-------------------------------------------------------------------------------
Mirmillo Gladiators

Attack (melee): 12

Attack (missile): NA

Defense: 14

Defensive Skills: 7

Armor: 7

Shield: 0

Charge Bonus: 3

Weapon: Spear

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 700

Description: Mirmillo gladiators are superb individual fighters, unmatched by
any ordinary warriors. They wear apparently impractical armor, but then it is
designed to stop a quick kill in the arena, not necessarily to keep them
alive in a battle. They word normally fight singly as half of a matched pair,
agaisnt another style of fight singly as half of a matched pair. Against
another style of fighter,but on a battlefield they form a unit all their own.

They care little for personal safety as they are part of the damnati: the
disgraced, the condemmed, the untouchables in society. They fight; they
win; they may gain freedom... eventually.

Strengths and Weaknesses: Gladiators are unique units because they have
half the soldiers of a normal unit of infantry and they also fight a formation
similar to peasants. They are strong soldiers but they are not professional
warriors.

They are excellent fighter when it comes to one on one fights but they don't
do to well against more than one unit at a time. Because of this, Gladiators
are almost never used and for good reason. The other roman infantry units are
more versatile and are better suited for army vs army fights.

 Avoid this unit.
-------------------------------------------------------------------------------
Legionary Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 22

Defensive Skills: 5

Armor: 12

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment cost: 740

Description: Roman legionaries are tough, professional troops with good armor
and superb weapons. Their hallmarks are discipline, obedience and tactical
flexibility.

Every legionary's chainmail armor, the lorica hamata, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

The Lorica Segmenta armor was adopted because it was cheaper to make and
offered more protection as the earlier chainmail.

Strengths and Weaknesses: As they say in the description they are
tough, professional, and elite soldiers that will hold there ground against
most things. They are some of the best infantry that the romans have second
second only to the Urban cohorts.

 Very powerful, good morale.
-------------------------------------------------------------------------------
Praetorian Cohort

Attack (melee): 12

Attack (missile): 16

Defense: 23

armor: 12

Defensive Skill: 6

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 810

Description: A Praetorian cohort is made up of elite Legionaries, recruited
because of their superb soldiering skills and political Loyalties. A general
can rely on this unit. Praetorian training is, as expected, both demanding
and incredibly thorough. These men are some of the best, toughest, most
unflinching soldiers in Rome, and they know it!

Their equipment is much the same as other legionaries, but better made. Every
Praetorian wears banded armor, the lorica segmenta, a metal helmet and
carries a large curved shield. They fight with two heavy throwing spears
(the pilum, plural pilum) and a short stabbing sword the Gladius. Each pilum
has a soft iron shaft behind the piercing head that is designed to bend as it
hits its target, making it impossible to pull out and throw back. Once the
pila have been thrown, praetorians close and continue fighting with the
stabbing gladius. They can also use the testudo, or tortoise, to protect
themselves from missiles.

Historically, the original praetorians were the "bravest of the brave" chosen
to guard the praetorium - the tent of the legate of the legion when in the
field. These men came to act as bodyguards for all important generals, before
being made into specific formations that were considered useful in politics
as well as war. It was Augustus who established the Praetorian Guard as
both a bodyguard and for useful intimidation in Rome. It was under the later
Emperors that the Praetorians developed a taste for conspiracy and murder.

Strengths and Weaknesses: Slight step up from the legionary cohorts with
more armor, attack, and morale.



-------------------------------------------------------------------------------
Urban Cohort

Attack (melee): 14

Attack (missile): 18

Defense: 24

armor: 12

Defensive Skill: 7

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 860

Description: An Urban cohort is made up of elite legionaries, recruited because
of their superb soldiering skills and loyalty. These are heavy infantry who,
when not performing garrison duties in the vital cities of the empire, fight
as heavy infantry - the men who do the real work in a Roman army!

Training for any man in an urban cohort is demanding and produces incredibly
tough men. The results are the best, toughest, most unflinching soldiers in
the Roman world, men who will stop at little to achieve their goals. The
Urban Cohorts are equiped with the same gear as legionaries - it is the men
inside the uniform that make them effective - and wear banded armor, the
lorica segmenta, metal helmets and carry large shields. They fight with two
pila (singular, pilum), throwing spears with a soft iron shafts that are
designed to bend as soon as they hit making them impossible to fling back.
They also carry short stabbing swords for close work.

Historically, the urban cohorts were a police force for Rome established by
Augustus, and were commanded to keep order. ALthough outnumbered, they were a
counterbalance of sorts to the power of the Praetorian Guards within the city.
Life in the urban cohorts was better than in the 'line' legions, as pay and
service contidions were better. Other urban cohorts were established in the
larger cities of the Empire in later years, and the prefect in the charge of
the cohorts often became an important political figure.

Strengths and Weaknesses: These guys are the elite of the elite. They
are the best Rome has and they will stand against anyone without routing.
If they do route then you know your in trouble.

In most multiplayer games players will spam Urban cohorts and they do this
for good reason. They can fight off most cavalry from the front and they
can even take on units in phalanx formation, if they are able to srurround
them.

 Considered by most to be the best infantry in the game.

-------------------------------------------------------------------------------
Arcani

Attack (melee): 12

Attack (missile): NA

Defense: 15

armor: 7

Defensive Skill: 6

Shield: 2

Charge Bonus:3

Weapon: Sword x2

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment Cost: 900

Description: They are a shadowy part of the Roman army organized in small
groups and competent in camouflage and deception. The Arcani exist almost as a
secret society whose very name should not be spoken.

The armor they wear is finely crafted so that while it offers great protection,
it will not slow or tire the fantastically fit Arcani troops. Their face masks
mean opposing troops may even flee in terror when surprised by a group of these
blood-thirsty killers!

Strengths and Weaknesses: These guys are similar to the Gladiators in
the sense that they have very soldiers, they are very expensive, they are
great one v. one fighters, and most importantly they are also useless and
unefective when fighting more then one unit.

 Do not use these units.

-------------------------------------------------------------------------------
Early Legionary First Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 17

armor: 7

Defensive Skill: 5

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 1010

Description: The Roman First Cohort consists of well-armed and armored
infantryman, who go into combat carrying the symbol of Roman power, a Legionary
Eagle. This is inspirational for other troops. Legionaries are tough,
professional troops with good armor and superb weapons. Their hallmarks
are discipline, obedience and tactical flexibility. When approaching enemy
fortifications, for example, they can use the turtle formation, or testudo,
overlapping shields for protection.

Every legionary's banded metal armor, the lorica segmenta, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

Historically, these cohorts came to be after the army reforms of Gaius Marius.
He made the Roman army into a prfessional force. Men served a term of 25
years and then retired with enough land to give them pensions for the
remainder of their days. The best legionaries in each legion would naturally
gravitate through seniority into the first cohort.

Strengths and Weaknesses: This unit is essentially the Early legionary
cohorts with 50% more men and they give a slight boost of morale to near by
men.

I don't recommend using them as you will get more versatility from 2 units
then just one. When you only have on unit you can only attack from one
direction, when you have 2 units you can attack from 2 directions. This is
especially helpfull when fighting phalanxes.

 none

-------------------------------------------------------------------------------
Legionary First Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 22

armor: 12

Defensive Skill: 5

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): PIla x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 1220

Description: The Roman First Cohort consists of well-armed and armored
infantryman, who go into combat carrying the symbol of Roman power, a Legionary
Eagle. This is inspirational for other troops. Legionaries are tough,
professional troops with good armor and superb weapons. Their hallmarks
are discipline, obedience and tactical flexibility. When approaching enemy
fortifications, for example, they can use the turtle formation, or testudo,
overlapping shields for protection.

Every legionary's banded metal armor, the lorica segmenta, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

Historically, the lorica segmenta was slightly easier and cheaper to
manufacture than chainmail, an important consideration when Rome has so
many troops in the field.

Strengths and Weaknesses: Just read this section for the "early legionary
first cohort" above as they are exactly the same.

 none

-------------------------------------------------------------------------------
Roman Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (Secondary): Knife

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 190

Description: Roman Archers are supporting troops for heavier infantry, very
much a secondary role in Roman warfare. They are missile troops almost
exclusively, as their lack of armor and poor hand weapons mean that only a
heartless or desperate commander would deliberately order them to fight in
hand-to-hand combat. Archery is not really a significant part of the Roman
way of warfare, but the need for some missile troops in obvious to Roman
commanders, and hence these archers are recruited from amoung the
peasant classes.

Strengths and Weaknesses: Archers are a good staple in any army. They are
good at harassing and whittling down enemy infantry. They can also use there
flaming arrows to route chariots and elephants. They can fight hand to hand
if the occasion calls for it but they won't last long.

 Goes well in almost every kind of army.

-------------------------------------------------------------------------------
Velites

Attack (melee): 5

Attack (missile): 7

Defense: 7

armor: 2

Defensive Skill: 3

Shield: 2

Charge Bonus: 2

Weapon: Throwing spears

Weapon (Secondary): sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 270

Description: Velites are light skirmishing troops who screen the main battle
line of an ealry-pattern Legion as it advances.

They are armed with javelins and a stabbing sword, and carry a small round
shield bu no other protection. It is their task to harass the enemy before the
main combat begins.

Roman Velites become outdates after the Marius Reforms. Historically, Marius
put he Roman army on a professional footing, and abandoned all property
and age requirements in the process, Roman citizens would no longer go to
war as-and-when as a civic duty: they would fight in future as full-time
citizen-mercenaries in the Legions.

Strengths and Weaknesses: The job of velites and all skirmishers ,for
that matter, is to harass the enemy infantry and weaken them before the main
engagement starts.

I honestly do not know why any one would use these guys. Archers are superior
in every possible way. Archers have better range, more ammo, and they have
flaming arrows to route elephants and chariots.

 avoid using, totally out classed by archers.

-------------------------------------------------------------------------------
Light Auxilia

Attack (melee): 5

Attack (missile): 7

Defense: 7

armor: 2

Defensive Skill: 3

Shield: 2
Charge Bonus: 2

Weapon: Throwing spears

Weapon (Secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 290

Description: Light auxilia are skirmishers who act as a screening for heavier
troops. they also break up enemy formations with showers of javelins which
have a longer range than the iron-shafted heavy pila carried by Roman
legionaries. These auxilia do not wear armor and so cannot be expected to
last long in hand-to-hand caombat but they can fight it they must. Their
training is very nearly as vigorous as that of the legionaries so they do not
tire easily, and discipline in auxilia units is certainly as harsh and
uncompromising.

Strengths and Weaknesses: read the section on velites above

 avoid using, totally out classed by archers.

-------------------------------------------------------------------------------
Archer Auxilia

Attack (melee): 3

Attack (missile): 8

Defense: 6

armor: 3

Defensive Skill: 3

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (Secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 400

Description: Archer Auxilia are supporting troops for the heavier legionary
infantry, an important secondary role in Roman warfare. They are not expected
to fight in hand-to-hand combat and are not given the war gear to do so
for long; their job is to provide supporting fire and let the legionaries
fight the main battle. Because the roman army is standardized around its
heavy infantry Legionaries and discipline in auxilia units is certainly as
harsh and uncompromising.

Historically , with the changes introduced by Gaius Marius professional
auxiliaries were recruited to serve alongside now-professional Legionaries; a
wholesale shake-up of the Roman military machine saw the whole army being put
on a full rime, service-for-life footing with auxiliaries being rewarded with
Roman Citizenship at the end of their military careers.

Strengths and Weaknesses: Essentially these are the Roman archers with
some more armor. Overall they tend to be avoided because the extra armor
on a archer really isn't necessary.

 Unnecessary, regular archers can get the job done just as well.

-------------------------------------------------------------------------------
Incendiary Pigs

Attack (melee): 7

Attack (missile): NA

Defense: 4

armor: 3

Defensive Skill: 1

Shield: 0

Charge Bonus: 2

Weapon: NA

Weapon (Secondary): NA

Category: Cavalry

Special Abilities: NA

Recruitment Cost: 200

Description: Incendiary Pigs are "one shot" weapons intended to spread
panic and terror amongst enemies, particularly mounted troops.

The pigs are coated in pitch, tar and oil, and herded towards the enemy. At
the right moment, the pigs are ignited by their handlers and, not unnaturally,
they run away in paon and terror - hopefully towards the enemy. Apart from \
goring anyone foolish enough to get in their way, the pigs are tremendously
disruptive to formations. They are also very frightening for elephants in
particular, and this is their main use in warfare.

Pigs can only be fired once during a battle, and few survive for long.

Strengths and Weaknesses: these should be used only to route elephants.
other than that they aren't good for much. I don't see why anyone would
waste a unit slot on this unit. Skirmishers and archers gun route elephants
just as easily and you will start a battle down a unit because the all the
pigs die after they are used.

 useless.

-------------------------------------------------------------------------------
Wardogs

Attack (melee): 10

Attack (missile): NA

Defense: 3

armor: 2

Defensive Skill: 1

Shield: 0

Charge Bonus: 2

Weapon: NA

Weapon (Secondary): NA

Category: Cavalry

Special Abilities: NA

Recruitment Cost: 570

Description: Wardogs are bread for a savage nature and great size, but then
hunting men is only a little more dangerous than hunting wild boar! The
beasts are muscular and powerful. Originally bred for hinting large prey, they
are now trained to hunt and attack men. Wardogs are usually unleashed on an
enemy to break a line and unnerve opponeents. Dew mena re bale to stand
steadily in the face of snarling and partially-starved beast. The dogs are
trianed to bite and hold on, dragging down their human targets, and
hamstring horses.

Their handlers are brave, hardy and not easily intimidated many have
fingers, hands or even chunks of limbs missing!

Strengths and Weaknesses: They are best used for hunting down routing
units. The trouble is that after they attack the initial target you give them
they will atack any unit they want and because of this very few will survive
to the end of the battle. They are generally unafective dealing casualties
on any heavy infantry.

 usually avoided, not very useful.

-------------------------------------------------------------------------------
Equites

Attack (melee): 6

Attack (missile): NA

Defense: 12

armor: 3

Defensive Skill: 5

Shield: 4

Charge Bonus: 5

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 420

Description: Equites are light cavalrymen armed with spears. In the Roman
system of war, they are intended to drive off skirmishers and pursue fleeing
enemies. The word equites means 'horsemen', and they are recruited from among
the well-off sections of society. They wear little armor and only carry spears
and shields. As a result, they can charge enemies, but may be cut to pieces by
a prepared defensive line of spearmen if these were attacked head on. Instead,
they should be used against the flanks or rear of units, or to keep missile
troops and skirmishers away from the main Roman heavy infantry (who are the
real killers of a Roman army).

Historically, equites were drawn from the equestrian classes - literally the
rich people who could afford to own horses - and they spent their own money on
both horse and war gear.

Strengths and Weaknesses: They have very light armor and weapons making
them mainly used for hunting down routing enemies and missile units. They can
do some flanking charges on infantry but you have to make sure that you
pull them out again quickly or else they will get cut down.

 Good early on ,but are out classed by the heavier cavalry.

-------------------------------------------------------------------------------
Roman Cavalry

Attack (melee): 6

Attack (missile): NA

Defense: 15

armor: 6

Defensive Skill: 5

Shield: 4

Charge Bonus: 5

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 520

Description: Roman cavalry are auxiliary spear-armed cavalry who have a
screening role in a Roman army. They should be used against the flanks or
reaer of units, or to keep missile troops and skirmishers away from the main
Roman heavy infantry (who are the real killers of a Roman army).

They wear little armor and only carry spears and sheilds. As a result, they
can charge enemies, but may be cut to pieces by a prepared defensive
line of spearmen if these attacked head on.

Historically, roman cavalry only came into existence after the army reforms
of Gaius Marius as a replacement force for the equites. The property
qualifications for fighting as cavalry in the army were abandoned and
the army made professional. They were organised into 'wings' called alae
rather than cohorts.

Strengths and Weaknesses: Effective medium cavalry better fit for
flanking enemy infnatry and are much better effective at combating enemy
cavalry. Much better then the Equites.

 none

-------------------------------------------------------------------------------
Legionary cavalry

Attack (melee): 8

Attack (missile): NA

Defense: 22

armor: 12

Defensive Skill: 6

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge formation

Recruitment Cost: 790

Description: Legionary Cavalry are a heavy force of spear-armed cavalry who
charge home using shock and mass to achieve victory. They are tough
disciplined riders - a notable advantage compared to many cavalry units who
are composed of headstrong and impetuous "nobility". They are probably
wasted when used to ride down skirmishers and missile troops, but they
have the power to be able to smash heavier infantry formations apart, and
severely disrupt other cavalry. They must, however, take care when attacking
prepared spearmen, and should certainly avoid a frontal charge in this case
whenever possible.

They wear good armor and carry shields; their weapons are the spear (lancea)
and the long sword (spatha), both of which are deadly in the hands of
an expert.

Historically, Rome's best cavalry forces were organized into wings (or alae,
singular ala) rather than cohorts, and recruited from amoung horse-culture
minorities within Rome's borders. Generally, this meant that cavalry were
predominantly non-italian, the opposite od the legionaries' composition.
Romans had developed the art of fighting as infantry, and relied on others
to provide what they considered to be the supporting arms such as cavalry.

Strengths and Weaknesses: These guys are highly trained cavalry that
can bash threw the flanks of infantry and cavalry. They still lack the
armor to charge infantry from the front.

 none

-------------------------------------------------------------------------------
Roman General

Attack (melee): 11

Attack (missile): NA

Defense: 14

armor: 3

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: NA

Recruitment Cost: 790

Description: This General has a bodyguard of loyal spear-armed cavalry to
accompany him onto the field. Armed with spears, these men are shock cavalry
,able to deliver a devastating charge attack; they are then well trained
enough to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspiration leadership and combat
powers of his men can tip the balance.

Strengths and Weaknesses: Your basic general unit. They should not
be use as normal cavalry unless you are really loosing the battle. They do
take awhile to kill but there charges are not as effective as other cavalrymen.

 none

-------------------------------------------------------------------------------
Praetorian Cavalry

Attack (melee): 11

Attack (missile): NA

Defense: 22

armor: 11

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 840

Description: Praetorian cavalry are an elite within the elite: dedicated
bodyguards who serve as heavy cavalry. Praetorian training is, as might
expected, demanding and thorough. These men are some of the best, toughest,
most unflinching soldiers in Rome - and good cavalry men to boot! As heavy
cavalry, it is their task to smash enemy formations and drive them from
the field, fighting with their cavalry-pattern swords (longer than the
original legionary gladius) once close combat is joined.

Historically, the original praetorians were made chosen to guard the tent
(the praetorium) of the legion's legate. These men came to act as bodyguards
for all important generals, and then became an elite quite separate from
the originating legions. It was under the Emperors that the Praetorians
developed a taste for conspiracy and murder, eventually even auctioning the
Empire to the highest bidder!

Strengths and Weaknesses: This unit is the elite of the elite. They
can route most infantry with only one or two charges. They have a good amount
of armor and are the usual choice of cavalry for most online players.

 The best Roman Cvalry in the game

-------------------------------------------------------------------------------
Roman armored General

Attack (melee): 11

Attack (missile): NA

Defense: 22

armor: 11

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: NA

Recruitment Cost: 1120

Description: This general has a bodyguard of loyal spear-armed and armored
cavalry to accompany him onto the field. Armed with spears, these men are
shock cavalry, able to deliver a devastating charge attack; they are
then well trained enough to fight effectively in continued hand-to-hand
combat.

Like all general's guards, this is best commited to the fight at the point
of crisis, when the general's inspirational leadership and the combat power
of his men can tip the balance.

Strengths and Weaknesses: Same as the regular roman general ,but with
some more armor.

 none

-------------------------------------------------------------------------------
Cavalry Auxilia

Attack (melee): 7

Attack (missile): 7

Defense: 9

armor: 2

Defensive Skill: 3

Shield: 4

Charge Bonus: 4

Weapon: Throwing spears

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 470

Description: Cavalry auxilia are javelin-armed mounted skirmishers who strike
quickly and retire with equal prudenct haste. They do not wear armor, but do
carry shields and swords so that they can fight in their own defense should
the need arise. they are, however, best used to harass a mass of enemy
units such as heavy infantry. Such targets cannot hope to catch them! They
are not ideally suited to fighting other skirmishers, as many of their
javelins will be wasted against targets that can dodge, but they can be very
useful in harrying fleeing enemies and driveing them from the field.

Strengths and Weaknesses: Skirmishers aren't that useful on foot ,so as
you might expect, they aren't that effective on horseback either. After they
discharge their javelins they basically become very bad light cavalry
that isn't good for much.

 Only good at causing about 20 casualties per unit.

-------------------------------------------------------------------------------
Ballistas

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 320

Description: A Ballista is sinew-powered weapon that looks ;ik and enormous
crossbow. It has tremendous range and can skewer files of men with a
single bolt!

While a Ballista might look like a huge crossbow, its working principles
are rather diferent. the two arems are pushed through ropes made of togh animal
sinew. This naturally elastic material is then twised, and becomes a hugely
powerful spring, pulling each arm forards. The arms are pulled back, creating
even more tension, the Ballista is loaded with a missile, and then this is shot
at the enemy with considerable force.

Providing care is taken to make sure that the two sinew bundles are under the
same tension, the Ballista is a very accurate weapon, but because sinew
sensitive to damp Ballista does not work wlee in wet whether.

Strengths and Weaknesses: There are only 2 uses for Ballistas. One, is
to destroy the gates of a city. Two, to snipe the enemy general during
a battle.

If your using this unit in hopes of causing large amounts of casualties then
you will not succeed. The Ballistas take forever to reload and only inflict
about 3 casualties per shot.

 only use for walls or to take out the enemy general.
-------------------------------------------------------------------------------
Scorpions

Attack (melee) NA

Attack (missile) 43

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming ammunition

Recruitment Cost: 380

Description: A roman scorpian is a sinew-powered weapon that looks like a
large bow laid sideways on a frame. It has a tremendous range and can skewer a
man with a single shot!

While a Scorpian might look like a huge crossbow, its working principles
are rather diferent. the two arems are pushed through ropes made of togh animal
sinew. This naturally elastic material is then twised, and becomes a hugely
powerful spring, pulling each arm forards. The arms are pulled back, creating
even more tension, the Scorpian is loaded with a missile, and then this is shot
at the enemy with considerable force.

Providing care is taken to make sure that the two sinew bundles are under the
same tension, the Scorpian is a very accurate weapon, but because sinew
sensitive to damp Scorpian does not work wlee in wet whether.


Strengths and Weaknesses: Essentially this unit is the ballista with
less range and it is completely useless at destroying gates. The scorpion
shoots a lot straighter so it is less effective at sniping the enemy general.

 Do NOT use this unit, choose the ballista it is superior in
every way.

-------------------------------------------------------------------------------
Repeating Ballistas

Attack (melee): NA

Attack (missile): 33

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: NA

Recruitment Cost: 460

Description: The repeating ballista is a semi-automatic artillery weapon. As
long as it is loaded with bolts and cranked it will keep firing. The basic
design is similar to a ballista: twisted animal sinew ropes provide the
power. There is an ingenious winding mechanism that draws back the arms, drops
a bolt in place and then releases a catch - and all this happens repeatedly
as long as a windlass is turned.

This makes it a perfect weapon for creating a "beaten Zone' or targeting large
enemy formations, when speed of fire is more important than pinpoint
accuracy.

Strengths and Weaknesses: everything is explained in the description.
The Ballista looses it accuracy for increased rate of fire. It still does not
inflict major casualties to I suggest sticking with the regular Ballista.

 none

-------------------------------------------------------------------------------
Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 830

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.

-------------------------------------------------------------------------------
Heavy Onagers

Attack (melee): NA

Attack (missile): 63

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 1050

Description: The heavy onager is an enormous catapult built using the same
basic design as its sibling and capable of smashing down stone fortifications.
It is powered by a twisted bundle of animal Sinew ropes, and is slow to
wind baack and reload. Its missiles are devastating, and it can also fire
incendiary firepots.

Range is no more than the smaller onager and thie makes the heavy onager
susceptible to counter fire. Ofeter, it is best employed alongside smaller
artillery to deal with enemy fire.

Strengths and Weaknesses: See Onagers above.

 just a slight upgrade from onagers.

-------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
--------------------------Brutti Romans [BRS7]---------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

The Brutti Romans are one of the 4 Roman factions in the game. Like all the
Roman factions, they are considered by some to be the best (or easiest
to use) faction in the game. They have a wide variety of infantry, cavalry, and
artillery. All of there men are high quality and the only type of units
they lack are horse archers.
-------------------------------------------------------------------------------
Peasants

Attack (melee): 1

Attack (missile): NA

Defense: 1

Defensive Skills: 1

Shield: 0

Armor: 0

Charge Bonus: 1

Weapon: knife

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 100

Description: Peasants are reluctant warriors, but numbers are useful in all
armies. Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.
-------------------------------------------------------------------------------
Town watch

Attack (melee): 3

Attack (missile): NA

Defense: 7

Defensive Skills: 2

Shield: 5

Armor: 0

Charge Bonus: 1

Weapon: Short spear

Weapon (Secondary): none

Category: Infantry

Special Abilities: NA

Recruitment cost: 150

Description: The town watch are local workers and peasants given enough
training to defend their homes and keep order in the streets. They are no
substitute for fully trained Roman Legionaries, but then they are not
expected to be more than a citizen militia with an interest in keeping
the peace (and possibly they might have some fire fighting duties). They do
not have much equipment, as the most they are expected to do is stand behind
their spears and shields, and then hold position when charged. By and large,
this they manage to do.

Strengths and Weaknesses: This unit is a slight step up from the
peasants. They can last a bit longer in combat and can fight some light
cavalry from the front. Most likely you won't be using these guys unless
you are really low money, as the next unit in the line up ,Hastati, are
only slightly more expensive and can do everything the town watch can
and more.

If your looking for units to garrison your town then you should use peasants
as they are cheaper and if a army invades it won't make a difference whether
your using the town watch or peasants.

 none

-------------------------------------------------------------------------------
Auxilia

Attack (melee): 5

Attack (missile): NA

Defense:16

Armor:7

Defensive Skills: 4

Shield: 5

Charge Bonus:2

Weapon: Short spear

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 430

Description: Auxilia are highly disciplined and tough spearmen who provide
support to Roman legionaries in battle. They are defensive infantry, expected
to protect the flanks of the heavier legionaries from cavalry and similar
threats; their training is at least as harsh as that of the legionaries and
produces men with a similar level of discipline and hardiness. These troops
need to keep up with other Roman forces, and so cannot be allowed to tire
easily. They are recruited from among non-Romans within the Empire, and this is
easy because Roman citizenship is far from being universal.

Historically, Roman commanders made sure that auxilia were always stationed
far away from home so that there was no temptation to acts of rebellion.
THE changes introduced by Gaius Marius meant that professional legionaries; a
wholesale shake-up of the Roman military machine saw the whole army being
put on a full time, service-for-life footing, with auxiliaries being rewarded
with Roman citizenship at the end of their military careers.

Strengths and Weaknesses: After the reforms in the Roman army these
guys will be the only spearmen you can recruit. Again, you probably will not
be using these guys as the Roman legionaries and cavalry can take on
cavalry on thier own and they do not need spearmen. If you are tight on money
then you can get these and they are tough soldiers its just that the other
Roman infantry are just better suited for the job.

 Good if on a budget but not necessary for later Roman armies.

-------------------------------------------------------------------------------
Hastati

Attack (melee): 7

Attack (missile): 11

Defense: 14

Defensive Skills: 5

Armor: 4

Shield: 5

Charge Bonus: 2

Weapon: Sword

Weapon (Secondary): Pila x2

Category:  Infantry

Special Abilities: NA

Recruitment cost: 440

Description: Hastati are amoung the younger men in early Republican Legion,
and and form the front line in any battle. They are supposed to wear down an
enemy and hold him before the next Roman battle lone attacks and carries on
the fight. They are, as a result, capable troops in their own right.

They are armed with pila that are thrown before charging at the enemy at
close range before they close to fight hand-to-hand. They are equiped
with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum
(plural,pila) is a cleverly designed spear with a soft iron shaft behind the
point; it bends on impact so that it can't be throw back and if it's stuck
in someone or something it is a real hindrance to movement.

Historically, hastati spent their own money on their equipment and often
couldn't afford anything much better. This along with the age and property,
was why they fought as Hastati

Strengths and Weaknesses: The Hastati are the first real infantry you
can recruit as the Romans. They can hold a lin against most light and some
heavy infantry along with some light cavalry. They have their pila that can
inflict many casualties on a unit of infantry especially when targeting
the flanks.

Over time as your econamy develops you will want to start to replace your
Hastati with Principes. Even though Hastati are good men they do not
have the morale to stay in combat for long periods of time.

 Good men early on but lose value later on.


-------------------------------------------------------------------------------
Triarii

Attack (melee): 7

Attack (missile): NA

Defense: 17

Defensive Skills: 7

Armor: 5

Shield: 5

Charge Bonus: 3

Weapon: Short spear

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 500

Description: Triarii are tough heavy spearmen who make up the third and most
superior part of a roman legion before the military reforms of Gaius Marius.
They carry a long "hoplite-style" spear 9the Hasta) which is used to thrust,
a long shield and gladius. They surprising, given that they are drawn from the
richest section of society.

The triarii are the last available line in early-pattern Republican Lagions.
"Going to the triarii" is a Roman saying meaning carry in to the
bitter end, and if they are used it's a sign that the most of decision in a
battle has a arrived.

Historically, triarii spent their own money on their equipment and could
afford to buy the best of everything.

Strengths and Weaknesses: Triarii are some of the best short spearman
in the game. They can beat almost any cavalry unit head on and can hold
their ground against light infantry. Although powerfull they are not
suited to fight phalanx men or heavy infantry.

 These are the most versatile infantry you can recruit before the
reforms, as they can beat most cavalry and can hold other infantry men in
place.

-------------------------------------------------------------------------------
Principes

Attack (melee): 7

Attack (missile): 11

Defense: 16

Defensive Skills: 7

Armor: 4

Shield: 5

Charge Bonus: 2

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: NA

Recruitment cost: 490

Description: Principes are older, more reliable soldiers who have seen more
service. it is their task to be the second line of a legion and carry on the
fight once the Hastati are spent. They are supposed to carry on the
'wearing down' fight and exauhst the enemy. They are, as a result, capable
soldiers and unafraid of combat.

They are armed with pila that are thrown before charging at the enemy at
close range before they close to fight hand-to-hand. They are equiped
with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum
(plural,pila) is a cleverly designed spear with a soft iron shaft behind the
point; it bends on impact so that it can't be throw back and if it's stuck
in someone or something it is a real hindrance to movement - always assuming
whoever it's stuck in isn't dead!

Historically, Principes spent their own money on their equipment and,
being older, were in a position to buy better gear than the young Hastati.
This, along with the age and property requirements, was whey they fought as
Principes.

Strengths and Weaknesses: Principes are a large step up from the
hastati. They are a whole lot stronger both in their fighting ability
and morale. You will want to make your army mostly Principes if your economy
will allow it.

Overall, they hit harder, last longer and will be a whole more effective in
the long run.

 These are strong ,but they still have trouble fighting soldiers
in phalanx formation.
-------------------------------------------------------------------------------
Early Legionary Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 17

Defensive Skills: 5

Armor: 7

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment cost: 610

Description: Roman legionaries are tough, professional troops with good armor
and superb weapons. Their hallmarks are discipline, obedience and tactical
flexibility.

Every legionary's chainmail armor, the lorica hamata, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

Historically, these legionaries only came to be after the army reforms of Gaius
Marius. He abandoned property and age requirements for the legions, and made
the Roman army into a professional force. No longer would a man have to provide
his own war gear; he would be paid, serve a term of 25 years and then retire
with enough land to give him a pension for the remainder of his days.


Strengths and Weaknesses: These are first True Roman Legionaries you
can recruit as the romans. They are tough professional soldiers but they are
still not the elite soldiers that Rome is known for. These are the "early"
legionaries after all. They are only slight upgrades of the Principes.
Nether the less they are still a formidable force yet they are far from
invincible.

 none
-------------------------------------------------------------------------------
Velite Gladiators

Attack (melee): 12

Attack (missile): NA

Defense: 14

Defensive Skills: 7

Armor: 2

Shield: 5

Charge Bonus: 3

Weapon: Spear

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 720

Description: Velite gladiators are more than mere light infantrymen - they are
superb individual fighters, unmatched by any ordinary warriors. they fight
wearing little armor - their lot in lif isn't necessarily to live, but to die
in an entertaining matter. The style of the velite is one that uses only a
spear and shield combination, relying on natural agility to avoid injury
and death.

They are a specialized elite, one that cares little for personal safety as the
only way to attain any rewards is through victory! Gladiators, after all, are
part of the damnati the disgraced, the condemmed, the untouchables in
society. There is nowhere else for them to go.

Strengths and Weaknesses: Gladiators are unique units because they have
half the soldiers of a normal unit of infantry and they also fight a formation
similar to peasants. They are strong soldiers but they are not professional
warriors.

They are excellent fighter when it comes to one on one fights but they don't
do to well against more than one unit at a time. Because of this, Gladiators
are almost never used and for good reason. The other roman infantry units are
more versatile and are better suited for army vs army fights.

 Avoid this unit.
-------------------------------------------------------------------------------
Legionary Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 22

Defensive Skills: 5

Armor: 12

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment cost: 740

Description: Roman legionaries are tough, professional troops with good armor
and superb weapons. Their hallmarks are discipline, obedience and tactical
flexibility.

Every legionary's chainmail armor, the lorica hamata, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

The Lorica Segmenta armor was adopted because it was cheaper to make and
offered more protection as the earlier chainmail.

Strengths and Weaknesses: As they say in the description they are
tough, professional, and elite soldiers that will hold there ground against
most things. They are some of the best infantry that the romans have second
second only to the Urban cohorts.

 Very powerful, good morale.
-------------------------------------------------------------------------------
Praetorian Cohort

Attack (melee): 12

Attack (missile): 16

Defense: 23

armor: 12

Defensive Skill: 6

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 810

Description: A Praetorian cohort is made up of elite Legionaries, recruited
because of their superb soldiering skills and political Loyalties. A general
can rely on this unit. Praetorian training is, as expected, both demanding
and incredibly thorough. These men are some of the best, toughest, most
unflinching soldiers in Rome, and they know it!

Their equipment is much the same as other legionaries, but better made. Every
Praetorian wears banded armor, the lorica segmenta, a metal helmet and
carries a large curved shield. They fight with two heavy throwing spears
(the pilum, plural pilum) and a short stabbing sword the Gladius. Each pilum
has a soft iron shaft behind the piercing head that is designed to bend as it
hits its target, making it impossible to pull out and throw back. Once the
pila have been thrown, praetorians close and continue fighting with the
stabbing gladius. They can also use the testudo, or tortoise, to protect
themselves from missiles.

Historically, the original praetorians were the "bravest of the brave" chosen
to guard the praetorium - the tent of the legate of the legion when in the
field. These men came to act as bodyguards for all important generals, before
being made into specific formations that were considered useful in politics
as well as war. It was Augustus who established the Praetorian Guard as
both a bodyguard and for useful intimidation in Rome. It was under the later
Emperors that the Praetorians developed a taste for conspiracy and murder.

Strengths and Weaknesses: Slight step up from the legionary cohorts with
more armor, attack, and morale.



-------------------------------------------------------------------------------
Urban Cohort

Attack (melee): 14

Attack (missile): 18

Defense: 24

armor: 12

Defensive Skill: 7

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 860

Description: An Urban cohort is made up of elite legionaries, recruited because
of their superb soldiering skills and loyalty. These are heavy infantry who,
when not performing garrison duties in the vital cities of the empire, fight
as heavy infantry - the men who do the real work in a Roman army!

Training for any man in an urban cohort is demanding and produces incredibly
tough men. The results are the best, toughest, most unflinching soldiers in
the Roman world, men who will stop at little to achieve their goals. The
Urban Cohorts are equiped with the same gear as legionaries - it is the men
inside the uniform that make them effective - and wear banded armor, the
lorica segmenta, metal helmets and carry large shields. They fight with two
pila (singular, pilum), throwing spears with a soft iron shafts that are
designed to bend as soon as they hit making them impossible to fling back.
They also carry short stabbing swords for close work.

Historically, the urban cohorts were a police force for Rome established by
Augustus, and were commanded to keep order. ALthough outnumbered, they were a
counterbalance of sorts to the power of the Praetorian Guards within the city.
Life in the urban cohorts was better than in the 'line' legions, as pay and
service contidions were better. Other urban cohorts were established in the
larger cities of the Empire in later years, and the prefect in the charge of
the cohorts often became an important political figure.

Strengths and Weaknesses: These guys are the elite of the elite. They
are the best Rome has and they will stand against anyone without routing.
If they do route then you know your in trouble.

In most multiplayer games players will spam Urban cohorts and they do this
for good reason. They can fight off most cavalry from the front and they
can even take on units in phalanx formation, if they are able to srurround
them.

 Considered by most to be the best infantry in the game.

-------------------------------------------------------------------------------
Arcani

Attack (melee): 12

Attack (missile): NA

Defense: 15

armor: 7

Defensive Skill: 6

Shield: 2

Charge Bonus:3

Weapon: Sword x2

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment Cost: 900

Description: They are a shadowy part of the Roman army organized in small
groups and competent in camouflage and deception. The Arcani exist almost as a
secret society whose very name should not be spoken.

The armor they wear is finely crafted so that while it offers great protection,
it will not slow or tire the fantastically fit Arcani troops. Their face masks
mean opposing troops may even flee in terror when surprised by a group of these
blood-thirsty killers!

Strengths and Weaknesses: These guys are similar to the Gladiators in
the sense that they have very soldiers, they are very expensive, they are
great one v. one fighters, and most importantly they are also useless and
unefective when fighting more then one unit.

 Do not use these units.

-------------------------------------------------------------------------------
Early Legionary First Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 17

armor: 7

Defensive Skill: 5

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 1010

Description: The Roman First Cohort consists of well-armed and armored
infantryman, who go into combat carrying the symbol of Roman power, a Legionary
Eagle. This is inspirational for other troops. Legionaries are tough,
professional troops with good armor and superb weapons. Their hallmarks
are discipline, obedience and tactical flexibility. When approaching enemy
fortifications, for example, they can use the turtle formation, or testudo,
overlapping shields for protection.

Every legionary's banded metal armor, the lorica segmenta, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

Historically, these cohorts came to be after the army reforms of Gaius Marius.
He made the Roman army into a prfessional force. Men served a term of 25
years and then retired with enough land to give them pensions for the
remainder of their days. The best legionaries in each legion would naturally
gravitate through seniority into the first cohort.

Strengths and Weaknesses: This unit is essentially the Early legionary
cohorts with 50% more men and they give a slight boost of morale to near by
men.

I don't recommend using them as you will get more versatility from 2 units
then just one. When you only have on unit you can only attack from one
direction, when you have 2 units you can attack from 2 directions. This is
especially helpfull when fighting phalanxes.

 none

-------------------------------------------------------------------------------
Legionary First Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 22

armor: 12

Defensive Skill: 5

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): PIla x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 1220

Description: The Roman First Cohort consists of well-armed and armored
infantryman, who go into combat carrying the symbol of Roman power, a Legionary
Eagle. This is inspirational for other troops. Legionaries are tough,
professional troops with good armor and superb weapons. Their hallmarks
are discipline, obedience and tactical flexibility. When approaching enemy
fortifications, for example, they can use the turtle formation, or testudo,
overlapping shields for protection.

Every legionary's banded metal armor, the lorica segmenta, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

Historically, the lorica segmenta was slightly easier and cheaper to
manufacture than chainmail, an important consideration when Rome has so
many troops in the field.

Strengths and Weaknesses: Just read this section for the "early legionary
first cohort" above as they are exactly the same.

 none

-------------------------------------------------------------------------------
Roman Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (Secondary): Knife

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 190

Description: Roman Archers are supporting troops for heavier infantry, very
much a secondary role in Roman warfare. They are missile troops almost
exclusively, as their lack of armor and poor hand weapons mean that only a
heartless or desperate commander would deliberately order them to fight in
hand-to-hand combat. Archery is not really a significant part of the Roman
way of warfare, but the need for some missile troops in obvious to Roman
commanders, and hence these archers are recruited from amoung the
peasant classes.

Strengths and Weaknesses: Archers are a good staple in any army. They are
good at harassing and whittling down enemy infantry. They can also use there
flaming arrows to route chariots and elephants. They can fight hand to hand
if the occasion calls for it but they won't last long.

 Goes well in almost every kind of army.

-------------------------------------------------------------------------------
Velites

Attack (melee): 5

Attack (missile): 7

Defense: 7

armor: 2

Defensive Skill: 3

Shield: 2

Charge Bonus: 2

Weapon: Throwing spears

Weapon (Secondary): sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 270

Description: Velites are light skirmishing troops who screen the main battle
line of an ealry-pattern Legion as it advances.

They are armed with javelins and a stabbing sword, and carry a small round
shield bu no other protection. It is their task to harass the enemy before the
main combat begins.

Roman Velites become outdates after the Marius Reforms. Historically, Marius
put he Roman army on a professional footing, and abandoned all property
and age requirements in the process, Roman citizens would no longer go to
war as-and-when as a civic duty: they would fight in future as full-time
citizen-mercenaries in the Legions.

Strengths and Weaknesses: The job of velites and all skirmishers ,for
that matter, is to harass the enemy infantry and weaken them before the main
engagement starts.

I honestly do not know why any one would use these guys. Archers are superior
in every possible way. Archers have better range, more ammo, and they have
flaming arrows to route elephants and chariots.

 avoid using, totally out classed by archers.

-------------------------------------------------------------------------------
Light Auxilia

Attack (melee): 5

Attack (missile): 7

Defense: 7

armor: 2

Defensive Skill: 3

Shield: 2
Charge Bonus: 2

Weapon: Throwing spears

Weapon (Secondary): Sword

Category: Infantry

Special Abilities: Cantabrian Circle

Recruitment Cost: 290

Description: Light auxilia are skirmishers who act as a screening for heavier
troops. they also break up enemy formations with showers of javelins which
have a longer range than the iron-shafted heavy pila carried by Roman
legionaries. These auxilia do not wear armor and so cannot be expected to
last long in hand-to-hand caombat but they can fight it they must. Their
training is very nearly as vigorous as that of the legionaries so they do not
tire easily, and discipline in auxilia units is certainly as harsh and
uncompromising.

Strengths and Weaknesses: read the section on velites above

 avoid using, totally out classed by archers.

-------------------------------------------------------------------------------
Archer Auxilia

Attack (melee): 3

Attack (missile): 8

Defense: 6

armor: 3

Defensive Skill: 3

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (Secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 400

Description: Archer Auxilia are supporting troops for the heavier legionary
infantry, an important secondary role in Roman warfare. They are not expected
to fight in hand-to-hand combat and are not given the war gear to do so
for long; their job is to provide supporting fire and let the legionaries
fight the main battle. Because the roman army is standardized around its
heavy infantry Legionaries and discipline in auxilia units is certainly as
harsh and uncompromising.

Historically , with the changes introduced by Gaius Marius professional
auxiliaries were recruited to serve alongside now-professional Legionaries; a
wholesale shake-up of the Roman military machine saw the whole army being put
on a full rime, service-for-life footing with auxiliaries being rewarded with
Roman Citizenship at the end of their military careers.

Strengths and Weaknesses: Essentially these are the Roman archers with
some more armor. Overall they tend to be avoided because the extra armor
on a archer really isn't necessary.

 Unnecessary, regular archers can get the job done just as well.

-------------------------------------------------------------------------------
Incendiary Pigs

Attack (melee): 7

Attack (missile): NA

Defense: 4

armor: 3

Defensive Skill: 1

Shield: 0

Charge Bonus: 2

Weapon: NA

Weapon (Secondary): NA

Category: Cavalry

Special Abilities: NA

Recruitment Cost: 200

Description: Incendiary Pigs are "one shot" weapons intended to spread
panic and terror amongst enemies, particularly mounted troops.

The pigs are coated in pitch, tar and oil, and herded towards the enemy. At
the right moment, the pigs are ignited by their handlers and, not unnaturally,
they run away in paon and terror - hopefully towards the enemy. Apart from \
goring anyone foolish enough to get in their way, the pigs are tremendously
disruptive to formations. They are also very frightening for elephants in
particular, and this is their main use in warfare.

Pigs can only be fired once during a battle, and few survive for long.

Strengths and Weaknesses: these should be used only to route elephants.
other than that they aren't good for much. I don't see why anyone would
waste a unit slot on this unit. Skirmishers and archers gun route elephants
just as easily and you will start a battle down a unit because the all the
pigs die after they are used.

 useless.

-------------------------------------------------------------------------------
Wardogs

Attack (melee): 10

Attack (missile): NA

Defense: 3

armor: 2

Defensive Skill: 1

Shield: 0

Charge Bonus: 2

Weapon: NA

Weapon (Secondary): NA

Category: Cavalry

Special Abilities: NA

Recruitment Cost: 570

Description: Wardogs are bread for a savage nature and great size, but then
hunting men is only a little more dangerous than hunting wild boar! The
beasts are muscular and powerful. Originally bred for hinting large prey, they
are now trained to hunt and attack men. Wardogs are usually unleashed on an
enemy to break a line and unnerve opponeents. Dew mena re bale to stand
steadily in the face of snarling and partially-starved beast. The dogs are
trianed to bite and hold on, dragging down their human targets, and
hamstring horses.

Their handlers are brave, hardy and not easily intimidated many have
fingers, hands or even chunks of limbs missing!

Strengths and Weaknesses: They are best used for hunting down routing
units. The trouble is that after they attack the initial target you give them
they will atack any unit they want and because of this very few will survive
to the end of the battle. They are generally unafective dealing casualties
on any heavy infantry.

 usually avoided, not very useful.

-------------------------------------------------------------------------------
Equites

Attack (melee): 6

Attack (missile): NA

Defense: 12

armor: 3

Defensive Skill: 5

Shield: 4

Charge Bonus: 5

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 420

Description: Equites are light cavalrymen armed with spears. In the Roman
system of war, they are intended to drive off skirmishers and pursue fleeing
enemies. The word equites means 'horsemen', and they are recruited from among
the well-off sections of society. They wear little armor and only carry spears
and shields. As a result, they can charge enemies, but may be cut to pieces by
a prepared defensive line of spearmen if these were attacked head on. Instead,
they should be used against the flanks or rear of units, or to keep missile
troops and skirmishers away from the main Roman heavy infantry (who are the
real killers of a Roman army).

Historically, equites were drawn from the equestrian classes - literally the
rich people who could afford to own horses - and they spent their own money on
both horse and war gear.

Strengths and Weaknesses: They have very light armor and weapons making
them mainly used for hunting down routing enemies and missile units. They can
do some flanking charges on infantry but you have to make sure that you
pull them out again quickly or else they will get cut down.

 Good early on ,but are out classed by the heavier cavalry.

-------------------------------------------------------------------------------
Roman Cavalry

Attack (melee): 6

Attack (missile): NA

Defense: 15

armor: 6

Defensive Skill: 5

Shield: 4

Charge Bonus: 5

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 520

Description: Roman cavalry are auxiliary spear-armed cavalry who have a
screening role in a Roman army. They should be used against the flanks or
reaer of units, or to keep missile troops and skirmishers away from the main
Roman heavy infantry (who are the real killers of a Roman army).

They wear little armor and only carry spears and sheilds. As a result, they
can charge enemies, but may be cut to pieces by a prepared defensive
line of spearmen if these attacked head on.

Historically, roman cavalry only came into existence after the army reforms
of Gaius Marius as a replacement force for the equites. The property
qualifications for fighting as cavalry in the army were abandoned and
the army made professional. They were organised into 'wings' called alae
rather than cohorts.

Strengths and Weaknesses: Effective medium cavalry better fit for
flanking enemy infnatry and are much better effective at combating enemy
cavalry. Much better then the Equites.

 none

-------------------------------------------------------------------------------
Legionary cavalry

Attack (melee): 8

Attack (missile): NA

Defense: 22

armor: 12

Defensive Skill: 6

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge formation

Recruitment Cost: 790

Description: Legionary Cavalry are a heavy force of spear-armed cavalry who
charge home using shock and mass to achieve victory. They are tough
disciplined riders - a notable advantage compared to many cavalry units who
are composed of headstrong and impetuous "nobility". They are probably
wasted when used to ride down skirmishers and missile troops, but they
have the power to be able to smash heavier infantry formations apart, and
severely disrupt other cavalry. They must, however, take care when attacking
prepared spearmen, and should certainly avoid a frontal charge in this case
whenever possible.

They wear good armor and carry shields; their weapons are the spear (lancea)
and the long sword (spatha), both of which are deadly in the hands of
an expert.

Historically, Rome's best cavalry forces were organized into wings (or alae,
singular ala) rather than cohorts, and recruited from amoung horse-culture
minorities within Rome's borders. Generally, this meant that cavalry were
predominantly non-italian, the opposite od the legionaries' composition.
Romans had developed the art of fighting as infantry, and relied on others
to provide what they considered to be the supporting arms such as cavalry.

Strengths and Weaknesses: These guys are highly trained cavalry that
can bash threw the flanks of infantry and cavalry. They still lack the
armor to charge infantry from the front.

 none

-------------------------------------------------------------------------------
Roman General

Attack (melee): 11

Attack (missile): NA

Defense: 14

armor: 3

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: NA

Recruitment Cost: 790

Description: This General has a bodyguard of loyal spear-armed cavalry to
accompany him onto the field. Armed with spears, these men are shock cavalry
,able to deliver a devastating charge attack; they are then well trained
enough to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspiration leadership and combat
powers of his men can tip the balance.

Strengths and Weaknesses: Your basic general unit. They should not
be use as normal cavalry unless you are really loosing the battle. They do
take awhile to kill but there charges are not as effective as other cavalrymen.

 none

-------------------------------------------------------------------------------
Praetorian Cavalry

Attack (melee): 11

Attack (missile): NA

Defense: 22

armor: 11

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 840

Description: Praetorian cavalry are an elite within the elite: dedicated
bodyguards who serve as heavy cavalry. Praetorian training is, as might
expected, demanding and thorough. These men are some of the best, toughest,
most unflinching soldiers in Rome - and good cavalry men to boot! As heavy
cavalry, it is their task to smash enemy formations and drive them from
the field, fighting with their cavalry-pattern swords (longer than the
original legionary gladius) once close combat is joined.

Historically, the original praetorians were made chosen to guard the tent
(the praetorium) of the legion's legate. These men came to act as bodyguards
for all important generals, and then became an elite quite separate from
the originating legions. It was under the Emperors that the Praetorians
developed a taste for conspiracy and murder, eventually even auctioning the
Empire to the highest bidder!

Strengths and Weaknesses: This unit is the elite of the elite. They
can route most infantry with only one or two charges. They have a good amount
of armor and are the usual choice of cavalry for most online players.

 The best Roman Cvalry in the game

-------------------------------------------------------------------------------
Roman armored General

Attack (melee): 11

Attack (missile): NA

Defense: 22

armor: 11

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: NA

Recruitment Cost: 1120

Description: This general has a bodyguard of loyal spear-armed and armored
cavalry to accompany him onto the field. Armed with spears, these men are
shock cavalry, able to deliver a devastating charge attack; they are
then well trained enough to fight effectively in continued hand-to-hand
combat.

Like all general's guards, this is best commited to the fight at the point
of crisis, when the general's inspirational leadership and the combat power
of his men can tip the balance.

Strengths and Weaknesses: Same as the regular roman general ,but with
some more armor.

 none

-------------------------------------------------------------------------------
Cavalry Auxilia

Attack (melee): 7

Attack (missile): 7

Defense: 9

armor: 2

Defensive Skill: 3

Shield: 4

Charge Bonus: 4

Weapon: Throwing spears

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 470

Description: Cavalry auxilia are javelin-armed mounted skirmishers who strike
quickly and retire with equal prudenct haste. They do not wear armor, but do
carry shields and swords so that they can fight in their own defense should
the need arise. they are, however, best used to harass a mass of enemy
units such as heavy infantry. Such targets cannot hope to catch them! They
are not ideally suited to fighting other skirmishers, as many of their
javelins will be wasted against targets that can dodge, but they can be very
useful in harrying fleeing enemies and driveing them from the field.

Strengths and Weaknesses: Skirmishers aren't that useful on foot ,so as
you might expect, they aren't that effective on horseback either. After they
discharge their javelins they basically become very bad light cavalry
that isn't good for much.

 Only good at causing about 20 casualties per unit.

-------------------------------------------------------------------------------
Ballistas

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 320

Description: A Ballista is sinew-powered weapon that looks ;ik and enormous
crossbow. It has tremendous range and can skewer files of men with a
single bolt!

While a Ballista might look like a huge crossbow, its working principles
are rather diferent. the two arems are pushed through ropes made of togh animal
sinew. This naturally elastic material is then twised, and becomes a hugely
powerful spring, pulling each arm forards. The arms are pulled back, creating
even more tension, the Ballista is loaded with a missile, and then this is shot
at the enemy with considerable force.

Providing care is taken to make sure that the two sinew bundles are under the
same tension, the Ballista is a very accurate weapon, but because sinew
sensitive to damp Ballista does not work wlee in wet whether.

Strengths and Weaknesses: There are only 2 uses for Ballistas. One, is
to destroy the gates of a city. Two, to snipe the enemy general during
a battle.

If your using this unit in hopes of causing large amounts of casualties then
you will not succeed. The Ballistas take forever to reload and only inflict
about 3 casualties per shot.

 only use for walls or to take out the enemy general.
-------------------------------------------------------------------------------
Scorpions

Attack (melee) NA

Attack (missile) 43

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming ammunition

Recruitment Cost: 380

Description: A roman scorpian is a sinew-powered weapon that looks like a
large bow laid sideways on a frame. It has a tremendous range and can skewer a
man with a single shot!

While a Scorpian might look like a huge crossbow, its working principles
are rather diferent. the two arems are pushed through ropes made of togh animal
sinew. This naturally elastic material is then twised, and becomes a hugely
powerful spring, pulling each arm forards. The arms are pulled back, creating
even more tension, the Scorpian is loaded with a missile, and then this is shot
at the enemy with considerable force.

Providing care is taken to make sure that the two sinew bundles are under the
same tension, the Scorpian is a very accurate weapon, but because sinew
sensitive to damp Scorpian does not work wlee in wet whether.


Strengths and Weaknesses: Essentially this unit is the ballista with
less range and it is completely useless at destroying gates. The scorpion
shoots a lot straighter so it is less effective at sniping the enemy general.

 Do NOT use this unit, choose the ballista it is superior in
every way.

-------------------------------------------------------------------------------
Repeating Ballistas

Attack (melee): NA

Attack (missile): 33

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: NA

Recruitment Cost: 460

Description: The repeating ballista is a semi-automatic artillery weapon. As
long as it is loaded with bolts and cranked it will keep firing. The basic
design is similar to a ballista: twisted animal sinew ropes provide the
power. There is an ingenious winding mechanism that draws back the arms, drops
a bolt in place and then releases a catch - and all this happens repeatedly
as long as a windlass is turned.

This makes it a perfect weapon for creating a "beaten Zone' or targeting large
enemy formations, when speed of fire is more important than pinpoint
accuracy.

Strengths and Weaknesses: everything is explained in the description.
The Ballista looses it accuracy for increased rate of fire. It still does not
inflict major casualties to I suggest sticking with the regular Ballista.

 none

-------------------------------------------------------------------------------
Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 830

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwinf arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.

-------------------------------------------------------------------------------
Heavy Onagers

Attack (melee): NA

Attack (missile): 63

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 1050

Description: The heavy onager is an enormous catapult built using the same
basic design as its sibling and capable of smashing down stone fortifications.
It is powered by a twisted bundle of animal Sinew ropes, and is slow to
wind baack and reload. Its missiles are devastating, and it can also fire
incendiary firepots.

Range is no more than the smaller onager and thie makes the heavy onager
susceptible to counter fire. Ofeter, it is best employed alongside smaller
artillery to deal with enemy fire.

Strengths and Weaknesses: See Onagers above.

 just a slight upgrade from onagers.

-------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
--------------------------SPQR [SPR8]------------------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

The SPQR are one of the 4 Roman factions in the game. Like all the
Roman factions, they are considered by some to be the best (or easiest
to use) faction in the game. They have a wide variety of infantry, cavalry, and
artillery. All of there men are high quality and the only type of units
they lack are horse archers. SPQR Is a abbreviation latin for a phrase that
translates to "The Senate and People of Rome"
-------------------------------------------------------------------------------
Peasants

Attack (melee): 1

Attack (missile): NA

Defense: 1

Defensive Skills: 1

Shield: 0

Armor: 0

Charge Bonus: 1

Weapon: knife

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 100

Description: Peasants are reluctant warriors, but numbers are useful in all
armies. Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.
-------------------------------------------------------------------------------
Town watch

Attack (melee): 3

Attack (missile): NA

Defense: 7

Defensive Skills: 2

Shield: 5

Armor: 0

Charge Bonus: 1

Weapon: Short spear

Weapon (Secondary): none

Category: Infantry

Special Abilities: NA

Recruitment cost: 150

Description: The town watch are local workers and peasants given enough
training to defend their homes and keep order in the streets. They are no
substitute for fully trained Roman Legionaries, but then they are not
expected to be more than a citizen militia with an interest in keeping
the peace (and possibly they might have some fire fighting duties). They do
not have much equipment, as the most they are expected to do is stand behind
their spears and shields, and then hold position when charged. By and large,
this they manage to do.

Strengths and Weaknesses: This unit is a slight step up from the
peasants. They can last a bit longer in combat and can fight some light
cavalry from the front. Most likely you won't be using these guys unless
you are really low money, as the next unit in the line up ,Hastati, are
only slightly more expensive and can do everything the town watch can
and more.

If your looking for units to garrison your town then you should use peasants
as they are cheaper and if a army invades it won't make a difference whether
your using the town watch or peasants.

 none

-------------------------------------------------------------------------------
Auxilia

Attack (melee): 5

Attack (missile): NA

Defense:16

Armor:7

Defensive Skills: 4

Shield: 5

Charge Bonus:2

Weapon: Short spear

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 430

Description: Auxilia are highly disciplined and tough spearmen who provide
support to Roman legionaries in battle. They are defensive infantry, expected
to protect the flanks of the heavier legionaries from cavalry and similar
threats; their training is at least as harsh as that of the legionaries and
produces men with a similar level of discipline and hardiness. These troops
need to keep up with other Roman forces, and so cannot be allowed to tire
easily. They are recruited from among non-Romans within the Empire, and this is
easy because Roman citizenship is far from being universal.

Historically, Roman commanders made sure that auxilia were always stationed
far away from home so that there was no temptation to acts of rebellion.
THE changes introduced by Gaius Marius meant that professional legionaries; a
wholesale shake-up of the Roman military machine saw the whole army being
put on a full time, service-for-life footing, with auxiliaries being rewarded
with Roman citizenship at the end of their military careers.

Strengths and Weaknesses: After the reforms in the Roman army these
guys will be the only spearmen you can recruit. Again, you probably will not
be using these guys as the Roman legionaries and cavalry can take on
cavalry on thier own and they do not need spearmen. If you are tight on money
then you can get these and they are tough soldiers its just that the other
Roman infantry are just better suited for the job.

 Good if on a budget but not necessary for later Roman armies.

-------------------------------------------------------------------------------
Hastati

Attack (melee): 7

Attack (missile): 11

Defense: 14

Defensive Skills: 5

Armor: 4

Shield: 5

Charge Bonus: 2

Weapon: Sword

Weapon (Secondary): Pila x2

Category:  Infantry

Special Abilities: NA

Recruitment cost: 440

Description: Hastati are amoung the younger men in early Republican Legion,
and and form the front line in any battle. They are supposed to wear down an
enemy and hold him before the next Roman battle lone attacks and carries on
the fight. They are, as a result, capable troops in their own right.

They are armed with pila that are thrown before charging at the enemy at
close range before they close to fight hand-to-hand. They are equiped
with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum
(plural,pila) is a cleverly designed spear with a soft iron shaft behind the
point; it bends on impact so that it can't be throw back and if it's stuck
in someone or something it is a real hindrance to movement.

Historically, hastati spent their own money on their equipment and often
couldn't afford anything much better. This along with the age and property,
was why they fought as Hastati

Strengths and Weaknesses: The Hastati are the first real infantry you
can recruit as the Romans. They can hold a lin against most light and some
heavy infantry along with some light cavalry. They have their pila that can
inflict many casualties on a unit of infantry especially when targeting
the flanks.

Over time as your econamy develops you will want to start to replace your
Hastati with Principes. Even though Hastati are good men they do not
have the morale to stay in combat for long periods of time.

 Good men early on but lose value later on.


-------------------------------------------------------------------------------
Triarii

Attack (melee): 7

Attack (missile): NA

Defense: 17

Defensive Skills: 7

Armor: 5

Shield: 5

Charge Bonus: 3

Weapon: Short spear

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 500

Description: Triarii are tough heavy spearmen who make up the third and most
superior part of a roman legion before the military reforms of Gaius Marius.
They carry a long "hoplite-style" spear 9the Hasta) which is used to thrust,
a long shield and gladius. They surprising, given that they are drawn from the
richest section of society.

The triarii are the last available line in early-pattern Republican Lagions.
"Going to the triarii" is a Roman saying meaning carry in to the
bitter end, and if they are used it's a sign that the most of decision in a
battle has a arrived.

Historically, triarii spent their own money on their equipment and could
afford to buy the best of everything.

Strengths and Weaknesses: Triarii are some of the best short spearman
in the game. They can beat almost any cavalry unit head on and can hold
their ground against light infantry. Although powerfull they are not
suited to fight phalanx men or heavy infantry.

 These are the most versatile infantry you can recruit before the
reforms, as they can beat most cavalry and can hold other infantry men in
place.

-------------------------------------------------------------------------------
Principes

Attack (melee): 7

Attack (missile): 11

Defense: 16

Defensive Skills: 7

Armor: 4

Shield: 5

Charge Bonus: 2

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: NA

Recruitment cost: 490

Description: Principes are older, more reliable soldiers who have seen more
service. it is their task to be the second line of a legion and carry on the
fight once the Hastati are spent. They are supposed to carry on the
'wearing down' fight and exauhst the enemy. They are, as a result, capable
soldiers and unafraid of combat.

They are armed with pila that are thrown before charging at the enemy at
close range before they close to fight hand-to-hand. They are equiped
with a sword, a bronze helmet, a large shield ,and a breastplate. The Pilum
(plural,pila) is a cleverly designed spear with a soft iron shaft behind the
point; it bends on impact so that it can't be throw back and if it's stuck
in someone or something it is a real hindrance to movement - always assuming
whoever it's stuck in isn't dead!

Historically, Principes spent their own money on their equipment and,
being older, were in a position to buy better gear than the young Hastati.
This, along with the age and property requirements, was whey they fought as
Principes.

Strengths and Weaknesses: Principes are a large step up from the
hastati. They are a whole lot stronger both in their fighting ability
and morale. You will want to make your army mostly Principes if your economy
will allow it.

Overall, they hit harder, last longer and will be a whole more effective in
the long run.

These are strong, but they still have trouble fighting soldiers
in phalanx formation.
-------------------------------------------------------------------------------
Early Legionary Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 17

Defensive Skills: 5

Armor: 7

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment cost: 610

Description: Roman legionaries are tough, professional troops with good armor
and superb weapons. Their hallmarks are discipline, obedience and tactical
flexibility.

Every legionary's chainmail armor, the lorica hamata, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

Historically, these legionaries only came to be after the army reforms of Gaius
Marius. He abandoned property and age requirements for the legions, and made
the Roman army into a professional force. No longer would a man have to provide
his own war gear; he would be paid, serve a term of 25 years and then retire
with enough land to give him a pension for the remainder of his days.


Strengths and Weaknesses: These are first True Roman Legionaries you
can recruit as the romans. They are tough professional soldiers but they are
still not the elite soldiers that Rome is known for. These are the "early"
legionaries after all. They are only slight upgrades of the Principes.
Nether the less they are still a formidable force yet they are far from
invincible.

 none
-------------------------------------------------------------------------------
Mirmillo Gladiators

Attack (melee): 12

Attack (missile): NA

Defense: 14

Defensive Skills: 7

Armor: 7

Shield: 0

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 700

Description: Mirmillo gladiators are superb individual fighters, unmatched by
any ordinary warriors. They wear apparently impractical armor, but then it is
designed to stop a quick kill in the arena, not necessarily to keep them
alive in a battle. They word normally fight singly as half of a matched pair,
agaisnt another style of fight singly as half of a matched pair. Against
another style of fighter,but on a battlefield they form a unit all their own.

They care little for personal safety as they are part of the damnati: the
disgraced, the condemmed, the untouchables in society. They fight; they
win; they may gain freedom... eventually.

Strengths and Weaknesses: Gladiators are unique units because they have
half the soldiers of a normal unit of infantry and they also fight a formation
similar to peasants. They are strong soldiers but they are not professional
warriors.

They are excellent fighter when it comes to one on one fights but they don't
do to well against more than one unit at a time. Because of this, Gladiators
are almost never used and for good reason. The other roman infantry units are
more versatile and are better suited for army vs army fights.

 Avoid this unit.
-------------------------------------------------------------------------------
Legionary Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 22

Defensive Skills: 5

Armor: 12

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment cost: 740

Description: Roman legionaries are tough, professional troops with good armor
and superb weapons. Their hallmarks are discipline, obedience and tactical
flexibility.

Every legionary's chainmail armor, the lorica hamata, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

The Lorica Segmenta armor was adopted because it was cheaper to make and
offered more protection as the earlier chainmail.

Strengths and Weaknesses: As they say in the description they are
tough, professional, and elite soldiers that will hold there ground against
most things. They are some of the best infantry that the romans have second
second only to the Urban cohorts.

 Very powerful, good morale.
-------------------------------------------------------------------------------
Praetorian Cohort

Attack (melee): 12

Attack (missile): 16

Defense: 23

armor: 12

Defensive Skill: 6

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 810

Description: A Praetorian cohort is made up of elite Legionaries, recruited
because of their superb soldiering skills and political Loyalties. A general
can rely on this unit. Praetorian training is, as expected, both demanding
and incredibly thorough. These men are some of the best, toughest, most
unflinching soldiers in Rome, and they know it!

Their equipment is much the same as other legionaries, but better made. Every
Praetorian wears banded armor, the lorica segmenta, a metal helmet and
carries a large curved shield. They fight with two heavy throwing spears
(the pilum, plural pilum) and a short stabbing sword the Gladius. Each pilum
has a soft iron shaft behind the piercing head that is designed to bend as it
hits its target, making it impossible to pull out and throw back. Once the
pila have been thrown, praetorians close and continue fighting with the
stabbing gladius. They can also use the testudo, or tortoise, to protect
themselves from missiles.

Historically, the original praetorians were the "bravest of the brave" chosen
to guard the praetorium - the tent of the legate of the legion when in the
field. These men came to act as bodyguards for all important generals, before
being made into specific formations that were considered useful in politics
as well as war. It was Augustus who established the Praetorian Guard as
both a bodyguard and for useful intimidation in Rome. It was under the later
Emperors that the Praetorians developed a taste for conspiracy and murder.

Strengths and Weaknesses: Slight step up from the legionary cohorts with
more armor, attack, and morale.



-------------------------------------------------------------------------------
Urban Cohort

Attack (melee): 14

Attack (missile): 18

Defense: 24

armor: 12

Defensive Skill: 7

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 860

Description: An Urban cohort is made up of elite legionaries, recruited because
of their superb soldiering skills and loyalty. These are heavy infantry who,
when not performing garrison duties in the vital cities of the empire, fight
as heavy infantry - the men who do the real work in a Roman army!

Training for any man in an urban cohort is demanding and produces incredibly
tough men. The results are the best, toughest, most unflinching soldiers in
the Roman world, men who will stop at little to achieve their goals. The
Urban Cohorts are equiped with the same gear as legionaries - it is the men
inside the uniform that make them effective - and wear banded armor, the
lorica segmenta, metal helmets and carry large shields. They fight with two
pila (singular, pilum), throwing spears with a soft iron shafts that are
designed to bend as soon as they hit making them impossible to fling back.
They also carry short stabbing swords for close work.

Historically, the urban cohorts were a police force for Rome established by
Augustus, and were commanded to keep order. ALthough outnumbered, they were a
counterbalance of sorts to the power of the Praetorian Guards within the city.
Life in the urban cohorts was better than in the 'line' legions, as pay and
service contidions were better. Other urban cohorts were established in the
larger cities of the Empire in later years, and the prefect in the charge of
the cohorts often became an important political figure.

Strengths and Weaknesses: These guys are the elite of the elite. They
are the best Rome has and they will stand against anyone without routing.
If they do route then you know your in trouble.

In most multiplayer games players will spam Urban cohorts and they do this
for good reason. They can fight off most cavalry from the front and they
can even take on units in phalanx formation, if they are able to srurround
them.

 Considered by most to be the best infantry in the game.

-------------------------------------------------------------------------------
Arcani

Attack (melee): 12

Attack (missile): NA

Defense: 15

armor: 7

Defensive Skill: 6

Shield: 2

Charge Bonus:3

Weapon: Sword x2

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment Cost: 900

Description: They are a shadowy part of the Roman army organized in small
groups and competent in camouflage and deception. The Arcani exist almost as a
secret society whose very name should not be spoken.

The armor they wear is finely crafted so that while it offers great protection,
it will not slow or tire the fantastically fit Arcani troops. Their face masks
mean opposing troops may even flee in terror when surprised by a group of these
blood-thirsty killers!

Strengths and Weaknesses: These guys are similar to the Gladiators in
the sense that they have very soldiers, they are very expensive, they are
great one v. one fighters, and most importantly they are also useless and
unefective when fighting more then one unit.

 Do not use these units.

-------------------------------------------------------------------------------
Early Legionary First Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 17

armor: 7

Defensive Skill: 5

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 1010

Description: The Roman First Cohort consists of well-armed and armored
infantryman, who go into combat carrying the symbol of Roman power, a Legionary
Eagle. This is inspirational for other troops. Legionaries are tough,
professional troops with good armor and superb weapons. Their hallmarks
are discipline, obedience and tactical flexibility. When approaching enemy
fortifications, for example, they can use the turtle formation, or testudo,
overlapping shields for protection.

Every legionary's banded metal armor, the lorica segmenta, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

Historically, these cohorts came to be after the army reforms of Gaius Marius.
He made the Roman army into a prfessional force. Men served a term of 25
years and then retired with enough land to give them pensions for the
remainder of their days. The best legionaries in each legion would naturally
gravitate through seniority into the first cohort.

Strengths and Weaknesses: This unit is essentially the Early legionary
cohorts with 50% more men and they give a slight boost of morale to near by
men.

I don't recommend using them as you will get more versatility from 2 units
then just one. When you only have on unit you can only attack from one
direction, when you have 2 units you can attack from 2 directions. This is
especially helpfull when fighting phalanxes.

 none

-------------------------------------------------------------------------------
Legionary First Cohort

Attack (melee): 9

Attack (missile): 13

Defense: 22

armor: 12

Defensive Skill: 5

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (Secondary): PIla x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 1220

Description: The Roman First Cohort consists of well-armed and armored
infantryman, who go into combat carrying the symbol of Roman power, a Legionary
Eagle. This is inspirational for other troops. Legionaries are tough,
professional troops with good armor and superb weapons. Their hallmarks
are discipline, obedience and tactical flexibility. When approaching enemy
fortifications, for example, they can use the turtle formation, or testudo,
overlapping shields for protection.

Every legionary's banded metal armor, the lorica segmenta, is of
very good quality, as is the rest of his gear: a metal helmet and a large
curved shield. They fight with two throwing spears (the pilum, plural pila)
and a short stabbing sword, the gladius. Each pilum has a soft iron shaft
behind the piercing head that is designed to bend as soon as it hits a target,
making it impossible to pull out and throw back. Embedded in a shield a pilum
hampers an enemy. Embedded in a man, it usually kills. Once the pila have been
thrown, legionaries close and continue fighting with the stabbing gladius.

Historically, the lorica segmenta was slightly easier and cheaper to
manufacture than chainmail, an important consideration when Rome has so
many troops in the field.

Strengths and Weaknesses: Just read this section for the "early legionary
first cohort" above as they are exactly the same.

 none

-------------------------------------------------------------------------------
Roman Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (Secondary): Knife

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 190

Description: Roman Archers are supporting troops for heavier infantry, very
much a secondary role in Roman warfare. They are missile troops almost
exclusively, as their lack of armor and poor hand weapons mean that only a
heartless or desperate commander would deliberately order them to fight in
hand-to-hand combat. Archery is not really a significant part of the Roman
way of warfare, but the need for some missile troops in obvious to Roman
commanders, and hence these archers are recruited from amoung the
peasant classes.

Strengths and Weaknesses: Archers are a good staple in any army. They are
good at harassing and whittling down enemy infantry. They can also use there
flaming arrows to route chariots and elephants. They can fight hand to hand
if the occasion calls for it but they won't last long.

 Goes well in almost every kind of army.

-------------------------------------------------------------------------------
Velites

Attack (melee): 5

Attack (missile): 7

Defense: 7

armor: 2

Defensive Skill: 3

Shield: 2

Charge Bonus: 2

Weapon: Throwing spears

Weapon (Secondary): sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 270

Description: Velites are light skirmishing troops who screen the main battle
line of an ealry-pattern Legion as it advances.

They are armed with javelins and a stabbing sword, and carry a small round
shield bu no other protection. It is their task to harass the enemy before the
main combat begins.

Roman Velites become outdates after the Marius Reforms. Historically, Marius
put he Roman army on a professional footing, and abandoned all property
and age requirements in the process, Roman citizens would no longer go to
war as-and-when as a civic duty: they would fight in future as full-time
citizen-mercenaries in the Legions.

Strengths and Weaknesses: The job of velites and all skirmishers ,for
that matter, is to harass the enemy infantry and weaken them before the main
engagement starts.

I honestly do not know why any one would use these guys. Archers are superior
in every possible way. Archers have better range, more ammo, and they have
flaming arrows to route elephants and chariots.

 avoid using, totally out classed by archers.

-------------------------------------------------------------------------------
Light Auxilia

Attack (melee): 5

Attack (missile): 7

Defense: 7

armor: 2

Defensive Skill: 3

Shield: 2
Charge Bonus: 2

Weapon: Throwing spears

Weapon (Secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 290

Description: Light auxilia are skirmishers who act as a screening for heavier
troops. they also break up enemy formations with showers of javelins which
have a longer range than the iron-shafted heavy pila carried by Roman
legionaries. These auxilia do not wear armor and so cannot be expected to
last long in hand-to-hand caombat but they can fight it they must. Their
training is very nearly as vigorous as that of the legionaries so they do not
tire easily, and discipline in auxilia units is certainly as harsh and
uncompromising.

Strengths and Weaknesses: read the section on velites above

 avoid using, totally out classed by archers.

-------------------------------------------------------------------------------
Archer Auxilia

Attack (melee): 3

Attack (missile): 8

Defense: 6

armor: 3

Defensive Skill: 3

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (Secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 400

Description: Archer Auxilia are supporting troops for the heavier legionary
infantry, an important secondary role in Roman warfare. They are not expected
to fight in hand-to-hand combat and are not given the war gear to do so
for long; their job is to provide supporting fire and let the legionaries
fight the main battle. Because the roman army is standardized around its
heavy infantry Legionaries and discipline in auxilia units is certainly as
harsh and uncompromising.

Historically , with the changes introduced by Gaius Marius professional
auxiliaries were recruited to serve alongside now-professional Legionaries; a
wholesale shake-up of the Roman military machine saw the whole army being put
on a full rime, service-for-life footing with auxiliaries being rewarded with
Roman Citizenship at the end of their military careers.

Strengths and Weaknesses: Essentially these are the Roman archers with
some more armor. Overall they tend to be avoided because the extra armor
on a archer really isn't necessary.

 Unnecessary, regular archers can get the job done just as well.

-------------------------------------------------------------------------------
Incendiary Pigs

Attack (melee): 7

Attack (missile): NA

Defense: 4

armor: 3

Defensive Skill: 1

Shield: 0

Charge Bonus: 2

Weapon: NA

Weapon (Secondary): NA

Category: Cavalry

Special Abilities: NA

Recruitment Cost: 200

Description: Incendiary Pigs are "one shot" weapons intended to spread
panic and terror amongst enemies, particularly mounted troops.

The pigs are coated in pitch, tar and oil, and herded towards the enemy. At
the right moment, the pigs are ignited by their handlers and, not unnaturally,
they run away in paon and terror - hopefully towards the enemy. Apart from \
goring anyone foolish enough to get in their way, the pigs are tremendously
disruptive to formations. They are also very frightening for elephants in
particular, and this is their main use in warfare.

Pigs can only be fired once during a battle, and few survive for long.

Strengths and Weaknesses: these should be used only to route elephants.
other than that they aren't good for much. I don't see why anyone would
waste a unit slot on this unit. Skirmishers and archers gun route elephants
just as easily and you will start a battle down a unit because the all the
pigs die after they are used.

 useless.

-------------------------------------------------------------------------------
Wardogs

Attack (melee): 10

Attack (missile): NA

Defense: 3

armor: 2

Defensive Skill: 1

Shield: 0

Charge Bonus: 2

Weapon: NA

Weapon (Secondary): NA

Category: Cavalry

Special Abilities: NA

Recruitment Cost: 570

Description: Wardogs are bread for a savage nature and great size, but then
hunting men is only a little more dangerous than hunting wild boar! The
beasts are muscular and powerful. Originally bred for hinting large prey, they
are now trained to hunt and attack men. Wardogs are usually unleashed on an
enemy to break a line and unnerve opponeents. Dew mena re bale to stand
steadily in the face of snarling and partially-starved beast. The dogs are
trianed to bite and hold on, dragging down their human targets, and
hamstring horses.

Their handlers are brave, hardy and not easily intimidated many have
fingers, hands or even chunks of limbs missing!

Strengths and Weaknesses: They are best used for hunting down routing
units. The trouble is that after they attack the initial target you give them
they will atack any unit they want and because of this very few will survive
to the end of the battle. They are generally unafective dealing casualties
on any heavy infantry.

 usually avoided, not very useful.

-------------------------------------------------------------------------------
Equites

Attack (melee): 6

Attack (missile): NA

Defense: 12

armor: 3

Defensive Skill: 5

Shield: 4

Charge Bonus: 5

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 420

Description: Equites are light cavalrymen armed with spears. In the Roman
system of war, they are intended to drive off skirmishers and pursue fleeing
enemies. The word equites means 'horsemen', and they are recruited from among
the well-off sections of society. They wear little armor and only carry spears
and shields. As a result, they can charge enemies, but may be cut to pieces by
a prepared defensive line of spearmen if these were attacked head on. Instead,
they should be used against the flanks or rear of units, or to keep missile
troops and skirmishers away from the main Roman heavy infantry (who are the
real killers of a Roman army).

Historically, equites were drawn from the equestrian classes - literally the
rich people who could afford to own horses - and they spent their own money on
both horse and war gear.

Strengths and Weaknesses: They have very light armor and weapons making
them mainly used for hunting down routing enemies and missile units. They can
do some flanking charges on infantry but you have to make sure that you
pull them out again quickly or else they will get cut down.

 Good early on ,but are out classed by the heavier cavalry.

-------------------------------------------------------------------------------
Roman Cavalry

Attack (melee): 6

Attack (missile): NA

Defense: 15

armor: 6

Defensive Skill: 5

Shield: 4

Charge Bonus: 5

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 520

Description: Roman cavalry are auxiliary spear-armed cavalry who have a
screening role in a Roman army. They should be used against the flanks or
reaer of units, or to keep missile troops and skirmishers away from the main
Roman heavy infantry (who are the real killers of a Roman army).

They wear little armor and only carry spears and sheilds. As a result, they
can charge enemies, but may be cut to pieces by a prepared defensive
line of spearmen if these attacked head on.

Historically, roman cavalry only came into existence after the army reforms
of Gaius Marius as a replacement force for the equites. The property
qualifications for fighting as cavalry in the army were abandoned and
the army made professional. They were organised into 'wings' called alae
rather than cohorts.

Strengths and Weaknesses: Effective medium cavalry better fit for
flanking enemy infnatry and are much better effective at combating enemy
cavalry. Much better then the Equites.

 none

-------------------------------------------------------------------------------
Legionary cavalry

Attack (melee): 8

Attack (missile): NA

Defense: 22

armor: 12

Defensive Skill: 6

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge formation

Recruitment Cost: 790

Description: Legionary Cavalry are a heavy force of spear-armed cavalry who
charge home using shock and mass to achieve victory. They are tough
disciplined riders - a notable advantage compared to many cavalry units who
are composed of headstrong and impetuous "nobility". They are probably
wasted when used to ride down skirmishers and missile troops, but they
have the power to be able to smash heavier infantry formations apart, and
severely disrupt other cavalry. They must, however, take care when attacking
prepared spearmen, and should certainly avoid a frontal charge in this case
whenever possible.

They wear good armor and carry shields; their weapons are the spear (lancea)
and the long sword (spatha), both of which are deadly in the hands of
an expert.

Historically, Rome's best cavalry forces were organized into wings (or alae,
singular ala) rather than cohorts, and recruited from amoung horse-culture
minorities within Rome's borders. Generally, this meant that cavalry were
predominantly non-italian, the opposite od the legionaries' composition.
Romans had developed the art of fighting as infantry, and relied on others
to provide what they considered to be the supporting arms such as cavalry.

Strengths and Weaknesses: These guys are highly trained cavalry that
can bash threw the flanks of infantry and cavalry. They still lack the
armor to charge infantry from the front.

 none

-------------------------------------------------------------------------------
Roman General

Attack (melee): 11

Attack (missile): NA

Defense: 14

armor: 3

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: NA

Recruitment Cost: 790

Description: This General has a bodyguard of loyal spear-armed cavalry to
accompany him onto the field. Armed with spears, these men are shock cavalry
,able to deliver a devastating charge attack; they are then well trained
enough to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspiration leadership and combat
powers of his men can tip the balance.

Strengths and Weaknesses: Your basic general unit. They should not
be use as normal cavalry unless you are really loosing the battle. They do
take awhile to kill but there charges are not as effective as other cavalrymen.

 none

-------------------------------------------------------------------------------
Praetorian Cavalry

Attack (melee): 11

Attack (missile): NA

Defense: 22

armor: 11

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 840

Description: Praetorian cavalry are an elite within the elite: dedicated
bodyguards who serve as heavy cavalry. Praetorian training is, as might
expected, demanding and thorough. These men are some of the best, toughest,
most unflinching soldiers in Rome - and good cavalry men to boot! As heavy
cavalry, it is their task to smash enemy formations and drive them from
the field, fighting with their cavalry-pattern swords (longer than the
original legionary gladius) once close combat is joined.

Historically, the original praetorians were made chosen to guard the tent
(the praetorium) of the legion's legate. These men came to act as bodyguards
for all important generals, and then became an elite quite separate from
the originating legions. It was under the Emperors that the Praetorians
developed a taste for conspiracy and murder, eventually even auctioning the
Empire to the highest bidder!

Strengths and Weaknesses: This unit is the elite of the elite. They
can route most infantry with only one or two charges. They have a good amount
of armor and are the usual choice of cavalry for most online players.

 The best Roman Cvalry in the game

-------------------------------------------------------------------------------
Roman armored General

Attack (melee): 11

Attack (missile): NA

Defense: 22

armor: 11

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: NA

Recruitment Cost: 1120

Description: This general has a bodyguard of loyal spear-armed and armored
cavalry to accompany him onto the field. Armed with spears, these men are
shock cavalry, able to deliver a devastating charge attack; they are
then well trained enough to fight effectively in continued hand-to-hand
combat.

Like all general's guards, this is best commited to the fight at the point
of crisis, when the general's inspirational leadership and the combat power
of his men can tip the balance.

Strengths and Weaknesses: Same as the regular roman general ,but with
some more armor.

 none

-------------------------------------------------------------------------------
Cavalry Auxilia

Attack (melee): 7

Attack (missile): 7

Defense: 9

armor: 2

Defensive Skill: 3

Shield: 4

Charge Bonus: 4

Weapon: Throwing spears

Weapon (Secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 470

Description: Cavalry auxilia are javelin-armed mounted skirmishers who strike
quickly and retire with equal prudenct haste. They do not wear armor, but do
carry shields and swords so that they can fight in their own defense should
the need arise. they are, however, best used to harass a mass of enemy
units such as heavy infantry. Such targets cannot hope to catch them! They
are not ideally suited to fighting other skirmishers, as many of their
javelins will be wasted against targets that can dodge, but they can be very
useful in harrying fleeing enemies and driveing them from the field.

Strengths and Weaknesses: Skirmishers aren't that useful on foot ,so as
you might expect, they aren't that effective on horseback either. After they
discharge their javelins they basically become very bad light cavalry
that isn't good for much.

 Only good at causing about 20 casualties per unit.

-------------------------------------------------------------------------------
Ballistas

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 320

Description: A Ballista is sinew-powered weapon that looks ;ik and enormous
crossbow. It has tremendous range and can skewer files of men with a
single bolt!

While a Ballista might look like a huge crossbow, its working principles
are rather diferent. the two arems are pushed through ropes made of togh animal
sinew. This naturally elastic material is then twised, and becomes a hugely
powerful spring, pulling each arm forards. The arms are pulled back, creating
even more tension, the Ballista is loaded with a missile, and then this is shot
at the enemy with considerable force.

Providing care is taken to make sure that the two sinew bundles are under the
same tension, the Ballista is a very accurate weapon, but because sinew
sensitive to damp Ballista does not work wlee in wet whether.

Strengths and Weaknesses: There are only 2 uses for Ballistas. One, is
to destroy the gates of a city. Two, to snipe the enemy general during
a battle.

If your using this unit in hopes of causing large amounts of casualties then
you will not succeed. The Ballistas take forever to reload and only inflict
about 3 casualties per shot.

 only use for walls or to take out the enemy general.
-------------------------------------------------------------------------------
Scorpions

Attack (melee) NA

Attack (missile) 43

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming ammunition

Recruitment Cost: 380

Description: A roman scorpian is a sinew-powered weapon that looks like a
large bow laid sideways on a frame. It has a tremendous range and can skewer a
man with a single shot!

While a Scorpian might look like a huge crossbow, its working principles
are rather diferent. the two arems are pushed through ropes made of togh animal
sinew. This naturally elastic material is then twised, and becomes a hugely
powerful spring, pulling each arm forards. The arms are pulled back, creating
even more tension, the Scorpian is loaded with a missile, and then this is shot
at the enemy with considerable force.

Providing care is taken to make sure that the two sinew bundles are under the
same tension, the Scorpian is a very accurate weapon, but because sinew
sensitive to damp Scorpian does not work wlee in wet whether.


Strengths and Weaknesses: Essentially this unit is the ballista with
less range and it is completely useless at destroying gates. The scorpion
shoots a lot straighter so it is less effective at sniping the enemy general.

 Do NOT use this unit, choose the ballista it is superior in
every way.

-------------------------------------------------------------------------------
Repeating Ballistas

Attack (melee): NA

Attack (missile): 33

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: NA

Recruitment Cost: 460

Description: The repeating ballista is a semi-automatic artillery weapon. As
long as it is loaded with bolts and cranked it will keep firing. The basic
design is similar to a ballista: twisted animal sinew ropes provide the
power. There is an ingenious winding mechanism that draws back the arms, drops
a bolt in place and then releases a catch - and all this happens repeatedly
as long as a windlass is turned.

This makes it a perfect weapon for creating a "beaten Zone' or targeting large
enemy formations, when speed of fire is more important than pinpoint
accuracy.

Strengths and Weaknesses: everything is explained in the description.
The Ballista looses it accuracy for increased rate of fire. It still does not
inflict major casualties to I suggest sticking with the regular Ballista.

 none

-------------------------------------------------------------------------------
Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 830

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.

-------------------------------------------------------------------------------
Heavy Onagers

Attack (melee): NA

Attack (missile): 63

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 1050

Description: The heavy onager is an enormous catapult built using the same
basic design as its sibling and capable of smashing down stone fortifications.
It is powered by a twisted bundle of animal Sinew ropes, and is slow to
wind baack and reload. Its missiles are devastating, and it can also fire
incendiary firepots.

The range is no more than the smaller onager and this makes the heavy onager
susceptible to counter fire. Also, it is best employed alongside smaller
artillery to deal with enemy fire.

Strengths and Weaknesses: See Onagers above.

 just a slight upgrade from onagers.

-------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
------------------------------Macedonia [MAC9]---------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
The Macedonians are one of the best pike factions in the game. There pikemen
are heavily armored and powerful. There cavalry are also extremely powerful.
they do lack swordsmen so you have to make sure your phalanx doesn't
get surrounded or else its won't end well.
-------------------------------------------------------------------------------
Peasants

Attack (melee): 1

Attack (missile): NA

Defense: 1

Defensive Skills: 1

Shield: 0

Armor: 0

Charge Bonus: 1

Weapon: knife

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 100

Description: Peasants are reluctant warriors, but numbers are useful in all
armies. Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.

-------------------------------------------------------------------------------
Militia Hoplites

Attack (melee): 5

Attack (missile): NA

Defense: 8

armor: 0

Defensive Skill: 3

Shield: 5

Charge Bonus: 2

Weapon: Pike

Weapon (Secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 230

Description: Militia hoplites are levies drawn from cities and thrust into
battle with a little training. They fight best as spearmrn, and are armed
with long spears and each carries the large round hoplon shield which gives
them their name. As a type of infantry hoplites have been around for
centuries and have changed little in tactics or equipment. These men wear
no armor, but then they are drawn from the poorer classes and it is
traditional for citizens to provide their own war gear when called into the
army. The cities of the greek world have a long tradition of the people
defending their own cities from invaders.

They are at their best when used as a soldier block of spearmen and can
form a phalanx to attack the enemy.

Strengths and Weaknesses: Militia hoplites are jsut that, militia. They
can hold their ground against some cavalry and low grade infantry. You will
only want them to defend towns. You can do this by just putting them
in front of gates. Although, it would be better if you have better
infantry.


------------------------------------------------------------------------------
Levy Pikemen

Attack (melee): 6

Attack (missile): NA

Defense: 5

Armor: 0

Defensive Skill: 3

Shield: 2

Charge Bonus: 2

Weapon: Pike

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 310

Description: As war approaches, peasants, farmers and down-at-heel townsfolk
can find themselves can find themselves pressed intoservice as pikemen
by their rulers. Due to their lack of armor they are best used as defensive
infantry, absorbing enemy attacks, or screening the
flanks of the main line.

Equipped with a long pike some 6m in length (the sarissa) many ranks can bring
their weapons to bear on an enemy, presenting a bristling array of spearheads
to an approaching foe. They also carry swords for use when the enemy for use
when the enemy breaks through the pike line.

Although training is practically non-existent, as inheritors of the hoplite
tradition levy pikemen can manoeuvre in a phalanx formation. But with no
armor other than the small shields strapped to their left arms, under
pressure these levied troops are liable to suffer heavy casualties.

Strengths and Weaknesses: This is a slight upgrade from the militia
hoplites. They have longer pikes but less armor. These guy are much better
then militia. Longer pikes means that enemy units have more trouble
reaching your soldiers, so defense doesn't really matter.

------------------------------------------------------------------------------
Phalanx Pikemen

Attack (melee): 8

Attack (missile): NA

Defense: 13

Armor: 6

Defensive Skill: 5

Shield: 2

Charge Bonus: 3

Weapon: Pike

Weapon (secondary): Sword

Category: 580

Special Abilities: Phalanx formation

Recruitment Cost: 580

Description: Phalanx pikemen (or phalangites) form the backbone of Macedonian
and Seleucid battle lines. In phalanx formation these troops can be used to
pin the enemy line in place, while mobile forces wheel around the flanks to
deliver a decisive blow.

The phalangites are drawn from families with decent resources, as these men
need to provide leather cuirass armor and a metal helmet for protection.
Phalanx pikemen carry a small shield strapped to the left arm, leaving both
hands above the head up to five ranks' worth of pikes be aimed at 45 degree
angle, creating a shield to ward of enemy arrows. All phalanx pikemen also
have short swords.

Strengths and Weaknesses: Decent infantry that can hold back most
cavalry and most infantry from the front.

------------------------------------------------------------------------------
Royal Pikemen

Attack (melee): 10

Attack (missile): NA

Defense: 17

Armor: 6

Defensive Skill: 6

Shield: 5

Charge Bonus: 4

Weapon: Pike

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 740

Description: Often deployed in the position of honor in a pike line usually at
the right hand end) thanks to their superior status, Macedonian royal pikemen
(or hypaspists) are disciplined troops drawn from the higher echelons of
society. The tough royal pikemen carry the shorter hoplite thrusting spear,
and are well protected with their large round 'argive-pattern' Shields as well
as leather armor. Other units can draw confidence from the presence
of these proud warriors, which makes them a bulwark of many a Macedionian
battle line. When close-quarter fighting starts they also carry short
swords like the other pikemen.

Strengths and Weaknesses: These are the elites of Macedonians. They
can fight off almost anyone aside from Urban Cohorts. Like all pike units,
they don't last long when flanked.


------------------------------------------------------------------------------
Peltasts

Attack (melee): 3

Attack (missile): 6

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Throwing Spears

Weapon (secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 180

Description: Greek peltasts advance at speed to pepper an enemy with javelins,
and then withdraw in good order before a counter - attack can be organized.
They are skirmishers and it is their task to harass and disrupt units before
the main battle lines clash. They are also adapt at staging tactical ambushes.

Peltasts are equipped with a clutch of javelins, a sword ad a light shield,
the pelte, which gives them their name as "pelte-bearers". They wear no
other armor, and they rely on speed as the best form of protection, and
this isn't much protection should they be caught by cavalry.

Strengths and Weaknesses: Only good against elephants. Do not use unless
you don't have access to archers.


------------------------------------------------------------------------------
Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

Armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 190

Description: Archers are rightly feared for the casualties they can inflict,
but they are vulnerable in hand-to-hand combat.

They are drawn from the peasant classes of all societies, as these are the
people who need to be skilled hunters in order to survive. Learning to use a
bow well is something that takes a lifetime and constant practice, and
putting food on the table provides good practice.

They are best used to weaken enemy formations, or placed in a spot where
they can retreat can find protection from other troops.

Strengths and Weaknesses: great for any army. Most effective when
shooting at the flanks.


------------------------------------------------------------------------------
Greek cavalry

Attack (melee): 6

Attack (missile): NA

Defense: 8

Armor:  3

Defensive Skill: 5

Shield: 0

Charge Bonus: 5

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 330

Description: Greek Cavalry are fast moving horsemen armed with spears for
maximum impact in a charge. they are not heavily armored and do not have
shields for protection, relying instead on the old maxim of "speed is armor"
for protection. As a result they are best used as a hit-and-run force, rather
than as soldiers who can indulge in hand-hand combat. That said, they are
excellent for breaking up skirmishers, attacking lighter infantry
such a missile troops and pursuing already broken enemies to prevent
them rallying and rejoining a battle.

Strengths and Weaknesses: Just read the last line of the description and
you will know how to use these guys

 none
------------------------------------------------------------------------------
Light Lancers

Attack (melee): 7

Attack (missile): no

Defense: 5

Armor: 0

Defensive Skill: 5

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 370

Description: Light lancers are fast, lightly equipped cavalrymen who rely on
hit-and-run charges where the killing power of their lances are maximized.
Although they have cavalry swords for close quarters fighting, a lack of
armor means once the melee becomes protracted they are susceptible to enemy
counter attacks: slugging it out with heavy forces is not sensible for these
soldiers. Rather, these men should operate on the periphery of battles where
they can ride down enemy skirmishers and missile troops. They can be
thrown into to heart of the fighting if necessary, or when a weakened
units's flank or rear can be attacked.

Strengths and Weaknesses: Again, just read the last line of the
description.
------------------------------------------------------------------------------
Macedonian cavalry

Attack (melee):

Attack (missile):

Defensive: 17

Armor: 11

Defensive Skill: 6

Shield: 0

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge formation

Recruitment Cost: 690

Description: Macedonian cavalry are armored spear-armed horsemen capable of
delivering a decisive blow. They wear armor and carry swords but do not have
shields, so they are not necessarily ar their best in prolonged close combat.
However, when used to repeatedly charge enemy units they can have
a tremendous cumulative effect.

The Macedonians have a fine tradition of horsemanship, unlike their southerly
greek neighbors, a legacy of having a large land-owning aristocracy
who could afford to keep horses, unlike the farm-owing society of Greece
that produced hoplites.

Strengths and Weaknesses: These guys are built to hit the flanks of
infantry. Let the Greek cavalry take on the skirmishers while you use
these guys to mow down infantry. Using them on Skirmishers is a waist.


------------------------------------------------------------------------------
General's Bodyguard

Attack (melee): 11

Attack (missile): NA

Defense: 10

Armor: 3

Defensive Skill: 7

Shield: 0

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 690

Description: This General has a bodyguard of loyal spear-armed cavalry to
accompany him onto the field. Armed with spears, these men are shock cavalry
,able to deliver a devastating charge attack; they are then well trained
enough to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspiration leadership and combat
powers of his men can tip the balance.

Strengths and Weaknesses: Great when combined with other cavalry in a
charge, but aren't effective when alone.
------------------------------------------------------------------------------
Companion Cavalry

Attack (melee): 10

Attack (missile): NA

Defense: 17

Armor: 11

Defensive Skill: 6

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 760

Description: Companion Cavalry are a social and military elite, and fight as
heavy cavalry using shock and mass to break enemy units. They are durect heirs
to the Companions of Alexander the Great and his father, Philip of Macedon,
and they revel in this proud heritage.

The Companions ride the best horses and have the finest armor available; each
is armed with a good lance and a sword for close combat. As heavy cavalry
they can be a decisive arm of battle, and are able to charge down many
opponents. They are best used as shock cavalry to break wavering enemy
formations, but do need to be careful - as with all cavalry - when attacking
spearmen. Bravery is of little use when galloping straight onto a row of
gleaming spear points!

Traditionally these men would be given land grants after great victories,
giving them a personal stake in the battles's outcome.

Strengths and Weaknesses: These are the elites of the elite. They
should be used to take on enemy cavalry and repeatedly hit the flanks of
infantry.
------------------------------------------------------------------------------
General's Armored Bodyguard

Attack (melee): 10

Attack (missile): NA

Defense: 17

Armor: 11

Defensive Skill: 6

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Sword

Category: cavalry

Special Abilities: none

Recruitment Cost: 1020

Description: This general has a bodyguard of loyal spear-armed and armored
cavalry to accompany him onto the field. Armed with spears, these men are
shock cavalry, able to deliver a devastating charge attack; they are
then well trained enough to fight effectively in continued hand-to-hand
combat.

Like all general's guards, this is best commited to the fight at the point
of crisis, when the general's inspirational leadership and the combat power
of his men can tip the balance.

Strengths and Weaknesses: Great when combined with other cavalry in a
charge, but aren't effective when alone.
-------------------------------------------------------------------------------
Ballistas

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 320

Description: A Ballista is sinew-powered weapon that looks ;ik and enormous
crossbow. It has tremendous range and can skewer files of men with a
single bolt!

While a Ballista might look like a huge crossbow, its working principles
are rather diferent. the two arems are pushed through ropes made of togh animal
sinew. This naturally elastic material is then twised, and becomes a hugely
powerful spring, pulling each arm forards. The arms are pulled back, creating
even more tension, the Ballista is loaded with a missile, and then this is shot
at the enemy with considerable force.

Providing care is taken to make sure that the two sinew bundles are under the
same tension, the Ballista is a very accurate weapon, but because sinew
sensitive to damp Ballista does not work wlee in wet whether.

Strengths and Weaknesses: There are only 2 uses for Ballistas. One, is
to destroy the gates of a city. Two, to snipe the enemy general during
a battle.

If your using this unit in hopes of causing large amounts of casualties then
you will not succeed. The Ballistas take forever to reload and only inflict
about 3 casualties per shot.

Only use for walls or to take out the enemy general.
-------------------------------------------------------------------------------
Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 830

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.
-------------------------------------------------------------------------------
Heavy Onagers

Attack (melee): NA

Attack (missile): 63

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 1050

Description: The heavy onager is an enormous catapult built using the same
basic design as its sibling and capable of smashing down stone fortifications.
It is powered by a twisted bundle of animal Sinew ropes, and is slow to
wind baack and reload. Its missiles are devastating, and it can also fire
incendiary firepots.

The range is no more than the smaller onager and this makes the heavy onager
susceptible to counter fire. Also, it is best employed alongside smaller
artillery to deal with enemy fire.

Strengths and Weaknesses: See Onagers above.
-------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
-------------------------------Egypt [EG10]------------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
Egypt has some of the best archers and chariots in the game. The drawback
is that their infantry is lacking when it comes to armor. For the most part
they will get destroyed by other pike units. In order to win with the
Egyptians you will have to utilize your superior cavalry before your infantry
get destroyed.
-------------------------------------------------------------------------------

Peasants

Attack (melee): 3

Attack (missile): NA

Defense: 3

Defensive Skills: 3

Shield: 0

Armor: 0

Charge Bonus: 1

Weapon: Pitchfork

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 120

Description: Peasants are reluctant warriors, but numbers are useful in all
armies. Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.
-------------------------------------------------------------------------------
Nubian Spearmen

Attack (melee): 5

Attack (missile): NA

Defense: 8

Armor: 0

Defensive Skill: 3

Shield: 5

Charge Bonus: 2

Weapon: Pike

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 230

Description: These militia-like soldiers can fight in harsh conditions and
they are cheap defensive troops for the Pharaoh's armies.

Armed with a long, thrusting spear and a large wooden shield, these men are
primarily defensive and can hold their own against cavalry. However, they
can also be formed phalanxes and sent against other infantry. Their lack
of training and armor means that they should not be used to attack
armored or elite troops.

Nubian spearmen were originally recruited in the south, but since it is
not uncommon for a Nubian soldier to be rewarded with land for his service,
they can be found in every part of the Pharaoh's realms.

Strengths and Weaknesses: Low grade spearmen useful for garrisoning
a town but not much else.
-------------------------------------------------------------------------------
Nile Spearmen

Attack (melee): 7

Attack (missile): NA

Defense: 13

Armor: 3

Defensive Skill: 5

Shield: 5

Charge Bonus: 3

Weapon: Pike

Weapon (secondary): NA

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 360

Description: These well trained spearmen are the mainstay of many Egyptian
armies, thanks to their all-around defensive abilities. They wear light
padded armor - hardy surprising given the incredibly hot climate of home -
and carry large shields. They do not carry secondary weapons at all, and
rely entirely on their spears in combat. This means that they are best
employed to hold a defensive position against cavalry, or as a rough
phalanx to take on other infantry by 'push of pike' and weight of numbers.

These men are better trained than some other Egyptian forces, such as
Nubian Spearmen, and will hold more often as a result.

Strengths and Weaknesses: These are much better at holding their ground, but
they will not be able to inflict many Casualties on tougher units. So use them
to hold the enemy in place while your chariots hit the flanks of the enemy.
-------------------------------------------------------------------------------
Desert Axemen

Attack (melee): 10

Attack (missile): NA

Defense: 10

Armor: 3

Defensive Skill: 5

Shield: 2

Charge Bonus: 4

Weapon: Axe

Weapon (secondary): NA

Category: Infantry

Special Abilities: none

Recruitment Cost: 370

Description: These superior soldier are recruited from among desert
dwellers, and are equipped with sharp axes and wooden shields by the order
of the Pharaoh. It is their job to stan din line of battle and hack into an
enemy formation or Position. they are very useful against other infantry -
including armored infantry - but they are less able to defend themselves
against cavalry cavalry attacks.

They are hardy folk in the lands at Egypt's borders and well suited to life
as soldiers in the Pharaoh's army; They do not tire easily and shrink from few
enemies.

Strengths and Weaknesses: Early game this guys are pretty good. Although,
late game, they will get cut down against just about everything unless they
attack the flanks. I would not recommend using these guys.
-------------------------------------------------------------------------------
Pharaoh's Guards

Attack (melee): 12

Attack (missile): NA

Defense: 16

Armor: 9

Defensive Skill: 7

Shield: 0

Charge Bonus: 4

Weapon: PIke

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 600

Description: The Pharaoh's Guard are true elite of any Egyptian army, armored
spearmen sworn to defend the Twin Crowns to the death! They may have ceremonial
duties, but these are also soldiers for the working day. These are superbly
trained and disciplined spearmen, capable of standing against almost any
enemy in almost any circumstances. They are trained to form a phalanx making
them an effective attacking force as well.

Recruited from among the higher ranks of Egyptian society, they have an
interest in seeing the state and the Pharaoh's power survive.

Strengths and Weaknesses: Solid Infantry that can hold their ground
against normal swordsmen but don't have the pike length or the shields to fight
Royal Pikemen or Spartans.
-------------------------------------------------------------------------------
Slingers

Attack (melee): 3

Attack (missile): 4

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Sling

Weapon (secondary): Knife

Category: Infantry

Special Abilities: none

Recruitment Cost: 150

Description: Slingers are highly skilled missile troops but are at a huge
disadvantage in hand-to-hand combat, especially against cavalry. They can
maintain a sustained and concentrated barrage on enemies and then
fall back rapidly to avoid hand-to-hand combat. Slingers carry a shoulder
bag with many pieces of lead shot (they can also use stoned picked up on the
battlefield and several spare slings including slings of different length
for greater or lesser range. Other than a Knife and a small shield, they carry
no other equipment.

Strengths and Weaknesses: Completely outclassed by archers. Do no use unless
desperate
-------------------------------------------------------------------------------
Skirmishers

Attack (melee): 3

Attack (missile):  6

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Throwing spears

Weapon (secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 180

Description: Egyptian Skirmishers rush forward to pepper an enemy with havelins
, and then withdrawin good order before a counter-attack can be organised.
It is their taskt to harass and disrupt enemy units as well as screen the main
force of the army. they are also adept at staging tactical ambushes.

Skirmishers are equipped with a clutch of javelins, a sword and a light shield.
They wear no other armor, and rely on speed as the best form of protection.
This doesn't work when facing Cavalry!

Oddly, many Egyptian skirmishers aren't Egyptians at all, but are recruited
from amoung foreign communities. When they can be founf, Egyptian generals
favor using Thracians for this role as they are particularly bloodthirsty
and known to take heads of fallen enemies as trophies.

Strengths and Weaknesses: Do not use, Totally outclassed by archers.

-------------------------------------------------------------------------------
Bowmen

Attack (melee): 3

Attack (missile): 7

Defense:  2

Armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 190

Description: Archers are rightly feared for the casualties they can inflict,
but they are vulnerable in hand-to-hand combat.

They are drawn from the peasant classes of all societies, as these are the
people who need to be skilled hunters in order to survive. Learning to use a
bow well is something that takes a lifetime and constant practice, and
putting food on the table provides good practice.

They are best used to weaken enemy formations, or placed in a spot where
they can retreat can find protection from other troops.

Strengths and Weaknesses: Archers are a good staple in any army. They are
good at harassing and whittling down enemy infantry. They can also use there
flaming arrows to route chariots and elephants. They can fight hand to hand
if the occasion calls for it but they won't last long.
-------------------------------------------------------------------------------
Pharaoh's Bowmen

Attack (melee):  9

Attack (missile): 10

Defense: 12

Armor: 7

Defensive Skill:  5

Shield: 0

Charge Bonus: 3

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 680

Description: Pharaohs's bowmen are skilled archers, the finest to be found in
Egyptian armies. They carry the finest bows available, and have abilities -
honed from an early age - to make the best use of their weaponry, making them
a true elite. And with their native toughness and hardy spirit they are
truly impressive warriors, and a fine force for any of the Pharaoh's
generals to have under his command. Unlike many other archers, these men
wear good armor, giving them protection against counter-fire, but they are
vulnerable - like any archers - if unsupported when atttacked by cavalry.

Strengths and Weaknesses: Archers are a good staple in any army. They are
good at harassing and whittling down enemy infantry. They can also use there
flaming arrows to route chariots and elephants. They can fight hand to hand
if the occasion calls for it and they can hold there ground much longer then
your average archer.
-------------------------------------------------------------------------------
Desert cavalry

Attack (melee): 6

Attack (missile):  NA

Defense: 11

Armor: 3

Defensive Skill: 4

Shield: 4

Charge Bonus: 5

Weapon: Axe

Weapon (secondary): none

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 420

Description: Desert cavalry are fast moving horsemen armed with axes for
close combat. They are not heavily armored, but do have shields for protection,
giving them good prospects of surviving in melee.

They are well suited to hunting down skirmisher and other infantry, but may
suffer undue casualties against heavier cavalry forces.

These are hardy soldiers, and untiring in combat, as might expected from
recruits taken from desert dwelling people at the margins of Egypt's lands.

Strengths and Weaknesses: Effective for taking out even heavy cavalry but
they are not efective against infantry.

-------------------------------------------------------------------------------
Nubian Cavalry

Attack (melee): 8

Attack (missile): NA

Defense: 10

Armor: 0

Defensive Skill: 6

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 420

Description: Nubian cavalry are lightly equipped raiders who are perfect
for flanking attacks on an enemy line. They are recruited into service of the
Pharaoh from the upper reaches of the Nile. They are superb horsemen, proud
and independently minded. Nubian do not wear armor, but then this onlt to be
expected among people from such a hot, harsh climate, but they carry good
war gear otherwise: a shield, a spear for the initial charge, and then a sword
so that they can fight effectively in close combat.

They can be used to mount rapid charges against enemies, but if asked to charge
spearmen they will suffer excessive casualties. they can also be used to
pursue fleeing foes and cut down isolated enemy units.

Strengths and Weaknesses: low grade cavalry only fit for fighting skirmishers
and archers.
-------------------------------------------------------------------------------
Nile Cavalry

Attack (melee): 8

Attack (missile): NA

Defense: 13

Armor: 7

Defensive Skill: 6

Shield: 0

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 570

Description: Nile Cavalry are mail-armored spearmen capable of delivering a
decisive blow. Although they do not carry shields, they are a useful force
for any commander thanks to their training and motivation.

These men are recruited from among the elite of Egyptian society. They are
given land for service, the amount depending on rank and length of
service.

Strengths and Weaknesses: Good for hit and run on the flanks of infantry, but
they do not do so well in sustained combat.

-------------------------------------------------------------------------------
Egyptian Chariots

Attack (melee): 12

Attack (missile): NA

Defense: 1

Armor: 0

Defensive Skill: 1

Shield: 0

Charge Bonus: 6

Weapon: Sword

Weapon (secondary): none

Category: Cavalry

Special Abilities: none

Recruitment Cost: 660

Description: Chariots are fearsome devices, and have scythe blades to cut
down any infantry foolish enough to stand when charged. The armored crews
carry swords to cut down opponents. Egyptian armies have a long and
distinguished history of using chariots in warfare. Their charioteers are also
more disciplined and controlled than those of other nation. These are not
subtle troops, and their chief power lies in a headlong charge into enemy
formation.

Each chariot is pulled by powerful horses, and the deserts are an ideal place
for them to be used to full effect.

Strengths and Weaknesses: Great for causing havoc in enemy lines and killing
enemy infantry. Just make sure that they do not get the opening charge on your
chariots or else their lack of defense will show and they will take casualties.
-------------------------------------------------------------------------------
Egyptian Cavalry General

Attack (melee): 11

Attack (missile): NA

Defense:  13

Armor: 6

Defensive Skill: 7

Shield: 0

Charge Bonus:  6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 830

Description: This General has a bodyguard of loyal spear-armed cavalry to
accompany him onto the field. Armed with spears, these men are shock cavalry
,able to deliver a devastating charge attack; they are then well trained
enough to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspiration leadership and combat
powers of his men can tip the balance.

Strengths and Weaknesses: Basic General unit. Look at previous factions for
more info.
-------------------------------------------------------------------------------
Egyptian chariot General

Attack (melee): 12

Attack (missile): 9

Defense: 1

Armor: 0

Defensive Skill: 1

Shield: 0

Charge Bonus: 6

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 990

Description: This general has a bodyguard of chariot archers to accompany
him onto the field. Armed with bows, these men are able to deliver powerful
attacks in any circumstance. Each chariot is pulled by powerful horses, and
the desert are an ideal place them to be used to full effect. The general
can inspire hi men by his presence and bring powerful force quickly to bear on
a critical part of the battlefield.

Egyptian armies have a long and distinguished history of using chariots in
warfare and their charioteers are more disciplined and easily controlled
than those of other peoples.

Strengths and Weaknesses: Their bows are not to powerful but they can be
effective in harassing. If they do get hit by a charge they are likely
to route.
-------------------------------------------------------------------------------
Camel Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

Armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 2

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 420

Description: These camel-mounted archers are effective skirmishers, especially
in deserts.

These men are good bowmen and untiring fighters thanks to their harsh
upbringing. They can move swiftly, staying away from most infantry and other
skirmishers. When attacked by cavalry they are at and advantage should a
melee ensue. The very smell of camels can upset horses in battle and a cunning
commander can use this to his advantage.

Strengths and Weaknesses: Their is absolutely no reason to use camel archers
as appose to horse archers. Horse archers rely on speed and camel are much
slower then horses. As a result, light cavalry can catch up to camels.
-------------------------------------------------------------------------------
Egyptian Chariot Archers

Attack (melee): 9

Attack (missile): 9

Defense: 1

Armor: 0

Defensive Skill: 1

Shield: 0

Charge Bonus: 5

Weapon: Bow and arrow

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 650

Description: Chariot archers are highly skilled - they can hit targets while
their chariots are moving at high speed. The scythes attached to each chariot
axle make them even more deadly. They have the speed of cavalry can the staying
power of infantry, and this makes them a powerful weapon for any commander;
the Egyptians have also had many centuries of experience in using chariots
in warfare, particularly on desert battlefields.

Strengths and Weaknesses: Good at harrasing and make sure to use contraband
circle if you are being shot at.

-------------------------------------------------------------------------------
Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 830

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.

-------------------------------------------------------------------------------
Heavy Onagers

Attack (melee): NA

Attack (missile): 63

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 1050

Description: The heavy onager is an enormous catapult built using the same
basic design as its sibling and capable of smashing down stone fortifications.
It is powered by a twisted bundle of animal Sinew ropes, and is slow to
wind baack and reload. Its missiles are devastating, and it can also fire
incendiary firepots.

The range is no more than the smaller onager and this makes the heavy onager
susceptible to counter fire. Also, it is best employed alongside smaller
artillery to deal with enemy fire.

Strengths and Weaknesses: See Onagers above.

 just a slight upgrade from onagers.

-------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
-------------------------The Seleucid Empire [SE11]----------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
The Seleucid Empire is a powerful faction that fights in a very similar
fashion to the Macedonians. They have powerful pike units and very strong
cavalry.
-------------------------------------------------------------------------------
Peasants

Attack (melee): 1

Attack (missile): NA

Defense: 1

Defensive Skills: 1

Shield: 0

Armor: 0

Charge Bonus: 1

Weapon: Pitchfork

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 120

Description: Peasants are reluctant warriors, but numbers are useful in all
armies. Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.

-------------------------------------------------------------------------------
Militia Hoplites

Attack (melee): 5

Attack (missile): NA

Defense: 8

armor: 0

Defensive Skill: 3

Shield: 5

Charge Bonus: 2

Weapon: Pike

Weapon (Secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 230

Description: Militia hoplites are levies drawn from cities and thrust into
battle with a little training. They fight best as spearmrn, and are armed
with long spears and each carries the large round hoplon shield which gives
them their name. As a type of infantry hoplites have been around for
centuries and have changed little in tactics or equipment. These men wear
no armor, but then they are drawn from the poorer classes and it is
traditional for citizens to provide their own war gear when called into the
army. The cities of the greek world have a long tradition of the people
defending their own cities from invaders.

They are at their best when used as a soldier block of spearmen and cant
form a phalanx to attack the enemy.

Strengths and Weaknesses: Low grade and only good at defense.
------------------------------------------------------------------------------
Levy Pikemen

Attack (melee): 6

Attack (missile): NA

Defense: 5

Armor: 0

Defensive Skill: 3

Shield: 2

Charge Bonus: 2

Weapon: Pike

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 310

Description: As war approaches, peasants, farmers and down-at-heel townsfolk
can find themselves can find themselves pressed intoservice as pikemen
by their rulers. Due to their lack of armor they are best used as defensive
infantry, absorbing enemy attacks, or screening the
flanks of the main line.

Equipped with a long pike some 6m in length (the sarissa) many ranks can bring
their weapons to bear on an enemy, presenting a bristling array of spearheads
to an approaching foe. They also carry swords for use when the enemy for use
when the enemy breaks through the pike line.

Although training is practically non-existent, as inheritors of the hoplite
tradition levy pikemen can manoeuvre in a phalanx formation. But with no
armor other than the small shields strapped to their left arms, under
pressure these levied troops are liable to suffer heavy casualties.

Strengths and Weaknesses: low grade and only good at the early stages
------------------------------------------------------------------------------
Phalanx Pikemen

Attack (melee): 8

Attack (missile): NA

Defense: 13

Armor: 6

Defensive Skill: 5

Shield: 2

Charge Bonus: 3

Weapon: Pike

Weapon (secondary): Sword

Category: 580

Special Abilities: Phalanx formation

Recruitment Cost: 580

Description: Phalanx pikemen (or phalangites) form the backbone of Macedonian
and Seleucid battle lines. In phalanx formation these troops can be used to
pin the enemy line in place, while mobile forces wheel around the flanks to
deliver a decisive blow.

The phalangites are drawn from families with decent resources, as these men
need to provide leather cuirass armor and a metal helmet for protection.
Phalanx pikemen carry a small shield strapped to the left arm, leaving both
hands above the head up to five ranks' worth of pikes be aimed at 45 degree
angle, creating a shield to ward of enemy arrows. All phalanx pikemen also
have short swords.

Strengths and Weaknesses: Decent infantry that can hold back most
cavalry and most infantry from the front.

------------------------------------------------------------------------------
Silver Shield Pikemen

Attack (melee): 10

Attack (missile): NA

Defense: 14

Armor: 6

Defensive Skill: 6

Shield: 2

Charge Bonus: 4

Weapon: Pike

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost:

Description: The silver shield pikemen (or argyraspids) are the embodiment of
Seleucid martial prowess. They are elite foot soldiers on which many a battle
will turn; they are well disciplined and physically fit, so these troops will
neither panic nor tire easily.

These men use the 6mm long pike (sarissa) and carry a small shield coated
in silver that gives them their name. To carry the silver shield into battle is
the renowned men of higher birth would automatically qualify for such an
honor.

Once in phalanx formation the silver shield pikemen are an almost immovable
object unless attacked from the flanks. If the fighting becomes too intense
and cramped, they can use their short swords.

Strengths and Weaknesses: Powerful from the front against just about
everything.

------------------------------------------------------------------------------
Silver Shield Legionaries

Attack (melee): 9

Attack (missile): 13

Defense: 22

Armor: 12

Defensive Skill: 5

Shield: 5

Charge Bonus: 3

Weapon: Sword

Weapon (secondary): Pila x2

Category: Infantry

Special Abilities: Testudo Formation

Recruitment Cost: 710

Description: The Seleucid talent for adopting good ideas is given solidity in
the shape of these Legionaries who are direct copies of the Roman originals!
The Legionary Silver Shields (or argyraspids) are equiped and fight in exactly
the same fashion as Roman troops, using throwing spears (the pila, singular
pilum) to pepper an enemy before closing to fight with short swords. The armor
they wear and the tactics that they use are also modelled closely on the Roman
originals too, inlcuding use of the totoise (or testudo) formation to
approach enemy fortifications while under fire.

The Silver Shields are very good troops indeed, can can be relied on in
most situations.

Strengths and Weaknesses: Good clones of the romans. They are very close to the
legionary cohorts and can hold their ground against even the real thing.
------------------------------------------------------------------------------
Peltasts

Attack (melee): 3

Attack (missile): 6

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Throwing Spears

Weapon (secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 180

Description: Greek peltasts advance at speed to pepper an enemy with javelins,
and then withdraw in good order before a counter - attack can be organized.
They are skirmishers and it is their task to harass and disrupt units before
the main battle lines clash. They are also adapt at staging tactical ambushes.

Peltasts are equipped with a clutch of javelins, a sword ad a light shield,
the pelte, which gives them their name as "pelte-bearers". They wear no
other armor, and they rely on speed as the best form of protection, and
this isn't much protection should they be caught by cavalry.

Strengths and Weaknesses: Do not use. Outclassed by archers.
------------------------------------------------------------------------------
Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

Armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 190

Description: Archers are rightly feared for the casualties they can inflict,
but they are vulnerable in hand-to-hand combat.

They are drawn from the peasant classes of all societies, as these are the
people who need to be skilled hunters in order to survive. Learning to use a
bow well is something that takes a lifetime and constant practice, and
putting food on the table provides good practice.

They are best used to weaken enemy formations, or placed in a spot where
they can retreat can find protection from other troops.

Strengths and Weaknesses: Great staple in any army. They can also make
Elephants run amok and can inflict massive casualties if they hit the flanks
of the enemy army.
------------------------------------------------------------------------------
Greek cavalry

Attack (melee): 6

Attack (missile): NA

Defense: 8

Armor:  3

Defensive Skill: 5

Shield: 0

Charge Bonus: 5

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 330

Description: Greek Cavalry are fast moving horsemen armed with spears for
maximum impact in a charge. they are not heavily armored and do not have
shields for protection, relying instead on the old maxim of "speed is armor"
for protection. As a result they are best used as a hit-and-run force, rather
than as soldiers who can indulge in hand-hand combat. That said, they are
excellent for breaking up skirmishers, attacking lighter infantry
such a missile troops and pursuing already broken enemies to prevent
them rallying and rejoining a battle.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
General's Bodyguard

Attack (melee): 11

Attack (missile): NA

Defense: 10

Armor: 3

Defensive Skill: 7

Shield: 0

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 690

Description: This General has a bodyguard of loyal spear-armed cavalry to
accompany him onto the field. Armed with spears, these men are shock cavalry
,able to deliver a devastating charge attack; they are then well trained
enough to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspiration leadership and combat
powers of his men can tip the balance.

Strengths Weakness: Read the Description
------------------------------------------------------------------------------
Companion Cavalry

Attack (melee): 10

Attack (missile): NA

Defense: 17

Armor: 11

Defensive Skill: 6

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 760

Description: Companion Cavalry are a social and military elite, and fight as
heavy cavalry using shock and mass to break enemy units. They are durect heirs
to the Companions of Alexander the Great and his father, Philip of Macedon,
and they revel in this proud heritage.

The Companions ride the best horses and have the finest armor available; each
is armed with a good lance and a sword for close combat. As heavy cavalry
they can be a decisive arm of battle, and are able to charge down many
opponents. They are best used as shock cavalry to break wavering enemy
formations, but do need to be careful - as with all cavalry - when attacking
spearmen. Bravery is of little use when galloping straight onto a row of
gleaming spear points!

Traditionally these men would be given land grants after great victories,
giving them a personal stake in the battles's outcome.

Strengths and Weaknesses: Read the description


-------------------------------------------------------------------------------
Cataphracts

Attack (melee): 7

Attack (missile): NA

Defense: 23

Armor: 18

Defensive Skill:  5

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): MAce

Category: cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 940

Description: cataphracts are extremely heavily-armored cavalry who can turn a
battle with one thunderous charge. They are the ultimate in shock cavalry, an
armored battering ram to crash into an enemy position and sweep aside all who
stand against them. They are armed with heavy lances for the initial charge
and maces for use in close range combat. They wear armor that is almost
unmatched for weight and protection, and their horses are similarly armored.
On the move they are a wall of metal bearing down on enemies, tipped with
razor sharp spear points.

Their armor is their main strength, but also means that these troops can be
quite ponderous and slow moving. That said, sheer weight means that they
can often break through (or ride over) an enemy line without too much trouble.

Strengths and Weaknesses: Read the description




------------------------------------------------------------------------------
Scythed Chariots

Attack (melee): 15

Attack (missile): NA

Defense: 1

Armor: 0

Defensive Skill: 1

Shield: 0

Charge Bonus: 7

Weapon: Chariot

Weapon (secondary): none

Category: Cavalry

Special Abilities: none

Recruitment Cost: 980

Description: Scythed chariots  are fearsome devices, covered in scythe
blades to cut down any infantry foolish enough to stand when charged. Metal
blades stick out from each axile like malign horns to cut down infantry, They
are, however, somewhat uncontrollable! These units are not only so keen to
attack the enemy that they will do so without orders, but also can run amok
and attack anyone-friend or foe alike - who happens to be nearby. These are
not subtle troops, and their chief power lies in a head long charge into
enemy formations.

Each chariot is pulled by powerful horses, and the crew is heavily armored.

Strengths and Weaknesses Not very effective because they die easily and can
run amok.



------------------------------------------------------------------------------
General's Armored Bodyguard

Attack (melee): 10

Attack (missile): NA

Defense: 17

Armor: 11

Defensive Skill: 6

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Sword

Category: cavalry

Special Abilities: none

Recruitment Cost: 1020

Description: This general has a bodyguard of loyal spear-armed and armored
cavalry to accompany him onto the field. Armed with spears, these men are
shock cavalry, able to deliver a devastating charge attack; they are
then well trained enough to fight effectively in continued hand-to-hand
combat.

Like all general's guards, this is best commited to the fight at the point
of crisis, when the general's inspirational leadership and the combat power
of his men can tip the balance.

Strengths and Weaknesses: Read the description
-------------------------------------------------------------------------------
Elephants

Attack (melee): 3

Attack (missile): NA

Defense: 12

Armor: 10

Defensive Skill: 2

Shield: 0

Charge Bonus: 7

Weapon: Tusks

Weapon (secondary): NA

Category: Cavalry

Special Abilities: Kill Raging Elephants

Recruitment Cost: 1320

Description: Elephants are a terrifying spectacle to opposing troops, well able
to smash battle lines and toss men aside like dogs with rats.

Standing at just over 2 meters tall at the shoulder, these particular animals
are rather tractable and can be trained for warfare relatively easily. They are
fast moving, able to trample and gore enemies seemingly at will when being
urged on by their riders. They are a living battering ram aimed at the enemy
battle line. When pursuing enemies they can be even more deadly.

Each elephant is unarmored, but many blows simply glance off the tough hide.
Only a single rider is carries.

Strengths and Weaknesses: Elephants are the strongest cavalry you will ever
see on the battlefield. You can smash threw lines of urban cohorts with
ease and will soak up loads of arrows like their nothing.

Though powerful, they are still vulnerable to spears and cannot take on a
phalanx from the front. Another weakness is that they can run amok and kill
your men if they take casualties or are exposed to flaming missiles for long
periods of time.
------------------------------------------------------------------------------
War Elephants

Attack (melee): 6

Attack (missile): 6

Defense: 16

Armor: 13

Defensive Skill: 3

Shield: 0

Charge Bonus:  8

Weapon: Tusks

Weapon (secondary): Bow and Arrow

Category: Cavalry

Special Abilities: Kill raging Elephants

Recruitment Cost: 2690

Description: War Elephants are fierce and terrible beasts, able to trample men
and horses into dirt. Over three meters tall at the shoulder, these are
large and bad-tempered animals, and they have been known to run wild with
fear and anger in battle. When this happens no one - friend or foe - is safe.
For this reason the driver always carries a small mallet and a spike so that
he can kill the animal if necessary by driving the spike into the base of
the skull.

The crew are armed with bows to shoot down into tightly packed enemy
formations, but the elephant itself is also a weapon: it can trample and
gore men easily, hurling them around like rag dolls.

Strengths and Weaknesses: Elephants are the strongest cavalry you will ever
see on the battlefield. You can smash threw lines of urban cohorts with
ease and will soak up loads of arrows like their nothing.

Though powerful, they are still vulnerable to spears and cannot take on a
phalanx from the front. Another weakness is that they can run amok and kill
your men if they take casualties or are exposed to flaming missiles for long
periods of time.
------------------------------------------------------------------------------
Armored Elephants

Attack (melee): 6

Attack (missile): 6

Defense: 19

Armor: 16

Defensive Skill: 3

Shield: 0

Charge Bonus: 8

Weapon: Tusks

Weapon (secondary): Bow and Arrow

Category: Cavalry

Special Abilities: Kill raging Elephants

Recruitment Cost: 2970

Description: Armored elephants are the most fearsome creatures to be found on a
battlefield. Little can stand before these armored giants.

Each elephant has heavy armor that protects it from missiles and hand-held
weapons. The driver uses the elephant itself as a weapon, guiding it as it
tramples and gores its way through the opposition. The archers snipe into
enemy formations, weakening opponents before the inevitable clash.

Armored elephants can run amok, causing havoc in the process to anyone
nearby.

Strengths and Weaknesses: Elephants are the strongest cavalry you will ever
see on the battlefield. You can smash threw lines of urban cohorts with
ease and will soak up loads of arrows like their nothing.

Though powerful, they are still vulnerable to spears and cannot take on a
phalanx from the front. Another weakness is that they can run amok and kill
your men if they take casualties or are exposed to flaming missiles for long
periods of time.
------------------------------------------------------------------------------
Militia cavalry

Attack (melee):  6

Attack (missile): 6

Defense: 6

Armor: 0

Defensive Skill: 2

Shield: 4

Charge Bonus: 3

Weapon: Throwing Javelins

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 340

Description: Militia cavalry are javelin-armed mounted skirmishers who can
strike quickly and be gone in the time it takes a more ponderous enemy to
react. They do not wear armor, but do carry shields and swords so that they
can fight in hand-to-hand combat should the need arise. They are, however,
best used to dash in and harass a mass of enemies, such as heavy infantry
who cannot hope to catch them. They are not ideally suited to fighting other
skirmishers - mane of their javelins will be wasted against targets who can
dodge, after all - but they can be very useful in harrying fleeing enemies
and driving them from the field.

Strengths and Weaknesses: Read previous sections on Skirmishers.
------------------------------------------------------------------------------

Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 830

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.

-------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
------------------------------Carthage [CT12]----------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

Strong infantry, strong cavalry, and Elephants. What else could you
possibly want?
-------------------------------------------------------------------------------
Peasants

Attack (melee): 3

Attack (missile): NA

Defense: 3

Defensive Skills: 3

Shield: 0

Armor: 0

Charge Bonus: 1

Weapon: Pitchfork

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 120

Description: Peasants are reluctant warriors, but numbers are useful in all
armies. Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.

-------------------------------------------------------------------------------
Town Militia

Attack (melee): 3

Attack (missile): NA

Defense: 7

Armor: 0

Defensive Skill: 2

Shield: 5

Charge Bonus: 1

Weapon: Spear

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 150

Description: Town Militia are trained bands of citizens dragged from their
homes and shops, given a spear each and some rudimentary training before
they are thrown into battle. Their war gear is literally no more than a
cheap shield and a spear, so they are defensive troops best used against
light cavalry. They should not be expected to stand unsupported against an
enemy, and shouldn't be expected to do much more than defend themselves!
they are, however, cost effective to raise.

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
Iberian Infantry

Attack (melee): 7

Attack (missile): NA

Defense: 8

Armor: 2

Defensive Skill: 4

Shield: 2

Charge Bonus: 2

Weapon: Sword

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 240

Description: Iberian infantry are fast moving close combat infantry. They
may not be the best trained troops, but they are cost effective warriors. They
are one of the basic units available to generals in the
Carthaginian-influenced world. Every Iberian infantryman carries a shield
in addition to his short sword, but his only other protection  is a helmet;
he relies on speed and agility instead of armor. They are best employed
against enemy spearmen and, like other infantry, can be vulnerable to
cavalry attacks.

Strengths and Weaknesses: not very useful. They are light and can't stand
to the stronger infantry.

------------------------------------------------------------------------------
Libyan Spearmen

Attack (melee): 5

Attack (missile): NA

Defense: 16

Armor: 7

Defensive Skill: 4

Shield: 5

Charge Bonus: 2

Weapon: Spear

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 400

Description: Libyan spearmen are best used when defending against cavalry, but
can hold a battle line a while when required. They are recruited from
among the lower orders of Carthaginian society, and given basic training
in how to handle their spears and war gear. They are better equipped than,
say, militia, as they have light leather armor as well as shields and helmets.
Their training also makes them effective in battle, as they are unlikely to
cut and run in the same way as a militia unit.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
Poeni Infantry

Attack (melee): 9

Attack (missile): NA

Defense: 18

Armor: 7

Defensive Skill: 6

Shield: 5

Charge Bonus: 4

Weapon: Spear

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 540

Description: These heavy spear infantry are drawn from the self-reliant
Carthaginian citizenry, and make superior soldiers. Poeni infantry are heavy
spearmen, armed with heavy thrusting spears and swords. They are well armored in
chainmail, carry  large shields, and are some of the best troops to use as an
"anchor" for a battle line. They can hold off cavalry attacks and fight
against other infantry required.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
Sacred Band

Attack (melee): 12

Attack (missile): NA

Defense: 23

Armor: 11

Defensive Skill: 7

Shield: 5

Charge Bonus: 4

Weapon: Pike

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 710

Description:  The sacred Band is the elite infantry of any Carthaginian army
and can be relied upon do their duty to the end. They are equipped and
organized in the same fashion as Greek Hoplites, with long spears, large
shields, breastplates and helmets, and they can use phalanx tactics. This is a
style of warmaking that has proved its worth over the centuries.

They are drawn from the social elite of Carthage, men of noble and wealthy
birth and their loyalty is exemplary. The original purpose of the Sacred
Band was to act as an officer corps for the Carthaginian army and an elite
force, and to put Carthage above any local loyalties. opponents in battle, a
linchpin for the entire Carthaginian army!

Strengths and Weaknesses: Read the description


-------------------------------------------------------------------------------
Slingers

Attack (melee): 3

Attack (missile): 4

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Sling

Weapon (secondary): Knife

Category: Infantry

Special Abilities: none

Recruitment Cost: 150

Description: Slingers are highly skilled missile troops but are at a huge
disadvantage in hand-to-hand combat, especially against cavalry. They can
maintain a sustained and concentrated barrage on enemies and then
fall back rapidly to avoid hand-to-hand combat. Slingers carry a shoulder
bag with many pieces of lead shot (they can also use stoned picked up on the
battlefield and several spare slings including slings of different length
for greater or lesser range. Other than a Knife and a small shield, they carry
no other equipment.

Strengths Weakness: Read the Description :


-------------------------------------------------------------------------------
Skirmishers

Attack (melee): 3

Attack (missile):  6

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Throwing spears

Weapon (secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 180

Description: Skirmishers rush forward to pepper an enemy with javelins
, and then withdraw in good order before a counter-attack can be organised.
They are light infantry, equipped with small throwing javelins, a falcata
sword, and a small shield resembling the Greek pelte-pattern shield.

When the opportunity presents itslef, they are traditionally recruited
from among the ibero-Celts. Regardless of where they are recruited, they are
skillful practitioners of the skirmishing arts, and are very adept at springing
tactical ambushes. They are not intended to hold a position in a battle line,
bit to harass and disrupt the enemy.

Strengths Weakness: Read the Description :


-------------------------------------------------------------------------------
Round Shield Cavalry

Attack (melee): 7

Attack (missile): NA

Defense: 10

Armor: 2

Defensive Skill: 4

Shield: 4

Charge Bonus: 4

Weapon: Sword

Weapon (secondary): none

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 330

Description: Round shield cavalry are best used to ride down skirmishers
and pursue fleeing enemies. They lack the armor protection needed for prolonged
melees against heavier opponents and, as they are armed with swords, do not
have an initial shock value when they charge home. That said, properly deployed
whey will give a good account of themselves.

Strengths Weakness: Read the Description


------------------------------------------------------------------------------
Long Shield Cavalry

Attack (melee): 8

Attack (missile): NA

Defense: 13

Armor: 3

Defensive Skill: 6

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 510

Description: Long shield cavalry are spear-armed light cavalry, who can be
used to break enemy formations, drive off skirmishers and pursue fleeing
foes. This makes them a flexible and powerful force for any commander
to have under his hand. They can also fight effectively in melee after a
charge, as they carry swords of the falcata design. These are cunningly
balanced so that the weight is towards the tip of the sword, giving a
powerful cutting blow. Against spearmen, however, they can be at a
disadvantage.

Strengths Weakness: Read the Description


------------------------------------------------------------------------------
Sacred Band Cavalry

Attack (melee): 11

Attack (missile): NA

Defense: 18

Armor: 11

Defensive Skill: 7

Shield: 0

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 780

Description: Sacred Band Cavalry are an elite in Carthaginian warfare and
society. They fight as heavy cavalry, but with a level of discipline ans
elan that is rarely matched in other nations. They carry spears and wear
good armor, so that they can charge home with devastating effect. They are
the developed servants of Astarte, handed over to the temple and state by
their patrician families for military duties rather than ritual sacrifice.

Historically, the great Carthaginian general Hannibal took units of the
sacred Band over the Alps and into Italy; even though they got no
reinforcements from home two-thirds of these men were still fighting
after 14 years of campaigning.

Strengths Weakness: Read the Description


------------------------------------------------------------------------------
General's Bodyguard

Attack (melee): 11

Attack (missile): NA

Defense: 14

Armor: 3

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 790

Description: This General has a bodyguard of loyal spear-armed cavalry to
accompany him onto the field. Armed with spears, these men are shock cavalry
,able to deliver a devastating charge attack; they are then well trained
enough to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspiration leadership and combat
powers of his men can tip the balance.

Strengths Weakness: Read the Description


------------------------------------------------------------------------------
General's Armored Bodyguard

Attack (melee): 11

Attack (missile): NA

Defense: 18

Armor: 11

Defensive Skill: 6

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Sword

Category: cavalry

Special Abilities: none

Recruitment Cost: 1040

Description: This general has a bodyguard of loyal spear-armed and armored
cavalry to accompany him onto the field. Armed with spears, these men are
shock cavalry, able to deliver a devastating charge attack; they are
then well trained enough to fight effectively in continued hand-to-hand
combat.

Like all general's guards, this is best commited to the fight at the point
of crisis, when the general's inspirational leadership and the combat power
of his men can tip the balance.

Strengths Weakness: Read the Description



-------------------------------------------------------------------------------
Elephants

Attack (melee): 3

Attack (missile): NA

Defense: 12

Armor: 10

Defensive Skill: 2

Shield: 0

Charge Bonus: 7

Weapon: Tusks

Weapon (secondary): NA

Category: Cavalry

Special Abilities: Kill Raging Elephants

Recruitment Cost: 1300

Description: Elephants are a terrifying spectacle to opposing troops, well able
to smash battle lines and toss men aside like dogs with rats.

Standing at just over 2 meters tall at the shoulder, these particular animals
are rather tractable and can be trained for warfare relatively easily. They are
fast moving, able to trample and gore enemies seemingly at will when being
urged on by their riders. They are a living battering ram aimed at the enemy
battle line. When pursuing enemies they can be even more deadly.

Each elephant is unarmored, but many blows simply glance off the tough hide.
Only a single rider is carries.

Strengths and Weaknesses: Elephants are the strongest cavalry you will ever
see on the battlefield. You can smash threw lines of urban cohorts with
ease and will soak up loads of arrows like their nothing.

Though powerful, they are still vulnerable to spears and cannot take on a
phalanx from the front. Another weakness is that they can run amok and kill
your men if they take casualties or are exposed to flaming missiles for long
periods of time.



------------------------------------------------------------------------------
War Elephants

Attack (melee): 6

Attack (missile): 6

Defense: 16

Armor: 13

Defensive Skill: 3

Shield: 0

Charge Bonus:  8

Weapon: Tusks

Weapon (secondary): Bow and Arrow

Category: Cavalry

Special Abilities: Kill raging Elephants

Recruitment Cost: 2520

Description: War Elephants are fierce and terrible beasts, able to trample men
and horses into dirt. Over three meters tall at the shoulder, these are
large and bad-tempered animals, and they have been known to run wild with
fear and anger in battle. When this happens no one - friend or foe - is safe.
For this reason the driver always carries a small mallet and a spike so that
he can kill the animal if necessary by driving the spike into the base of
the skull.

The crew are armed with bows to shoot down into tightly packed enemy
formations, but the elephant itself is also a weapon: it can trample and
gore men easily, hurling them around like rag dolls.

Strengths and Weaknesses: Elephants are the strongest cavalry you will ever
see on the battlefield. You can smash threw lines of urban cohorts with
ease and will soak up loads of arrows like their nothing.

Though powerful, they are still vulnerable to spears and cannot take on a
phalanx from the front. Another weakness is that they can run amok and kill
your men if they take casualties or are exposed to flaming missiles for long
periods of time.



------------------------------------------------------------------------------
Armored Elephants

Attack (melee): 6

Attack (missile): 6

Defense: 19

Armor: 16

Defensive Skill: 3

Shield: 0

Charge Bonus: 8

Weapon: Tusks

Weapon (secondary): Bow and Arrow

Category: Cavalry

Special Abilities: Kill raging Elephants

Recruitment Cost: 2780

Description: Armored elephants are the most fearsome creatures to be found on a
battlefield. Little can stand before these armored giants.

Each elephant has heavy armor that protects it from missiles and hand-held
weapons. The driver uses the elephant itself as a weapon, guiding it as it
tramples and gores its way through the opposition. The archers snipe into
enemy formations, weakening opponents before the inevitable clash.

Armored elephants can run amok, causing havoc in the process to anyone
nearby.

Strengths and Weaknesses: Elephants are the strongest cavalry you will ever
see on the battlefield. You can smash threw lines of urban cohorts with
ease and will soak up loads of arrows like their nothing.

Though powerful, they are still vulnerable to spears and cannot take on a
phalanx from the front. Another weakness is that they can run amok and kill
your men if they take casualties or are exposed to flaming missiles for long
periods of time.
-------------------------------------------------------------------------------
Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 720

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.

-------------------------------------------------------------------------------
Heavy Onagers

Attack (melee): NA

Attack (missile): 63

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 930

Description: The heavy onager is an enormous catapult built using the same
basic design as its sibling and capable of smashing down stone fortifications.
It is powered by a twisted bundle of animal Sinew ropes, and is slow to
wind baack and reload. Its missiles are devastating, and it can also fire
incendiary firepots.

Range is no more than the smaller onager and thie makes the heavy onager
susceptible to counter fire. Ofeter, it is best employed alongside smaller
artillery to deal with enemy fire.

Strengths and Weaknesses: See Onagers above.

 just a slight upgrade from onagers.
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
------------------------------Parthia [PS13]-----------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

Parthia is one of the worst factions in the game. They have the best cavalry
and the best Horse archers but they lack all infantry. The infantry they
have will route against everything. The only way to fight with parthia is to
seperate the the enemy army with archers and then hit the isolated units
with your cavalry.
-------------------------------------------------------------------------------
Peasants

Attack (melee): 3

Attack (missile): NA

Defense: 3

Defensive Skills: 3

Shield: 0

Armor: 0

Charge Bonus: 1

Weapon: Pitchfork

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 120

Description: Peasants are reluctant warriors, but numbers are useful in all
armies. Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.
-------------------------------------------------------------------------------
Hillmen

Attack (melee): 5

Attack (missile): NA

Defense: 9

Armor: 3

Defensive Skill: 4

Shield: 2

Charge Bonus: 2

Weapon: Spear

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 290

Description: To outsiders, the hillmen are a wild savage people, but they are
also skilled hunters, making them superb ambushers. Although only armed with
spears and shields, they are a valuable to hide where others cannot, and
this makes them valuable to commanders with a penchant for tactical ambushes.

They are expert raiders and thieves (often taking sheep and goats from their
lowland neighbors) and this is, unfortunately, something that makes them
occasionally difficult to control. They do not see any need for military
formalities!

Strengths and Weaknesses: utterly worthless in every way.


------------------------------------------------------------------------------
Eastern Infantry

Attack (melee): 3

Attack (missile): NA

Defense: 10

Armor: 3

Defensive Skill: 2

Shield: 5

Charge Bonus: 1

Weapon: Spear

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 330

Description: Eastern infantry are easily recruited militia-spearmen, who are
good for defense against less able opponents. They are drawn from among the
peasantry and urban poor, given minimal training and sent into battle. They
are, however, given large shields.

Individually, they are not outstanding warriors, but as a group they have
their uses in holding off light cavalry; even medium and heavier troops will
be unwilling to charge into a forest of spear points.

Strengths and Weaknesses: completely worthless at everything other then
fighting off low grade cavalry.


------------------------------------------------------------------------------
Slingers

Attack (melee): 3

Attack (missile): 4

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Sling

Weapon (secondary): Knife

Category: Infantry

Special Abilities: none

Recruitment Cost: 150

Description: Slingers are highly skilled missile troops but are at a huge
disadvantage in hand-to-hand combat, especially against cavalry. They can
maintain a sustained and concentrated barrage on enemies and then
fall back rapidly to avoid hand-to-hand combat. Slingers carry a shoulder
bag with many pieces of lead shot (they can also use stoned picked up on the
battlefield and several spare slings including slings of different length
for greater or lesser range. Other than a Knife and a small shield, they carry
no other equipment.

Strengths Weakness: Read the Description


-------------------------------------------------------------------------------
Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

Armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 190

Description: Archers are rightly feared for the casualties they can inflict,
but they are vulnerable in hand-to-hand combat.

They are drawn from the peasant classes of all societies, as these are the
people who need to be skilled hunters in order to survive. Learning to use a
bow well is something that takes a lifetime and constant practice, and
putting food on the table provides good practice.

They are best used to weaken enemy formations, or placed in a spot where
they can retreat can find protection from other troops.

Strengths Weakness: Read the Description : Great staple in any army. They can
also make Elephants run amok and can inflict massive casualties if they hit
the flanks of the enemy army.
-------------------------------------------------------------------------------
Cataphracts

Attack (melee): 7

Attack (missile): NA

Defense: 23

Armor: 18

Defensive Skill:  5

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Mace

Category: cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 940

Description: cataphracts are extremely heavily-armored cavalry who can turn a
battle with one thunderous charge. They are the ultimate in shock cavalry, an
armored battering ram to crash into an enemy position and sweep aside all who
stand against them. They are armed with heavy lances for the initial charge
and maces for use in close range combat. They wear armor that is almost
unmatched for weight and protection, and their horses are similarly armored.
On the move they are a wall of metal bearing down on enemies, tipped with
razor sharp spear points.

Their armor is their main strength, but also means that these troops can be
quite ponderous and slow moving. That said, sheer weight means that they
can often break through (or ride over) an enemy line without too much trouble.

Strengths and Weaknesses: Read the description


-------------------------------------------------------------------------------
Cataphract Camels

Attack (melee): 7

Attack (missile): NA

Defense: 23

Armor: 18

Defensive Skill: 5

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Mace

Category: cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 940

Description: Cataphract camels are well armored - camel and rider both - shock
cavalry. Their primary purpose is to charge into the enemy, using weight and
speed to cause additional disruption. The riders carry lances for the initial
charge and long maces to continue fighting once in hand-to-hand combat.
Recruited from among desert dwelling peopls these soldiers rely on their
heavy armor for protection, and their camels are equally well protected. This
heavy armor also mean that, while they are slow to get moving, they are
almost unstoppable in a full charge.

They can be used against infantry like any other cataphracts, but their chief
virtue is that the small of the camels upsets horses, giving them an edge
fighting against cavalry.

Strengths and Weaknesses: Great against Cavalry but not infantry.


------------------------------------------------------------------------------
Eastern General

Attack (melee): 12

Attack (missile): 12

Defense: 15

Armor: 6

Defensive Skill: 5

Shield: 4

Charge Bonus: 5

Weapon: Throwing spears

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 960

Description: This general has a bodyguard of loyal and mail-armored cavalry
to accompany him onto the field. Armed with with javelins, they can stand off
from enemies and pepper them with missiles but, thanks to their chainmail
armor, shields, and swords, can also charge home and fight effectively in
hand-to-hand combat at the point of crisis, when the general's inspirational
leadership and combat power of his men can tip the balance.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
armored Eastern General

Attack (melee): 10

Attack (missile): NA

Defense: 24

Armor: 18

Defensive Skill: 6

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Mace

Category: Cavalry

Special Abilities: none

Recruitment Cost:  1400

Description: This general has a bodyguard of loyal and heavily armores
cavalry to accompany him onto the field. Armed with lances, these men are
superb shock cavalry, able to deliver a devastating and almost unstoppable
charge; they are then equipped with maces so that they can fight effectively
in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at
the point of crisis, when the general's inspirational leadership and
the combat power of his men can tip the balance.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
War elephants

Attack (melee): 6

Attack (missile): 6

Defense: 16

Armor: 13

Defensive Skill: 3

Shield: NA

Charge Bonus: 8

Weapon: Tusks

Weapon (secondary): Bow and Arrow

Category: Cavalry

Special Abilities: Kill Raging Elephants

Recruitment Cost: 2520

Description: War Elephants are fierce and terrible beasts, able to trample men
and horses into dirt. Over three meters tall at the shoulder, these are
large and bad-tempered animals, and they have been known to run wild with
fear and anger in battle. When this happens no one - friend or foe - is safe.
For this reason the driver always carries a small mallet and a spike so that
he can kill the animal if necessary by driving the spike into the base of
the skull.

The crew are armed with bows to shoot down into tightly packed enemy
formations, but the elephant itself is also a weapon: it can trample and
gore men easily, hurling them around like rag dolls.

Strengths and Weaknesses: Elephants are the strongest cavalry you will ever
see on the battlefield. You can smash threw lines of urban cohorts with
ease and will soak up loads of arrows like their nothing.

Though powerful, they are still vulnerable to spears and cannot take on a
phalanx from the front. Another weakness is that they can run amok and kill
your men if they take casualties or are exposed to flaming missiles for long
periods of time.


------------------------------------------------------------------------------
Horse Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

Armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 2

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Contraband Circel

Recruitment Cost: 440

Description: Horse archers are a specialty of the East: swift horses and expert
marksmen make a deadly combination. They are armed with a powerful bow and a
dagger for defense, but they are not armored and should not be expected to
fight other than to escape. Horse archers rely on the maxim that 'speed is
armor' to keep them out of trouble. Infantry have no hope of catching them,
but other cavalry may be able to chase them down. Wise eastern commanders know
this, and deploy horse archers with other cavalry to act as a deterrent to
over-ambitious pursuit by an enemy.

If horse archers have a weakness it is that of all soldiers armed with
composite bows: these weapons do not take well to damp or wet weather, as the
glues used to construct them become weakened. While this is seldom a problem
in their home provinces, it can be in wetter climes.

Strengths and Weaknesses: Great staple in any army. They can outrun any enemy
units. Using Cantabrian Circle  will make these guys take way less
casualties against other archers.
------------------------------------------------------------------------------
Persian Cavalry

Attack (melee): 9

Attack (missile): 7

Defense: 10

Armor: 6

Defensive Skill: 4

Shield: 0

Charge Bonus: 5

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 790

Description: Persian cavalry can fight well with either bow or sword, making
them valuable skirmishers and general purpose horsemen. They can trace their
lineage back to the tribes of the steppes, and this tradition gives them fine
skills with both the horse and the compound bow. They wear mail armor and
carry swords so that they can defend themselves at need, or even carry the
attack to lighter opponents, but they are primarily fine horse archers, able
to ruin formations of solidly-packed enemies.

A skilled commander will use these troops in cooperation with heavier
cataphracts when he can, softening up an opponent with missiles before
delivering an armored punch, or beating an enemy down before driving
them from the field with lighter pursuers.

Strengths and Weaknesses: Great staple in any army. They can outrun any enemy
units. Using Cantabrian Circle  will make these guys take way less
casualties against other archers.
-------------------------------------------------------------------------------
Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 830

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.
------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
------------------------------Pontus [PU14]------------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

Pontus is essentially a clone of the seleucids but with slightly weaker
cavalry.
-------------------------------------------------------------------------------
Peasants

Attack (melee): 3

Attack (missile): NA

Defense: 3

Defensive Skills: 3

Shield: 0

Armor: 0

Charge Bonus: 1

Weapon: Pitchfork

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 120

Description: Peasants are reluctant warriors, but numbers are useful in all
armies. Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.
-------------------------------------------------------------------------------
Hillmen

Attack (melee): 5

Attack (missile): NA

Defense: 9

Armor: 3

Defensive Skill: 4

Shield: 2

Charge Bonus: 2

Weapon: Spear

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 290

Description: To outsiders, the hillmen are a wild savage people, but they are
also skilled hunters, making them superb ambushers. Although only armed with
spears and shields, they are a valuable to hide where others cannot, and
this makes them valuable to commanders with a penchant for tactical ambushes.

They are expert raiders and thieves (often taking sheep and goats from their
lowland neighbors) and this is, unfortunately, something that makes them
occasionally difficult to control. They do not see any need for military
formalities!

Strengths and Weaknesses: Absolutely useless in every way.


------------------------------------------------------------------------------
Eastern Infantry

Attack (melee): 3

Attack (missile): NA

Defense: 10

Armor: 3

Defensive Skill: 2

Shield: 5

Charge Bonus: 1

Weapon: Spear

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 330

Description: Eastern infantry are easily recruited militia-spearmen, who are
good for defense against less able opponents. They are drawn from among the
peasantry and urban poor, given minimal training and sent into battle. They
are, however, given large shields.

Individually, they are not outstanding warriors, but as a group they have
their uses in holding off light cavalry; even medium and heavier troops will
be unwilling to charge into a forest of spear points.

Strengths and Weaknesses: Useless against any infantry unit.


-------------------------------------------------------------------------------
Phalanx Pikemen

Attack (melee): 8

Attack (missile): NA

Defense: 16

Armor: 6

Defensive Skill: 5

Shield: 2

Charge Bonus: 3

Weapon: Pike

Weapon (secondary): Sword

Category: 470

Special Abilities: Phalanx formation

Recruitment Cost: 580

Description: Phalanx pikemen (or phalangites) form the backbone of Macedonian
and Seleucid battle lines. In phalanx formation these troops can be used to
pin the enemy line in place, while mobile forces wheel around the flanks to
deliver a decisive blow.

The phalangites are drawn from families with decent resources, as these men
need to provide leather cuirass armor and a metal helmet for protection.
Phalanx pikemen carry a small shield strapped to the left arm, leaving both
hands above the head up to five ranks' worth of pikes be aimed at 45 degree
angle, creating a shield to ward of enemy arrows. All phalanx pikemen also
have short swords.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
Bronze Shields

Attack (melee): 10

Attack (missile): Na

Defense: 14

Armor: 6

Defensive Skill: 6

Shield: 2

Charge Bonus: 4

Weapon: Pike

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Phlanx formation

Recruitment Cost: 690

Description:  Bronze shields are the elite of the army of Pontus, heirs to the
world-conquering phalanxes of Alexander! They are lightly armored and carry a
samll shield, and each carries an enormously long pike, or sarissa. This
4-5m long spear allows up to five ranks of Bronze Shields to bring their
weapons to bear on the enemy, while those further back can protect
the front ranks by angling their pikes to deflect missile fire. When
deployed as a phalanx they are extremely formidable unless outflanked,
attacked from the rear or subjected to intense missile fire. Their
superior discipline, training and espirit de corps makes them slow
to tire on the battlefields as well.

Bronze shields are the successors to hoplite warrior traditions of Greece
and Macedonia; to carry a bronze shield means that you are worthy of
honor and that your family has social standing.

Strengths and Weaknesses: Read the description



-------------------------------------------------------------------------------
Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

Armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 190

Description: Archers are rightly feared for the casualties they can inflict,
but they are vulnerable in hand-to-hand combat.

They are drawn from the peasant classes of all societies, as these are the
people who need to be skilled hunters in order to survive. Learning to use a
bow well is something that takes a lifetime and constant practice, and
putting food on the table provides good practice.

They are best used to weaken enemy formations, or placed in a spot where
they can retreat can find protection from other troops.

Strengths and Weaknesses: great Staple in any army. Can inflict many
casualties if they hit the flanks and can make elephants run amok.
------------------------------------------------------------------------------
Peltasts

Attack (melee): 3

Attack (missile): 6

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Throwing Spears

Weapon (secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 180

Description: Greek peltasts advance at speed to pepper an enemy with javelins,
and then withdraw in good order before a counter - attack can be organized.
They are skirmishers and it is their task to harass and disrupt units before
the main battle lines clash. They are also adapt at staging tactical ambushes.

Peltasts are equipped with a clutch of javelins, a sword ad a light shield,
the pelte, which gives them their name as "pelte-bearers". They wear no
other armor, and they rely on speed as the best form of protection, and
this isn't much protection should they be caught by cavalry.

Strengths and Weaknesses: outclassed by archers. Do not use.
------------------------------------------------------------------------------
Pontic Heavy Cavalry

Attack (melee): 9

Attack (missile): 9

Defense: 14

Armor: 6

Defensive Skill: 4

Shield: 4

Charge Bonus: 5

Weapon: Throwing Spears

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Contraband Circlce

Recruitment Cost: 630

Description: Pontic Heavy Cavalry are eastern javelin-armed horsemen who can
also fight hand-to-hand - a potent combination in one force! They wear light
chainmail armor and carry shields and swords so that they can close with
opponents and fight when the situation requires. Their primary means of
attack, however, remains the javelins that they carry. They can pepper an
enemy with missiles and then have the option of closing to deliver the coup de
grace, or they can withdraw and await another opportunity for mischief!

They are not ideally suited to fighting other skirmishers - many of their
javelins will be wasted against targets who can dodge, after all - but they
can be very useful in driving broken enemies from the field.

Strengths and Weaknesses: Typically Skirmishing cavalry are useless after
they exaust their ammo. These guys are different. They can hold their
ground against other cavalry and can do some hit and run cahrges.
-------------------------------------------------------------------------------
Cappadocian Cavalry

Attack (melee): 7

Attack (missile): NA

Defense: 23

Armor: 14

Defensive Skill: 5

Shield: 4

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 870

Description: Cappadocian lancers are excellent horsemen, best suited to
charging into and breaking through enemy formations. They are not as
headstrong as other elite heavy cavalry and will not charge without
orders - war is a serious business that has little room for vainglorious
folly. They wear heavy chainmail and carry swords for use in close combat
once the initial charge is over and momentum has been lost. While not in quite
the same class as the super-heavy cataphracts from nearby Armenia, these men
are a powerful force. They should not, however, be expected to charge into
prepared spearmen.

Cappadocia is a region that is famed for its cavalry, and these men are
rightly feared throughout Asia Minor.

Strengths and Weaknesses: Read the description
-------------------------------------------------------------------------------
Scythed Chariots

Attack (melee): 15

Attack (missile): NA

Defense: 1

Armor: 0

Defensive Skill: 1

Shield: 0

Charge Bonus: 7

Weapon: Chariot

Weapon (secondary): none

Category: Cavalry

Special Abilities: none

Recruitment Cost: 920

Description: Scythed chariots  are fearsome devices, covered in scythe
blades to cut down any infantry foolish enough to stand when charged. Metal
blades stick out from each axile like malign horns to cut down infantry, They
are, however, somewhat uncontrollable! These units are not only so keen to
attack the enemy that they will do so without orders, but also can run amok
and attack anyone-friend or foe alike - who happens to be nearby. These are
not subtle troops, and their chief power lies in a head long charge into
enemy formations.

Each chariot is pulled by powerful horses, and the crew is heavily armored.

Strengths and Weaknesses: Read the description
-------------------------------------------------------------------------------
Eastern General

Attack (melee): 12

Attack (missile): 12

Defense: 15

Armor: 6

Defensive Skill: 5

Shield: 4

Charge Bonus: 5

Weapon: Throwing spears

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 960

Description: This general has a bodyguard of loyal and mail-armored cavalry
to accompany him onto the field. Armed with with javelins, they can stand off
from enemies and pepper them with missiles but, thanks to their chainmail
armor, shields, and swords, can also charge home and fight effectively in
hand-to-hand combat at the point of crisis, when the general's inspirational
leadership and combat power of his men can tip the balance.

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
armored Eastern General

Attack (melee): 10

Attack (missile): NA

Defense: 24

Armor: 18

Defensive Skill: 6

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Mace

Category: Cavalry

Special Abilities: none

Recruitment Cost:  1400

Description: This general has a bodyguard of loyal and mail armored
cavalry to accompany him onto the field. Armed with spears, these men are
good shock cavalry, able to deliver a devastating and almost unstoppable
charge; they are then equipped with maces so that they can fight effectively
in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at
the point of crisis, when the general's inspirational leadership and
the combat power of his men can tip the balance.

Strengths and Weaknesses: Read the description
-------------------------------------------------------------------------------
Pontic Light Cavalry

Attack (melee): 7

Attack (missile): 7

Defense: 7

Armor: 0

Defensive Skill: 3

Shield: 4

Charge Bonus: 4

Weapon: Throwing Spears

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 370

Description: Light Pontic cavalry are eastern javelin-armed mounted
skirmishers who can strike quickly and be gone in the time it takes a more
ponderous enemy to react. They do not wear armor, but do carry shields and
swords so that they can fight in hand-to-hand combat should the need arise.
They are, however, best used to dash in and harass a mass of enemies such as
heavy infantry who cannot hope to catch them. They are not ideally suited to
fighting other skirmishers - many of their javelins will be wasted against
targets who can dodge, after all - but they can be very useful in harrying
fleeing enemies and driving them from the field.

Strengths and Weaknesses: Read the description
------------------------------------------------------------------------------
Onager

Attack (melee): 53

Attack (missile): NA

Defense: 5

Armor: 2

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (secondary): none

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 740

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.

------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
-------------------------------Gauls [GA15]-----------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

The gauls are a strong barbarian faction with excellent infantry and fairly
good cavalry. Make sure to always use warcry before charging and your men
will cut threw everything. They do have a weakness against pike  units.
-------------------------------------------------------------------------------
Barbarian Peasants

Attack (melee): 1

Attack (missile): NA

Defense: 4

Defensive Skills: 1

Shield: 0

Armor: 3

Charge Bonus: 1

Weapon: knife

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 150

Description: Peasants are reluctant warriors, but barbarian peasants are better
fighters than most: hard lives produce hard me, Numbers are useful in all
armies and Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.
-------------------------------------------------------------------------------
Warband

Attack (melee): 7

Attack (missile): NA

Defense: 10

Armor: 3

Defensive Skill: 2

Shield: 5

Charge Bonus: 4

Weapon: Spear

Weapon (secondary): none

Category: Infantry

Special Abilities: Warcry

Recruitment Cost: 420

Description: Warbands are bound to the service of a strongman or petty village
head. They are the basic 'unit' to be found in many barbarian armies. They
fight well as glory and loot are the road to status but are often difficult.
to control. They care little for discipline and less for restraint, but they
can be relied on to fight, and fight hard. In warfare it is up to each man to
prove his own bravery and worth, so the savage charge into the enemy is about
as sophisticated as they ever want to be.

Each man carries a stabbing spear and a large shield.

Strengths and Weaknesses: Read the description
------------------------------------------------------------------------------
Druids

Attack (melee): 13

Attack (missile): NA

Defense: 14

Armor: 7

Defensive Skill: 5

Shield: 2

Charge Bonus: 4

Weapon: Sickle

Weapon (secondary): none

Category: Infantry

Special Abilities: Chant

Recruitment Cost: 480

Description: Druids are spiritual leaders with practical fighting skills who
instill confidence in nearby friendly warriors. They have a religious zeal
that gives them great courage and their mere presense fills nearby believers
with confidence. Positioned just behind the battle line druids can also form
a powerful reserve, ready to join the fray at a crucial moment.

Equipped with sickle-shaped swords and small shields, the mail-clad druids are
excellent fighters. Their good war gear is a reflection of their status as
teachers, judges, soothsayers and the focal point of religion and magic
among their people. As Celtic cultures lack a written form, they are also
the memory of the tribe as well, remembering all the important facts of
tribal history.

Historically, the Romans despised and then targeted these men because
they practiced particularly savage forms of human sacrifice and because
of their cultural importance. When a tribe's history was wiped out, it
became a little easier to bed the people to the will of Rome.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
Naked Fanatics

Attack (melee): 13

Attack (missile): NA

Defense: 7

Armor: 0

Defensive Skill:  2

Shield: 5

Charge Bonus: 5

Weapon: Sword

Weapon (secondary): none

Category: Infantry

Special Abilities: Warcry

Recruitment Cost: 430

Description: There are warriors among the barbarian ranks whose love of battle
is such that they live for little else. Clad only in flimsy loincloths, these
fanatics whip themselves into a frenzy by chanting, beating themselves and
drinking heavily. In this state they make an unnerving sight on the battlefield
! They are best sent into battle en masse, shocking the enemy by a ferocious
charge, but they should be kept away from enemy cavalry.

They carry just swords and shields and have practically no discipline, but
they can cause heavy casualties among most enemies. They fight mostly (if not
completely) naked to emphasize their own fierceness and utter lack of fear.
Scars and tattoos adorn their skin, and they let their hair grow wild. Only
after a kill is their hair cut often with a sword blade while standing over a
freshly dead foe.

While their reckless courage is not in doubt, they can lack the cohesion and
discipline to adapt to setbacks, breaking and running in confusion when
subjected to severe pressure.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
Swordsmen

Attack (melee): 10

Attack (missile): NA

Defense: 12

Armor: 3

Defensive Skill: 4

Shield: 5

Charge Bonus: 4

Weapon: Sword

Weapon (secondary): none

Category: Infantry

Special Abilities: Warcry

Recruitment Cost: 460

Description: Swordsmen are steadfast and aggressive warriors, the 'infantry
of the line' for barbarian warlords. They are not very disciplined at times,
as their sense of honor and bravery can make them eager to get into any fray,
but they are uniformly superb swordsmen. They are equipped with good swords
and large shields.

Every warlord worth the name makes sure he has a couple of warbands of these
hard men under his command.

Strengths and Weaknesses: Read the description
------------------------------------------------------------------------------
Chosen Swordsmen

Attack (melee): 13

Attack (missile): none

Defense: 17

Armor: 7

Defensive Skill: 5

Shield: 5

Charge Bonus: 4

Weapon: Sword

Weapon (secondary): none

Category: Infantry

Special Abilities: Warcry

Recruitment Cost: 680

Description: Chosen swordsmen are the best fighting individuals in their
tribe, and armed with the finest swords available.

While superbly skilled and extremely tough, they are not naturally inclined to
fight as a group. Personal glory and the need to be first amongst the enemy
ensure that they are headstrong and ill-disciplined. They are, however, very
well equipped with the finest swords that the smiths can make, along with
chainmail armor and large shields. They are an intimidating sight for any
enemy.

Strengths and Weaknesses: Read the description
------------------------------------------------------------------------------
Skirmisher Warband

Attack (melee): 6

Attack (missile): 9

Defense: 3

Armor: 0

Defensive Skill: 1

Shield: 2

Charge Bonus: 4

Weapon: Throwing Spears

Weapon (secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 220

Description: Skirmishers are lightly armed troops who should break up and
harass enemy formations before the main battle lines meet, and act as a screen
for heavier troops. Their skills also make them useful in springing tactical
ambushes.

Each man is armed with a clutch of throwing spears, a short sword and a small
shield, but they do not wear armor, preferring speed over protection.

Skirmisher Warbands are often the tribe's younger warriors. These men have yet
to prove themselves as warriors, so are not necessarily tough enough to stand
against a seasoned enemy in hand-to-hand fighting.

Strengths and Weaknesses: totaly outclassed by archers.


------------------------------------------------------------------------------
Forester Warband

Attack (melee): 11

Attack (missile): 11

Defense: 7

Armor: 3

Defensive Skill: 4

Shield: 0

Charge Bonus: 4

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 960

Description: life spent hunting is an excellent training for war. Personal
courage, skill and the readiness to take a life can all be learned during a
hunt. Foresters are highly skilled men with both the bow and the spear, their
preferred weapons. They also each wear good leather armor.

Their hunting skills also stand them in good stead when stalking men instead of
animals - these men can hide almost anywhere, taking advantage of every scrap
of cover. The ability to spring ambushes as well as fight hand-to-hand makes
them a uniquely flexible force for a warlord and one that, unusually, has
enough sense to obey all orders. Foresters already know that they are superb
hunters and warriors, and do not need to prove their skills to anyone by
attacking just because they can!

Strengths and Weaknesses: Read the description
------------------------------------------------------------------------------
Wardogs

Attack (melee): 12

Attack (missile): none

Defense: 3

Armor: 2

Defensive Skill: 1

Shield: 0

Charge Bonus: 4

Weapon: dog

Weapon (secondary): none

Category: Cavalry

Special Abilities: none

Recruitment Cost: 510

Description: Wardogs are bread for a savage nature and great size, but then
hunting men is only a little more dangerous than hunting wild boar! The
beasts are muscular and powerful. Originally bred for hinting large prey, they
are now trained to hunt and attack men. Wardogs are usually unleashed on an
enemy to break a line and unnerve opponeents. Dew mena re bale to stand
steadily in the face of snarling and partially-starved beast. The dogs are
trianed to bite and hold on, dragging down their human targets, and
hamstring horses.

Their handlers are brave, hardy and not easily intimidated many have
fingers, hands or even chunks of limbs missing!

Strengths and Weaknesses: only good for hunting routing units and lowering
the enemies morale.
------------------------------------------------------------------------------
Barbarian Cavalry

Attack (melee): 8

Attack (missile): none

Defense: 10

Armor: 3

Defensive Skill: 3

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): none

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 400

Description: Gallic cavalry are lightly armored and carry spears and shields.
They are best used as scouts and in pursuit of fleeing enemies, and ride sturdy
, sure-footed ponies with a good turn of speed. Like many barbarian warriors,
however, they can lack battle-discipline and be over-keen to enter battle
against worthy opponents. honor and standing come from fighting, so the urge
for glory sometimes overwhelms good sense! These men are all good fighters, but
find organised, formal warfare goes against the grain. They are unlikely to be
very effective against steady infantry unless attacking from an unexpected
direction.

Strengths and Weaknesses: Read the description
------------------------------------------------------------------------------
Barbarian Noble Cavalry

Attack (melee): 9

Attack (missile): none

Defense: 15

Armor: 6

Defensive Skill: 5

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 600

Description: Noble cavalry are an elite in society as well as war, and fight
bravely to justify their status. This can lead them to be headstrong, and
difficult to restrain before a fight, as personal glory gained in battle is
the only true measure of nobility. Their war gear of spears, shields and good
chainmail is the very finest that can be provided.

They are best used to break weakened enemy formations, fight against other
cavalry and pursue fleeing enemies. While they are brave men and superb
horsemen, they lack the cohesion of more 'civilised' cavalry, and may not be
as effective in a hand-to-hand fight. Shock and initial impact are their main
weapons.

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
Barbarian Warlord

Attack (melee):  12

Attack (missile): none

Defense: 16

Armor: 6

Defensive Skill: 6

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 940

Description: Gallic warlord surrounds himself with fierce warriors as a
personal guard. These spear-armed cavalry are an elite reserve for use in a
moment of crisis.

Every warlord commands by right of personal courage as much as tactical
skill, and must prove himself in battle. He and his guards are equipped as
cavalry with spears, leather armor and shields so that they can dash to any
point on the battlefield. The warlord can inspire his men to greater efforts
just by his presence, and also has enough men to be a significant force should
the need arise.

Strengths and Weaknesses: Read the description
------------------------------------------------------------------------------
Barbarian Chosen Warlord

Attack (melee): 12

Attack (missile): none

Defense: 13

Armor: 3

Defensive Skill: 6

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 810

Description: Gallic warlord surrounds himself with fierce warriors as a
personal guard. These spear-armed cavalry are an elite reserve for use in a
moment of crisis.

Every warlord commands by right of personal courage as much as tactical
skill, and must prove himself in battle. He and his guards are equipped as
cavalry with spears, mail armor and shields so that they can dash to any
point on the battlefield. The warlord can inspire his men to greater efforts
just by his presence, and also has enough men to be a significant force should
the need arise.

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
--------------------------Germans [DE16]---------------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
The Germans are a strong barbarian faction with excellent infantry and fairly
good cavalry. Make sure to always use warcry before charging and your men
will cut threw everything. They do have a weakness against pike  units.
-------------------------------------------------------------------------------
Barbarian Peasants

Attack (melee): 1

Attack (missile): NA

Defense: 4

Defensive Skills: 1

Shield: 0

Armor: 3

Charge Bonus: 1

Weapon: knife

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 150

Description: Peasants are reluctant warriors, but barbarian peasants are better
fighters than most: hard lives produce hard me, Numbers are useful in all
armies and Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.
-------------------------------------------------------------------------------
Screeching Women

Attack (melee): 11

Attack (missile): none

Defense: 1

Armor: 0

Defensive Skill: 1

Shield: 0

Charge Bonus: 6

Weapon: Knife

Weapon (secondary): none

Category: Infantry

Special Abilities: Screeching Women

Recruitment Cost: 320

Description: German screeching women think nothing of participating in a
battle, wailing encouragement to their own men as they fight, and
screaming defiance at the enemy to unnerve them. It's not uncommon for women
to accompany armies on campaign, but dew actually take to the battlefield.
Germanic warriors are inordinately proud, so the prospect of facing the
scorn of their women is more than many care to think about. While they wield
their hatchets with gusto, their true calues is in the unnerving effects they
have on enemies - the foul ululations of these women can strike fear into the
strongest of hearts! They are best positioned safely behind friendly
infantry where, like dark and demented cheerleaders, they can avoid combat
while creating their particular brand of intimidation.

Strengths and Weaknesses: not useful at all.



------------------------------------------------------------------------------
Berserkers

Attack (melee): 19

Attack (missile): none

Defense: 7

Armor: 2

Defensive Skill: 5

Shield: 0

Charge Bonus: 7

Weapon: Axe

Weapon (secondary): none

Category: Infantry

Special Abilities: Warcry (triggers berserker mode)

Recruitment Cost: 930

Description: Berserkers are extremely ferocious, aggressive, indomitable
warriors with no thought for personal safety once the rage of battle comes
upon them. They will use chants, strong drink, potions, rituals and even
self mutilation to whip themselves into a fighting frenzy. Once the madness
is upon them, little can stop them - their blood-crazed dash into the thick
of combat is deeply disheartening (at best) to any who stand against them.
They may try to cut their enemies to pieces in this state, but will think
nothing of trying to gouge, bite, head butt and kick opponents to death as
well.

They disdain armor as a sign of weakness, along with mercy, common sense
and knowing when to stop fighting. They are supremely dangerous foes in close
combat.

Strengths and Weaknesses: Berserkers will fight their way threw any thing that
comes in their way. They lack the armor to hold their ground against a
cavalry charge or to fight soldiers in phalanx formation.


------------------------------------------------------------------------------
Naked Fanatics

Attack (melee): 13

Attack (missile): none

Defense: 7

Armor: 0

Defensive Skill: 2

Shield: 5

Charge Bonus: 5

Weapon: Sword

Weapon (secondary): none

Category: Infantry

Special Abilities: Warcry

Recruitment Cost: 430

Description: There are warriors among the barbarian ranks whose love of battle
is such that they live for little else. Clad only in flimsy loincloths, these
fanatics whip themselves into a frenzy by chanting, beating themselves and
drinking heavily. In this state they make an unnerving sight on the battlefield
! They are best sent into battle en masse, shocking the enemy by a ferocious
charge, but they should be kept away from enemy cavalry.

They carry just swords and shields and have practically no discipline, but
they can cause heavy casualties among most enemies. They fight mostly (if not
completely) naked to emphasize their own fierceness and utter lack of fear.
Scars and tattoos adorn their skin, and they let their hair grow wild. Only
after a kill is their hair cut often with a sword blade while standing over a
freshly dead foe.

While their reckless courage is not in doubt, they can lack the cohesion and
discipline to adapt to setbacks, breaking and running in confusion when
subjected to severe pressure.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
Axemen

Attack (melee): 11

Attack (missile): none

Defense: 9

Armor: 3

Defensive Skill: 4

Shield: 2

Charge Bonus: 5

Weapon: Axe

Weapon (secondary): none

Category: Infantry

Special Abilities: warcry

Recruitment Cost: 450

Description: Axemen are steadfast and aggressive warriors, the "infantry of
the line" for barbarian warlords. They are not very disciplined at times,
as their sense of honor and bravery can make them eager to get into any
fray, but they are uniformly superb fighters. They are equipped with good
axes and small shields.

Every warlord worth the name makes sure he has a couple of warbands of these
hard men under his command.

Strengths Weakness: Read the Description


------------------------------------------------------------------------------
Night Raiders

Attack (melee): 14

Attack (missile): none

Defense: 10

Armor: 3

Defensive Skill: 2

Shield: 5

Charge Bonus: 6

Weapon: Axe

Weapon (secondary): none

Category: Infantry

Special Abilities: warcry

Recruitment Cost: 540

Description: For most armies, night is a time for withdrawing to camp and
roasting a boar or two. For German night raiders, itís the time to paint
themselves and set out in search of enemies to slaughter.

Lightly armed infantry, the night raiders' value lies in their ability to
spread terror. These warriors from the remote depths of the tangled German
forests carry just a small shield and an axe, but weapons of iron and steel
are only part of their armory. Before battle, they daub their bodies with
black dye, giving them an otherworldly appearance. When the moment is right,
they charge - wild-eyed and screaming - at their foes. Any who survive assaults
by these maniacal barbarians are convinced they are spirits sent from Hades!

Strengths Weakness: Read the Description


------------------------------------------------------------------------------
Spear Warband

Attack (melee): 9

Attack (missile): none

Defense: 11

Armor: 3

Defensive Skill: 3

Shield: 5

Charge Bonus: 5

Weapon: Pike

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 520

Description: The men of a spear warband are effective against cavalry and most
infantry, but lack the discipline of more 'civilized' troops. Their spears,
however, make them valuable defensive warriors for any warlord.

The warband is the basic unit of any barbarian army - a group of tough
warriors bound together in the service of a tribal strongman or village
headman. Each warrior is protected by a large shield. In common with other
Germanic warriors, these men are very clever when concealing themselves in
forests.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
Chosen Axemen

Attack (melee): 18

Attack (missile): none

Defense: 6

Armor: 0

Defensive Skill: 6

Shield: 0

Charge Bonus: 5

Weapon: Axe

Weapon (secondary): none

Category: Infantry

Special Abilities: Warcry

Recruitment Cost: 580

Description: Double-handed axes are intimidating weapons, especially in the
hands of chosen axemen. These men can hack a hole in almost any enemy battle
line. Chosen axemen are an elite among tribal warriors, selected for their
physical size, strength, bravery and - some would say - pig-headedness. They
are the assault troops of any barbarian army, the men whose only job is to
smash any organised resistance and keep on killing until no foes remain. Fear
is completely alien to them, as is any concept of mercy to a foe or a weakling
among their own kind. They are fantastically strong men - and need to be to
wield their enormous two-handed axes with any degree of skill and control.

The axes are easily capable of cleaving a man down to his breastbone even
through armor. Chosen axemen themselves disdain armor as a sign of cowardice.

Strengths and Weaknesses: make sure to activate warcry and these guys will
rip threw anything. This includes cavalry and Urban Cohorts.


------------------------------------------------------------------------------
Skirmisher Warband

Attack (melee): 6

Attack (missile): 9

Defense: 3

Armor: 0

Defensive Skill: 1

Shield: 2

Charge Bonus: 4

Weapon: Throwing spears

Weapon (secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 580

Description: Skirmishers are lightly armed troops who should break up and
harass enemy formations before the main battle lines meet, and act as a screen
for heavier troops. Their skills also make them useful in springing tactical
ambushes.

Each man is armed with a clutch of throwing spears, a short sword and a small
shield, but they do not wear armor preferring speed over protection.

Skirmisher Warbands are often the tribe's younger warriors. These men have yet
to prove themselves as warriors, so are not necessarily tough enough to stand
against a seasoned enemy in hand-to-hand fighting.

Strengths and Weaknesses: outclassed by archers.


------------------------------------------------------------------------------
Chosen Archer Warband

Attack (melee): 10

Attack (missile): 8

Defense: 10

Armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 4

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 700

Description: chosen  archers are highly prized for their superior skills in
war. They are the best archers available to barbarian warlords. They are all,
as might be expected, excellent bowmen, fleet of foot and expert hunters. They
are given the best bows available to their people, and are also equipped with
good swords and chainmail armor too. This equipment means that they can do
more than just defend themselves in hand-to-hand combat. They can, when
required, act as light infantry. Their presence on a battlefield is always
useful, as they have the flexibility to be both archers and infantry and do a
good job in both tasks.

Strengths and Weaknesses: These guys have amazing range and can hold their
one ,for at least a short while, against infantry and cavalry. Unfortunately,
the way that germans fight does not fit well with archers.
------------------------------------------------------------------------------
Warhounds

Attack (melee): 12

Attack (missile): none

Defense: 3

Armor: 2

Defensive Skill: 1

Shield: 0

Charge Bonus: 4

Weapon: Dog

Weapon (secondary): none

Category: Cavalry

Special Abilities: none

Recruitment Cost: 600

Description: Warhounds are bred for a savage nature and great size, but then
hunting men is only a little more dangerous than hunting wild boar! The beasts
are muscular and powerful. Originally bred for hunting large prey, they are
now trained to hunt and attack men. Warhounds are usually unleashed on an
enemy to break a line and unnerve opponents. Few men are able to stand
steadily in the face of a snarling and partially-starved beast. The dogs are
trained to bite and hold on, dragging down their human targets, and
hamstringing horses.

Their handlers are brave, foolhardy and not easily intimidated: many have
fingers, hands or even chunks of limbs missing!

Strengths and Weaknesses: good for decreasing morale and chasing routing
units but not for much else.
------------------------------------------------------------------------------
Barbarian Cavalry

Attack (melee): 8

Attack (missile): none

Defense: 10

Armor: 3

Defensive Skill: 3

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): none

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 400

Description: Gallic cavalry are lightly armored and carry spears and shields.
They are best used as scouts and in pursuit of fleeing enemies, and ride sturdy
, sure-footed ponies with a good turn of speed. Like many barbarian warriors,
however, they can lack battle-discipline and be over-keen to enter battle
against worthy opponents. honor and standing come from fighting, so the urge
for glory sometimes overwhelms good sense! These men are all good fighters, but
find organised, formal warfare goes against the grain. They are unlikely to be
very effective against steady infantry unless attacking from an unexpected
direction.

Strengths and Weaknesses: Decent cavalry for fighting skirmishers and archers.
-------------------------------------------------------------------------------
Barbarian Noble Cavalry

Attack (melee): 9

Attack (missile): none

Defense: 15

Armor: 6

Defensive Skill: 5

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 600

Description: Noble cavalry are an elite in society as well as war, and fight
bravely to justify their status. This can lead them to be headstrong, and
difficult to restrain before a fight, as personal glory gained in battle is
the only true measure of nobility. Their war gear of spears, shields and good
chainmail is the very finest that can be provided.

They are best used to break weakened enemy formations, fight against other
cavalry and pursue fleeing enemies. While they are brave men and superb
horsemen, they lack the cohesion of more 'civilised' cavalry, and may not be
as effective in a hand-to-hand fight. Shock and initial impact are their main
weapons.

Strengths and Weaknesses: Strong Shock cavalry that can bash threw the flanks
of infantry and some cavalry.
------------------------------------------------------------------------------
Gothic Cavalry

Attack (melee): 12

Attack (missile): none

Defense: 19

Armor: 9

Defensive Skill: 6

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 790

Description: Gothic cavalry are an aristocratic - if such a word can be
applied to barbarians - heavy cavalry elite of the German tribes. Having the
wealth to risk a horse in battle requires status, and among barbarians this
status is retained by acts of personal bravery. As a result, these men think
little or nothing of danger, and are keen to be the first to come to grips
with an enemy.

They are well armed and well armored, having spears, heavy mail coats and
shields. They are, however, prone to attacking whether or not it makes sense to
their warlord - glory and honor are always worth pursuing, after all!

They are best employed at what they do best - hitting an enemy hard and
repeatedly. Victory over the foe is always glorious, so they will not think
less of an order to attack the flank or rear of an enemy unit.

Strengths and Weaknesses: Read the description


-------------------------------------------------------------------------------

Barbarian Warlord

Attack (melee):  12

Attack (missile): none

Defense: 13

Armor: 3

Defensive Skill: 6

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 810

Description: A barbarian warlord surrounds himself with fierce warriors as a
personal guard. These spear-armed cavalry are an elite reserve for use in a
moment of crisis.

Every warlord commands by right of personal courage as much as tactical
skill, and must prove himself in battle. He and his guards are equipped as
cavalry with spears, leather armor and shields so that they can dash to any
point on the battlefield. The warlord can inspire his men to greater efforts
just by his presence, and also has enough men to be a significant force should
the need arise.

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
Barbarian Chosen Warlord

Attack (melee): 12

Attack (missile): none

Defense: 16

Armor: 3

Defensive Skill: 6

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 940

Description: Gallic warlord surrounds himself with fierce warriors as a
personal guard. These spear-armed cavalry are an elite reserve for use in a
moment of crisis.

Every warlord commands by right of personal courage as much as tactical
skill, and must prove himself in battle. He and his guards are equipped as
cavalry with spears, mail armor and shields so that they can dash to any
point on the battlefield. The warlord can inspire his men to greater efforts
just by his presence, and also has enough men to be a significant force should
the need arise.

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
--------------------------Britons [BR17]---------------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

The Britons are a strong barbarian faction with excellent infantry and fairly
good Chariots. Make sure to always use warcry before charging and your men
will cut threw everything. They do have a weakness against pike  units.
-------------------------------------------------------------------------------

Barbarian Peasants

Attack (melee): 1

Attack (missile): NA

Defense: 4

Defensive Skills: 1

Shield: 0

Armor: 3

Charge Bonus: 1

Weapon: knife

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 150

Description: Peasants are reluctant warriors, but barbarian peasants are better
fighters than most: hard lives produce hard me, Numbers are useful in all
armies and Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.

-------------------------------------------------------------------------------
Druids

Attack (melee): 13

Attack (missile): NA

Defense: 14

Armor: 7

Defensive Skill: 5

Shield: 2

Charge Bonus: 4

Weapon: Sickle

Weapon (secondary): none

Category: Infantry

Special Abilities: Chant

Recruitment Cost: 480

Description: Druids are spiritual leaders with practical fighting skills who
instill confidence in nearby friendly warriors. They have a religious zeal
that gives them great courage and their mere presense fills nearby believers
with confidence. Positioned just behind the battle line druids can also form
a powerful reserve, ready to join the fray at a crucial moment.

Equipped with sickle-shaped swords and small shields, the mail-clad druids are
excellent fighters. Their good war gear is a reflection of their status as
teachers, judges, soothsayers and the focal point of religion and magic
among their people. As Celtic cultures lack a written form, they are also
the memory of the tribe as well, remembering all the important facts of
tribal history.

Historically, the Romans despised and then targeted these men because
they practiced particularly savage forms of human sacrifice and because
of their cultural importance. When a tribe's history was wiped out, it
became a little easier to bed the people to the will of Rome.

Strengths and Weaknesses: Read the description



-------------------------------------------------------------------------------
Wood Warriors

Attack (melee): 13

Attack (missile): none

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 5

Weapon: Sword

Weapon (secondary): none

Category: Infantry

Special Abilities: warcry

Recruitment Cost: 380

Description: Religion and magic are powerful reasons for bravery.

Woad warriors are brave fighters - and mad. They disdain armor and most
clothing, preferring to paint themselves with intricate and stylised magical
designs in woad (a blue dye) to deflect enemy blows and missiles. The patterns
created can be elaborate and almost inhuman, and are supposed to be unnerving
for enemies unused to such practices. Belief in magic also armors the woad
warriors against fear, and makes them savage, dangerous and
not-quite-controllable fighters. Woad warriors carry only blades and shields
but it is a foolish commander indeed who underestimates their impact in battle!

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
Swordsmen

Attack (melee): 10

Attack (missile): NA

Defense: 12

Armor: 3

Defensive Skill: 4

Shield: 5

Charge Bonus: 4

Weapon: Sword

Weapon (secondary): none

Category: Infantry

Special Abilities: Warcry

Recruitment Cost: 460

Description: Swordsmen are steadfast and aggressive warriors, the 'infantry of
the line' for barbarian warlords. They are not very disciplined at times, as
their sense of honor and bravery can make them eager to get into any fray, but
they are uniformly superb swordsmen. They are equipped with good swords and
large shields.

Every warlord worth the name makes sure he has a couple of warbands of these
hard men under his command.

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
Chosen  Swordsmen

Attack (melee): 13

Attack (missile): NA

Defense: 17

Armor: 7

Defensive Skill: 5

Shield: 5

Charge Bonus: 4

Weapon: Sword

Weapon (secondary): none

Category: Infantry

Special Abilities: Warcry

Recruitment Cost: 680

Description: Chosen swordsmen are the best fighting individuals in their
tribe, and armed with the finest swords available.

While superbly skilled and extremely tough, they are not naturally inclined to
fight as a group.Personal glory and the need to be first amongst the enemy
ensure that they are headstrong and ill-disciplined. They are, however, very
well equipped with the finest swords that the smiths can make, along with
chainmail armor and large shields. They are an intimidating sight for any
enemy.

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
Slingers

Attack (melee): 3

Attack (missile): 4

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: none

Weapon: Sling

Weapon (secondary): Knife

Category: Infantry

Special Abilities: none

Recruitment Cost: 150

Description: A sling is a deceptively simple weapon: a slinger can bring down
the strongest man with a single shot. These slingers can send a hail of bullets
towards the enemy, and target their shots for maximum damage. After all, they
will have been hunting with slings since boyhood. Slingers should not be
allowed to get into melee combat, as their lack of armor and their relative
lack of equipment - just a knife or short sword and a shield - will soon lead
to them being cut to pieces. Used to kill enemies from a distance, they are
superb missile warriors.

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
Head Hurlers

Attack (melee): 12

Attack (missile): 17

Defense: 2

Armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 6

Weapon: Heads

Weapon (secondary): Knife

Category: Infantry

Special Abilities: warcry

Recruitment Cost: 400

Description: In battle, head hurlers throw the heads of fallen foes coated
with quicklime. These missiles are both dangerous and loathsome. Head hurlers
combine the practical and the macabre in equal measure - they collect the heads
of fallen enemies and preserve these by dipping them in quicklime. The limed
heads are used as disgusting missiles in battle, flung into enemy ranks at
surprisingly long range. As missiles the heads are heavy enough to cause
injuries (and have an undoubted impact on morale) but it is the lime that
really does the damage, causing nasty burns. Head Hurlers also carry swords for
use in close combat should this be necessary.

Head hurlers, however, also show little regard for their own danger and are not
above rushing into combat without orders.

Strengths Weakness: Read the Description




------------------------------------------------------------------------------
Warhounds

Attack (melee): 12

Attack (missile): none

Defense: 3

Armor: 2

Defensive Skill: 1

Shield: 0

Charge Bonus: 4

Weapon: Dog

Weapon (secondary): none

Category: Cavalry

Special Abilities: none

Recruitment Cost: 510

Description: Warhounds are bred for a savage nature and great size, but then
hunting men is only a little more dangerous than hunting wild boar! The beasts
are muscular and powerful. Originally bred for hunting large prey, they are
now trained to hunt and attack men. Warhounds are usually unleashed on an
enemy to break a line and unnerve opponents. Few men are able to stand
steadily in the face of a snarling and partially-starved beast. The dogs are
trained to bite and hold on, dragging down their human targets, and
hamstringing horses.

Their handlers are brave, foolhardy and not easily intimidated: many have
fingers, hands or even chunks of limbs missing!

Strengths and Weaknesses: Read the description



-------------------------------------------------------------------------------
British Heavy Chariots

Attack (melee): 13

Attack (missile): NA

Defense: 1

Armor: 0

Defensive Skill: 1

Shield: 0

Charge Bonus:  7

Weapon: Sword

Weapon (secondary): none

Category: Cavalry

Special Abilities: none

Recruitment Cost: 580

Description: Heavy chariots are an elite in British armies ridden into battle
by tribal nobles. They are shock troops, relying on speed and shock to break
enemy formations.

Every man carries a fine sword, and is equipped with a good mail coat and a
shield, while his chariot is pulled by two horses.

They perform the same function as heavy cavalry, charging home to cause
casualties before wheeling away to launch a fresh attack. Any infantry foolish
enough to stand in the way are ridden down, hacked to pieces by the rider!
However, like many barbarians they can sometimes let greed for personal honor
and glory lead them into attacking without orders.

Strengths and Weaknesses: Read the description



-------------------------------------------------------------------------------
Barbarian Warlord

Attack (melee): 13

Attack (missile): NA

Defense: 1

Armor: 0

Defensive Skill: 1

Shield: 0

Charge Bonus: 7

Weapon: Sword

Weapon (secondary): none

Category: Cavalry

Special Abilities: none

Recruitment Cost: 1010

Description: Chariots are a pinnacle of Celtic technology and an effective
machine of war. So itís no surprise to see tribal leaders driving them into
battle accompanied by groups of bodyguards. It is important that a warlord has
a group of hardened warriors around him to go into the thick of battle to
prove that he is not only a great leader but also a great warrior.

Barbarian warlords hold their positions of trust and command not just through
their tactical skill but because they are personally brave and resolute. No
warrior willingly follows a coward, and no coward has the right to ask his
brothers-in-arms to throw their lives away.

Strengths and Weaknesses: Read the description
------------------------------------------------------------------------------
British light Chariots

Attack (melee): 10

Attack (missile): 10

Defense: 1

Armor: 0

Defensive Skill: 1

Shield: 0

Charge Bonus: 6

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 500

Description: Light chariots are very fast, very noisy and, when used in large
numbers, quite intimidating. They combine the swiftness of cavalry with the
'staying power' of infantry. The drivers concentrate on controlling the
chariots, while their passengers fire arrow after arrow into the target. They
can also simply charge into an enemy, perform the same scouting duties as
cavalry, harass enemies with missiles and may even be worth sacrificing to
break a previously unyielding enemy line. They can also be very effective in
pursuing fleeing foes.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
-------------------------------Armenia  [AM18]---------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

Armenia is basically parthia but with actual infantry.
-------------------------------------------------------------------------------

Peasants

Attack (melee): 1

Attack (missile): NA

Defense: 4

Defensive Skills: 1

Shield: 0

Armor: 3

Charge Bonus: 1

Weapon: knife

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 150

Description: Peasants are reluctant warriors, but barbarian peasants are better
fighters than most: hard lives produce hard me, Numbers are useful in all
armies and Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.
-------------------------------------------------------------------------------
Hillmen

Attack (melee): 5

Attack (missile): NA

Defense: 9

Armor: 3

Defensive Skill: 4

Shield: 2

Charge Bonus: 2

Weapon: Spear

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 290

Description: To outsiders, the hillmen are a wild savage people, but they are
also skilled hunters, making them superb ambushers. Although only armed with
spears and shields, they are a valuable addition to many forces. Their skills
at reading ground allow them to hide where others cannot, and this makes them
valuable to commanders with a penchant for tactical ambushes.

They are expert raiders and thieves (often taking sheep and goats from their
lowland neighbours) and this is, unfortunately, something that makes them
occasionally difficult to control. They do not see any need for military
formalities!

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
Eastern Infantry

Attack (melee): 3

Attack (missile): none

Defense: 10

Armor: 3

Defensive Skill: 2

Shield: 5

Charge Bonus: 1

Weapon: Spear

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 330

Description: Eastern infantry are easily recruited militia-spearmen, who are
good for defense against less able opponents. They are drawn from among the
peasantry and urban poor, given minimal training and sent into battle. They
are, however, given large shields.

Individually, they are not outstanding warriors, but as a group they have their
uses in holding off light cavalry; even medium and heavier troops will be
unwilling to charge into a forest of spear points.

Strengths and Weaknesses: Useless against everything but light cavalry.
------------------------------------------------------------------------------
Heavy Spearmen

Attack (melee): 7

Attack (missile): NA

Defense: 17

Armor: 7

Defensive Skill: 5

Shield: 5

Charge Bonus: 3

Weapon: Pike

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 460

Description: Heavy spearmen can be the backbone of an Eastern army and are well
able to take on many opponents. Their war gear includes long spears, chainmail
and round shields.They can withstand attacks by most cavalry, and the
training they have received allows them to form phalanx and carry an attack to
an enemy infantry line. Against skirmishers and other missile troops, however,
they require some support.

These men are recruited from the native population, not from among the Greek
stratum of society that exists in all the Successor states, so they do not have
the discipline of the 'hoplite ethos' in their training. They are still,
however, worthwhile troops.

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
Armenian Legionaries

Attack (melee): 7

Attack (missile): 11

Defense: 16

Armor: 7

Defensive Skill: 4

Shield: 5

Charge Bonus: 2

Weapon: Sword

Weapon (secondary): Pila x2

Category: Infantry

Special Abilities: none

Recruitment Cost: 500

Description: Armenian legionaries are an attempt to copy the fighting style and
skills of the Roman Legions, and give other commanders the war-winning troops
of Rome. Although armed and equipped in the manner of Roman legionaries, with
iron-shafted throwing spears (pila), short swords, chainmail and large
shields, these men are not of quite the same quality as the originals.
Armenians are hardy folk and do not tire easily. It is true, and they have
accepted the iron discipline that legionary training requires, but the quality
of that training is not quite up to Roman standards. They are good heavy
infantry once seasoned, but poor training means they cannot use the famous
tortoise (testudo) formation. That said, they can still give a nasty shock to
any enemy - their fighting style of bombarding an enemy with pila and then
closing for the kill is just as effective when performed by Armenians as it is
when Romans do the job!

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
Peltasts

Attack (melee): 3

Attack (missile): 6

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Throwing Spears

Weapon (secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 180

Description: Eastern peltasts rush forward to pepper an enemy with javelins,
and then withdraw in good order before a counter-attack can be organised. They
 are skirmishers and not intended to hold a position in a battle line.
Instead, their job is to harass and disrupt enemy units as well as screen the
 main force of the army. They are also adept - as their abilities would suggest
 - at staging tactical ambushes.

Peltasts are equipped with a clutch of javelins, a sword and a light shield,
the pelte, which gives them their name as 'pelte-bearers'. They wear no other
armor, and rely on speed as the best form of protection.

Strengths and Weaknesses: Outclassed by archers.
------------------------------------------------------------------------------
Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

Armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 190

Description: Archers are rightly feared for the casualties they can inflict,
but they are vulnerable in hand-to-hand combat.\n\nThey are drawn from the
peasant classes of all societies, as these are the people who need to be
skilled hunters in order to survive. Learning to use a bow well is something
that takes a lifetime and constant practice, and putting food on the table
provides good practice.

They are best used to weaken enemy formations, or placed in a spot where they
can retreat and find protection from other troops.

Strengths and Weaknesses: These are good staple in any army. They can make
Elephants run amok and cause major casualties on the flanks of infantry.

------------------------------------------------------------------------------
Cataphracts

Attack (melee): 7

Attack (missile): NA

Defense: 23

Armor: 18

Defensive Skill: 5

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Mace

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 940

Description: Cataphracts are extremely heavily-armored cavalry who can turn a
battle with one thunderous charge. They are the ultimate in shock cavalry, an
armored battering ram to crash into an enemy position and sweep aside all who
stand against them. They are armed with heavy lances for the initial charge
and maces for use in close combat. They wear armor that is almost unmatched
for weight and protection, and their horses are similarly armored. On the move
they are a wall of metal bearing down on enemies, tipped with razor-sharp spear
points.

Their armor is their main strength, but it also means that these troops can be
quite ponderous and slow moving. That said, sheer weight means that they can of
ten break through (or ride over) an enemy line without too much trouble.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
Eastern General

Attack (melee): 12

Attack (missile): 12

Defense: 15

Armor: 6

Defensive Skill: 5

Shield: 4

Charge Bonus: 5

Weapon: Throwing Spears

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 960

Description: This general has a bodyguard of loyal and mail-armored cavalry to
accompany him onto the field. Armed with javelins, they can stand off from
enemies and pepper them with missiles but, thanks to their chainmail armor,
shields, and swords, can also charge home and fight effectively in
hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspirational leadership and the combat
power of his men can tip the balance.

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
Armored General

Attack (melee): 10

Attack (missile): NA

Defense: 24

Armor: 18

Defensive Skill: 6

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Mace

Category: Cavalry

Special Abilities: none

Recruitment Cost: 1400

Description: This general has a bodyguard of loyal, heavily-armored,
cataphract cavalry to accompany him onto the field. Armed with sword and mace,
they charge home and fight effectively in hand-to-hand combat. Like all
general's guards, this unit is best committed to the fight at the point of
crisis, when the general's inspirational leadership and the combat power of
his men can tip the balance.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
Horse Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

Armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 2

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 440

Description: Horse archers are a specialty of the East: swift horses and
expert marksmen make a deadly combination. They are armed with a powerful bow
and a dagger for defense, but they are not armored and should not be
expected to fight other than to escape. Horse archers rely on the maxim that
'speed is armor' to keep them out of trouble. Infantry have no hope of
catching them, but other cavalry may be able to chase them down. Wise eastern
commanders know this, and deploy horse archers with other cavalry to act as a
deterrent to over-ambitious pursuit by an enemy.

If horse archers have a weakness it is that of all soldiers armed with
composite bows: these weapons do not take well to damp or wet weather, as the
glues used to construct them become weakened. While this is seldom a problem in
their home provinces, it can be in wetter climes.

Strengths and Weaknesses: These guys can Outrun any unit, making them cery
effective at harassing. Unfortunately after run out of ammo they are
uneffective in melee combat.
------------------------------------------------------------------------------
Cataphract Archers

Attack (melee): 9

Attack (missile): 7

Defense: 22

Armor: 18

Defensive Skill: 4

Shield: 0

Charge Bonus: 5

Weapon: Bow and Arrow

Weapon (secondary): Swords

Category: Cavalry

Special Abilities: none

Recruitment Cost: 1230

Description: Cataphract archers are very heavily armored, but slow
horse-archers that are almost impervious to attacks, and can fight in close
combat. They are not as armored as cataphract lancers, yet most enemy missiles
are turned aside quite easily. Mobility and speed have been sacrificed to
provide protection. Their composite bows allow them to attack enemies at long
range, but they also carry swords so that - if needs be - they can close up and
fight hand-to-hand.\n\nThe weight of cataphract archers means that they are
'heavier' than most shock cavalry but this is not their primary purpose. Being

able to fight in close combat should be seen as a bonus to their primary
abilities.

Strengths and Weaknesses: Horse archers rely on their speed to survive and
with the extra armor cataphract archers will move at the same speed as heavy
cavalry. light cavalry will catch up with them and the extra armor on them
is not worth the extra money you spend. Overall, do not use these guys.
------------------------------------------------------------------------------
Onagers

Attack (melee): none

Attack (missile): 53

Defense: 5

Armor: 2

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (secondary): none

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 740

Description:  The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: great for destroying walls but lack the accuracy to
effectively fight infantry.
------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
-------------------------------Dacians  [DS19]---------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

Just another barbarian faction. Strong infantry but lack strong cavalry.
-------------------------------------------------------------------------------
Peasants

Attack (melee): 1

Attack (missile): NA

Defense: 4

Defensive Skills: 1

Shield: 0

Armor: 3

Charge Bonus: 1

Weapon: knife

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 150

Description: Peasants are reluctant warriors, but barbarian peasants are better
fighters than most: hard lives produce hard me, Numbers are useful in all
armies and Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.
-------------------------------------------------------------------------------
Warband

Attack (melee):7

Attack (missile): NA

Defense: 10

Armor: 3

Defensive Skill: 2

Shield: 5

Charge Bonus: 4

Weapon: Spear

Weapon (secondary): none

Category: Infantry

Special Abilities: Warcry

Recruitment Cost: 420

Description: Warbands are bound to the service of a strongman or petty village
head. They are the basic 'unit' to be found in many barbarian armies. They
fight well as glory and loot are the road to status but are often difficult to
control. They care little for discipline and less for restraint, but they can
be relied on to fight, and fight hard. In warfare it is up to each man to prove
his own bravery and worth, so the savage charge into the enemy is about as
sophisticated as they ever want to be!

Each man carries a stabbing spear and a large shield.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
Naked Fanatics

Attack (melee): 13

Attack (missile): NA

Defense: 7

Armor: 0

Defensive Skill:2

Shield: 5

Charge Bonus: 5

Weapon: Sword

Weapon (secondary): none

Category: Infantry

Special Abilities: Warcry

Recruitment Cost: 430

Description: There are warriors among the barbarian ranks whose love of battle
is such that they live for little else. Clad only in flimsy loincloths, the
fanatics whip themselves into a frenzy by chanting, beating themselves and
drinking heavily. In this state they make an unnerving sight on the
battlefield! They are best sent into battle en masse, shocking the enemy by a
ferocious charge, but they should be kept away from enemy cavalry.

They carry just swords and shields and have practically no discipline, but
they can cause heavy casualties among most enemies. They fight mostly (if not
completely) naked to emphasise their own fierceness and utter lack of fear.
Scars and tattoos adorn their skin, and they let their hair grow wild. Only
after a kill is their hair cut, often with a sword blade while standing over a
freshly dead foe.
While their reckless courage is not in doubt, they can lack the cohesion and
discipline to adapt to setbacks, breaking and running in confusion when
subjected to severe pressure.

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
Falxmen

Attack (melee): 13

Attack (missile): NA

Defense: 10

Armor: 3

Defensive Skill: 7

Shield: 0

Charge Bonus: 5

Weapon: Sword

Weapon (secondary): none

Category: Infantry

Special Abilities: Warcry

Recruitment Cost: 500

Description: Falxmen are used to carve a path into enemy formations. They are
superior, but somewhat ill-disciplined warriors who are willing to charge into
a fight without orders. They wear no armor, partly as a sign of their
bravery and partly because it would interfere with the free swinging of their
falxes.

A falx can cut a man in two lengthways in the hands of a skilled user. It is a
frightening weapon: a curved scythe-like blade on the end of a long handle
that is sharpened on the inner curve of the blade. The damage from any blow is
done with a pulling motion, meaning that any blow that lands will hack off a
limb or decapitate a foe at the least. Historically, this is one of the few
weapons that made the Romans change their standardised armor, as they added
reinforcing bars to Legionary helmets after encountering falxmen.

Strengths and Weaknesses: Read the description

------------------------------------------------------------------------------
Chosen  Swordsmen

Attack (melee): 13

Attack (missile): NA

Defense: 17

Armor: 7

Defensive Skill: 5

Shield: 5

Charge Bonus: 4

Weapon: Sword

Weapon (secondary): none

Category: Infantry

Special Abilities: Warcry

Recruitment Cost: 680

Description: Chosen swordsmen are the best fighting individuals in their
tribe, and armed with the finest swords available.

While superbly skilled and extremely tough, they are not naturally inclined to
fight as a group.Personal glory and the need to be first amongst the enemy
ensure that they are headstrong and ill-disciplined. They are, however, very
well equipped with the finest swords that the smiths can make, along with
chainmail armor and large shields. They are an intimidating sight for any
enemy.

Strengths and Weaknesses: Read the description



------------------------------------------------------------------------------
Chosen Archer Warband

Attack (melee): 10

Attack (missile): 8

Defense: 10

Armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 4

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 700

Description: chosen  archers are highly prized for their superior skills in
war. They are the best archers available to barbarian warlords. They are all,
as might be expected, excellent bowmen, fleet of foot and expert hunters. They
are given the best bows available to their people, and are also equipped with
good swords and chainmail armor too. This equipment means that they can do
more than just defend themselves in hand-to-hand combat. They can, when
required, act as light infantry. Their presence on a battlefield is always
useful, as they have the flexibility to be both archers and infantry and do a
good job in both tasks.

Strengths and Weaknesses: Read the last 3 lines of the description. Also you
really do not need these guys. Normal archers will get the job done just
as well.
------------------------------------------------------------------------------
Archer Warband

Attack (melee): 4

Attack (missile): 7

Defense: 5

Armor: 3

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 270

Description: Archer warbands are used to harass and break up enemy formations,
so that other warriors can then get in amongst their enemies. The members of
the warband are lightly armed and equipped, relying more on speed as a
protection from foes. Any archers caught in the open by cavalry will be in
trouble unless they can withdraw to more favourable ground or behind a shield
wall of friendly warriors.

Their bows have a short range, but each warrior carries a good selection of
hunting and war arrows, designed to cause massive bleeding and pierce armor
respectively. Their choice of missile is matched to the nature of the target.

These archers are at their best in wooded country, where their superior
stalking skills learned on the hunt can be put to use.

Strengths and Weaknesses: Read the first 3 lines of the description.
-------------------------------------------------------------------------------
Warhounds

Attack (melee): 12

Attack (missile): none

Defense: 3

Armor: 2

Defensive Skill: 1

Shield: 0

Charge Bonus: 4

Weapon: Dog

Weapon (secondary): none

Category: Cavalry

Special Abilities: none

Recruitment Cost: 600

Description: Warhounds are bred for a savage nature and great size, but then
hunting men is only a little more dangerous than hunting wild boar! The beasts
are muscular and powerful. Originally bred for hunting large prey, they are
now trained to hunt and attack men. Warhounds are usually unleashed on an
enemy to break a line and unnerve opponents. Few men are able to stand
steadily in the face of a snarling and partially-starved beast. The dogs are
trained to bite and hold on, dragging down their human targets, and
hamstringing horses.

Their handlers are brave, foolhardy and not easily intimidated: many have
fingers, hands or even chunks of limbs missing!

Strengths and Weaknesses: only good for chasing down routing units and
decreasing enemy morale.
------------------------------------------------------------------------------
Barbarian Cavalry

Attack (melee): 8

Attack (missile): none

Defense: 10

Armor: 3

Defensive Skill: 3

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): none

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 400

Description: Gallic cavalry are lightly armored and carry spears and shields.
They are best used as scouts and in pursuit of fleeing enemies, and ride sturdy
, sure-footed ponies with a good turn of speed. Like many barbarian warriors,
however, they can lack battle-discipline and be over-keen to enter battle
against worthy opponents. honor and standing come from fighting, so the urge
for glory sometimes overwhelms good sense! These men are all good fighters, but
find organised, formal warfare goes against the grain. They are unlikely to be
very effective against steady infantry unless attacking from an unexpected
direction.

Strengths and Weaknesses: Good For chasing down enemy SKirmishers and routing
units but not much else.
------------------------------------------------------------------------------
Barbarian Noble Cavalry

Attack (melee): 9

Attack (missile): none

Defense: 15

Armor: 6

Defensive Skill: 5

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 600

Description: Noble cavalry are an elite in society as well as war, and fight
bravely to justify their status. This can lead them to be headstrong, and
difficult to restrain before a fight, as personal glory gained in battle is
the only true measure of nobility. Their war gear of spears, shields and good
chainmail is the very finest that can be provided.

They are best used to break weakened enemy formations, fight against other
cavalry and pursue fleeing enemies. While they are brave men and superb
horsemen, they lack the cohesion of more 'civilised' cavalry, and may not be
as effective in a hand-to-hand fight. Shock and initial impact are their main
weapons.

Strengths and Weaknesses: Read the least 3 lines of the Description.
-------------------------------------------------------------------------------

Barbarian Warlord

Attack (melee):  12

Attack (missile): none

Defense: 13

Armor: 3

Defensive Skill: 6

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 810

Description: A barbarian warlord surrounds himself with fierce warriors as a
personal guard. These spear-armed cavalry are an elite reserve for use in a
moment of crisis.

Every warlord commands by right of personal courage as much as tactical
skill, and must prove himself in battle. He and his guards are equipped as
cavalry with spears, leather armor and shields so that they can dash to any
point on the battlefield. The warlord can inspire his men to greater efforts
just by his presence, and also has enough men to be a significant force should
the need arise.

Strengths and Weaknesses: Basic General unit
------------------------------------------------------------------------------
Barbarian Chosen Warlord

Attack (melee): 12

Attack (missile): none

Defense: 16

Armor: 3

Defensive Skill: 6

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 940

Description: Gallic warlord surrounds himself with fierce warriors as a
personal guard. These spear-armed cavalry are an elite reserve for use in a
moment of crisis.

Every warlord commands by right of personal courage as much as tactical
skill, and must prove himself in battle. He and his guards are equipped as
cavalry with spears, mail armor and shields so that they can dash to any
point on the battlefield. The warlord can inspire his men to greater efforts
just by his presence, and also has enough men to be a significant force should
the need arise.

Strengths and Weaknesses: Upgraded general unit
-------------------------------------------------------------------------------
Ballistas

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 230

Description: A Ballista is sinew-powered weapon that looks ;ik and enormous
crossbow. It has tremendous range and can skewer files of men with a
single bolt!

While a Ballista might look like a huge crossbow, its working principles
are rather diferent. the two arems are pushed through ropes made of togh animal
sinew. This naturally elastic material is then twised, and becomes a hugely
powerful spring, pulling each arm forards. The arms are pulled back, creating
even more tension, the Ballista is loaded with a missile, and then this is shot
at the enemy with considerable force.

Providing care is taken to make sure that the two sinew bundles are under the
same tension, the Ballista is a very accurate weapon, but because sinew
sensitive to damp Ballista does not work wlee in wet whether.

Strengths and Weaknesses: There are only 2 uses for Ballistas. One, is
to destroy the gates of a city. Two, to snipe the enemy general during
a battle.

If your using this unit in hopes of causing large amounts of casualties then
you will not succeed. The Ballistas take forever to reload and only inflict
about 3 casualties per shot.

 only use for walls or to take out the enemy general.
-------------------------------------------------------------------------------
Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 830

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.
-------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
-------------------------------Greeks  [GE21]----------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

The Greeks have some of the best infantry but lack cavalry. They rely on
their heavily armored infantry and their Spartans to win the battle.
-------------------------------------------------------------------------------
Peasants

Attack (melee): 1

Attack (missile): NA

Defense: 1

Defensive Skills: 1

Shield: 0

Armor: 0

Charge Bonus: 1

Weapon: knife

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 100

Description: Peasants are reluctant warriors, but numbers are useful in all
armies. Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.

-------------------------------------------------------------------------------
Militia Hoplites

Attack (melee): 5

Attack (missile): NA

Defense: 8

armor: 0

Defensive Skill: 3

Shield: 5

Charge Bonus: 2

Weapon: Pike

Weapon (Secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 230

Description: Militia hoplites are levies drawn from cities and thrust into
battle with a little training. They fight best as spearmen, and are armed
with long spears and each carries the large round hoplon shield which gives
them their name. As a type of infantry hoplites have been around for
centuries and have changed little in tactics or equipment. These men wear
no armor, but then they are drawn from the poorer classes and it is
traditional for citizens to provide their own war gear when called into the
army. The cities of the greek world have a long tradition of the people
defending their own cities from invaders.

They are at their best when used as a soldier block of spearmen and cant
form a phalanx to attack the enemy.

Strengths and Weaknesses: Basic militia unit that is only good defense of a
city.
-------------------------------------------------------------------------------
Hoplites

Attack (melee): 7

Attack (missile): none

Defense: 16

Armor: 6

Defensive Skill: 5

Shield: 5

Charge Bonus: 3

Weapon: Pike

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 440

Description: The basis of nearly all military power in Greece once revolved
around the hoplite. Operating in phalanxes, or tightly grouped blocks, these
men are a powerful force against infantry or cavalry.

Hoplite tactics are simple: formations generally approach the opposing army in
normal order, and then close ranks into the phalanx so that each soldier is
protected by overlapping shields. Then it is simply a matter of closing with
the enemy as quickly as possible to decide the battle. Well trained, these
troops have great stamina, and are some of the most effective soldiers in the
known world.

Hoplites generally supply their own equipment, so are not drawn from the
poorer sections of society. They wear a hardened leather cuirass breastplate,
and carry both a round shield (the hoplon) and a thrusting spear. This spear
has a bronze butt-spike to plant in the ground (bronze is not prone to rusting
like iron), which doubles as a weapon if the pike shaft breaks.

Strengths and Weaknesses: Slight upgrade of the Militia hoplites.
------------------------------------------------------------------------------
Armored Hoplites

Attack (melee): 9

Attack (missile): none

Defense: 22

Armor: 11

Defensive Skill: 6

Shield: 5

Charge Bonus: 4

Weapon: Pike

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 640

Description: Armored hoplites are an elite among Greek soldiery, carefully
selected and given the best training to make them superior spearmen. Each of
them is equipped with good body armor, greaves and a helmet and carries a
large round shield, the hoplon that gives this kind of soldier the name of
hoplite. Each man is also armed with a formidable thrusting spear called the
xyston and a sword. They are usually employed as solid, close-packed groups of
men, presenting a wall of spear points to the enemy. In phalanx formation,
they use weight of numbers to batter into enemy formations.They are vulnerable
to flank and rear attacks, and ideally need some sort of light supporting
troops to screen them as they approach the enemy.

Strengths and Weaknesses: major upgrade of the militia hoplites.
------------------------------------------------------------------------------
Spartan Hoplites

Attack (melee): 16

Attack (missile): none

Defense: 17

Armor: 3

Defensive Skill: 9

Shield: 5

Charge Bonus: 4

Weapon: Pike

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 1190

Description: Spartan hoplites are trained from infancy to be nothing but
soldiers. They are 'perfect soldiers' and nothing else. All of Spartan life is
spent training for war. Weaklings perish soon after birth; youths are taught
to thieve and terrorize the slave class to harden them; young men are taught
nothing unless it has something to do with the arts of war - even music and
dance are there only to help keep step when marching and obeying orders.

The result is a man who thinks nothing of danger, expects to win, and creates
a sense of dread in his opponents.\n\nSpartans fight in the traditional fashion
as hoplites, carrying a long thrusting spear and the large round hoplon shield,
and as a phalanx: a close-packed mass of men moving as one to crush their
enemies.

If they have a weakness it is that they are hide-bound traditionalists, and the
once-mighty state of Sparta has not moved with the times.

Strengths and Weaknesses: These are the elite of the elite. They will almost
never route and will kill anything, aside from the fully upgraded royal
pikemen, from the front. They are a vital part of any greek army.
-------------------------------------------------------------------------------
Peltasts

Attack (melee): 3

Attack (missile): 6

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Throwing Spears

Weapon (secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 180

Description: Greek peltasts advance at speed to pepper an enemy with javelins,
and then withdraw in good order before a counter - attack can be organized.
They are skirmishers and it is their task to harass and disrupt units before
the main battle lines clash. They are also adapt at staging tactical ambushes.

Peltasts are equipped with a clutch of javelins, a sword ad a light shield,
the pelte, which gives them their name as "pelte-bearers". They wear no
other armor, and they rely on speed as the best form of protection, and
this isn't much protection should they be caught by cavalry.

Strengths and Weaknesses: Skirmishers should not be used unless you have no
access to archers.
------------------------------------------------------------------------------
Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

Armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 190

Description: Archers are rightly feared for the casualties they can inflict,
but they are vulnerable in hand-to-hand combat.

They are drawn from the peasant classes of all societies, as these are the
people who need to be skilled hunters in order to survive. Learning to use a
bow well is something that takes a lifetime and constant practice, and
putting food on the table provides good practice.

They are best used to weaken enemy formations, or placed in a spot where
they can retreat can find protection from other troops.

Strengths and Weaknesses: Read the Description
------------------------------------------------------------------------------
Heavy Peltasts

Attack (melee): 5

Attack (missile): 7

Defense: 11

Armor: 3

Defensive Skill: 3

Shield: 5

Charge Bonus: 2

Weapon: Throwing Spears

Weapon (secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 350

Description: Heavy peltasts are skirmishers, but carry large oval shields into
battle. This added protection makes them suitable for standing in the main
battle line, as well as for flanking and screening duties.

Their javelins are intended to thin the ranks of approaching troops, weakening
 their morale just before battle is joined. They also carry short swords for
when they are asked to engage in close combat.

A heavy peltastís shield (the thureos), is made from wood covered in leather.
While this confers reasonable protection, when confronted with heavy infantry
or practically any form of cavalry, these troops should not be expected to
stand for long. Like other peltasts, this unit is well suited to using ambush
tactics.

Strengths and Weaknesses: just as useless as the normal skirmishers.
------------------------------------------------------------------------------
Incendiary Pigs

Attack (melee): 7

Attack (missile): none

Defense: 1

Armor: 0

Defensive Skill: 1

Shield: 0

Charge Bonus: 2

Weapon: Pigs

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 110

Description: Incendiary pigs are 'one shot' weapons intended to spread panic
and terror amongst enemies, particularly mounted troops.

The pigs are coated in pitch, tar and oil, and herded towards the enemy. At
the right moment, the pigs are ignited by their handlers and, not unnaturally,
they run away in pain and terror - hopefully towards the enemy. Apart from
goring anyone foolish enough to get in their way, the pigs are tremendously
disruptive to formations. They are also very frightening for elephants in
particular, and this is their main use in warfare.

Pigs can only be fired up once during a battle, and few survive for long.

Strengths and Weaknesses: lowers enemy morale and makes elephants run amok.
All together, extremely useless. Archers can do the same thing and they
will be around during the next battle.
------------------------------------------------------------------------------
Greek cavalry

Attack (melee): 6

Attack (missile): NA

Defense: 8

Armor:  3

Defensive Skill: 5

Shield: 0

Charge Bonus: 5

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 330

Description: Greek Cavalry are fast moving horsemen armed with spears for
maximum impact in a charge. they are not heavily armored and do not have
shields for protection, relying instead on the old maxim of "speed is armor"
for protection. As a result they are best used as a hit-and-run force, rather
than as soldiers who can indulge in hand-hand combat. That said, they are
excellent for breaking up skirmishers, attacking lighter infantry
such a missile troops and pursuing already broken enemies to prevent
them rallying and rejoining a battle.

Strengths and Weaknesses: read the description.
------------------------------------------------------------------------------
General's Bodyguard

Attack (melee): 11

Attack (missile): NA

Defense: 10

Armor: 3

Defensive Skill: 7

Shield: 0

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 690

Description: This General has a bodyguard of loyal spear-armed cavalry to
accompany him onto the field. Armed with spears, these men are shock cavalry
,able to deliver a devastating charge attack; they are then well trained
enough to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspiration leadership and combat
powers of his men can tip the balance.

Strengths and Weaknesses: basic General unit.
-------------------------------------------------------------------------------
General's Armored Bodyguard

Attack (melee): 10

Attack (missile): NA

Defense: 17

Armor: 11

Defensive Skill: 6

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Sword

Category: cavalry

Special Abilities: none

Recruitment Cost: 1020

Description: This general has a bodyguard of loyal spear-armed and armored
cavalry to accompany him onto the field. Armed with spears, these men are
shock cavalry, able to deliver a devastating charge attack; they are
then well trained enough to fight effectively in continued hand-to-hand
combat.

Like all general's guards, this is best commited to the fight at the point
of crisis, when the general's inspirational leadership and the combat power
of his men can tip the balance.

Strengths and Weaknesses: upgraded General Units.
-------------------------------------------------------------------------------
Ballistas

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 320

Description: A Ballista is sinew-powered weapon that looks ;ik and enormous
crossbow. It has tremendous range and can skewer files of men with a
single bolt!

While a Ballista might look like a huge crossbow, its working principles
are rather diferent. the two arems are pushed through ropes made of togh animal
sinew. This naturally elastic material is then twised, and becomes a hugely
powerful spring, pulling each arm forards. The arms are pulled back, creating
even more tension, the Ballista is loaded with a missile, and then this is shot
at the enemy with considerable force.

Providing care is taken to make sure that the two sinew bundles are under the
same tension, the Ballista is a very accurate weapon, but because sinew
sensitive to damp Ballista does not work wlee in wet whether.

Strengths and Weaknesses: There are only 2 uses for Ballistas. One, is
to destroy the gates of a city. Two, to snipe the enemy general during
a battle.

If your using this unit in hopes of causing large amounts of casualties then
you will not succeed. The Ballistas take forever to reload and only inflict
about 3 casualties per shot.
-------------------------------------------------------------------------------
Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 830

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.

-------------------------------------------------------------------------------
Heavy Onagers

Attack (melee): NA

Attack (missile): 63

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 1050

Description: The heavy onager is an enormous catapult built using the same
basic design as its sibling and capable of smashing down stone fortifications.
It is powered by a twisted bundle of animal Sinew ropes, and is slow to
wind baack and reload. Its missiles are devastating, and it can also fire
incendiary firepots.

The range is no more than the smaller onager and this makes the heavy onager
susceptible to counter fire. Also, it is best employed alongside smaller
artillery to deal with enemy fire.

Strengths and Weaknesses: See Onagers above.

 just a slight upgrade from onagers.

-------------------------------------------------------------------------------

 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
-------------------------------Numidia   [NA22]--------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
Numidia has no tough infantry, no tough cavalry, and have a crappy economy.
Because of this, almost nobody uses the Numidians.
-------------------------------------------------------------------------------
Peasants

Attack (melee): 3

Attack (missile): NA

Defense: 3

Defensive Skills: 3

Shield: 0

Armor: 0

Charge Bonus: 1

Weapon: Pitchfork

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 120

Description: Peasants are reluctant warriors, but numbers are useful in all
armies. Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.
-------------------------------------------------------------------------------
Desert Infantry

Attack (melee): 7

Attack (missile): NA

Defense: 13

Armor: 3

Defensive Skill: 5

Shield: 5

Charge Bonus: 3

Weapon: Spear

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 390

Description: These hardy folk from the fringes of the Sahara make excellent
spearmen, well suited to defending against cavalry. They are tough troops used
to eking out an existence in the unforgiving desert periphery. The prospect of
a punishing march across great distances to these robust people is almost as
familiar to them as the passing of each day. Equipped with spears and large
shields of wood and animal hide, battle holds few fears for these people -
life in a desert gives people a certain fatalism.

They are some of the best fighters available to Numidian commanders, but their
lack of formal training is a slight weakness.

Strengths and Weaknesses: weak unit that route easily. They can only take on
low grade Cavalry and nothing else.
------------------------------------------------------------------------------
Numidian Legionaries

Attack (melee): 7

Attack (missile): 11

Defense: 16

Armor: 7

Defensive Skill: 4

Shield: 5

Charge Bonus: 2

Weapon: Sword

Weapon (secondary): Pila x2

Category: Infantry

Special Abilities: none

Recruitment Cost: 500

Description: Numidian Legionaries are local copies of Roman Legionaries, but
lack the truly awesome discipline of the originals. They have had training
from Roman advisors, and this makes them the best trained of all Numidian
soldiery. They cannot, however, use tactics like the tortoise (or testudo)
when approaching enemy formations, but they do fight in the same fashion as
the original Legionaries, first throwing heavy spears (pila) at the enemy and
then closing for hand-to-hand combat.

A combination of rugged upbringing and harsh training makes them reliable and
slow to tire in combat: a Numidian force can be sure that these men will do
their duty.

Strengths and Weaknesses: these are about the equivalence of early leigonary
cohorts. They are good early on but will stand against the real roman
legions.
------------------------------------------------------------------------------
Slingers

Attack (melee): 3

Attack (missile): 4

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Sling

Weapon (secondary): Knife

Category: Infantry

Special Abilities: none

Recruitment Cost: 150

Description: Slingers are highly skilled missile troops but are at a huge
disadvantage in hand-to-hand combat, especially against cavalry. They can
maintain a sustained and concentrated barrage on enemies and then
fall back rapidly to avoid hand-to-hand combat. Slingers carry a shoulder
bag with many pieces of lead shot (they can also use stoned picked up on the
battlefield and several spare slings including slings of different length
for greater or lesser range. Other than a Knife and a small shield, they carry
no other equipment.

Strengths and Weaknesses: Almost as useless as Skirmishers.
-------------------------------------------------------------------------------
Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

Armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 190

Description: Archers are rightly feared for the casualties they can inflict,
but they are vulnerable in hand-to-hand combat.

They are drawn from the peasant classes of all societies, as these are the
people who need to be skilled hunters in order to survive. Learning to use a
bow well is something that takes a lifetime and constant practice, and
putting food on the table provides good practice.

They are best used to weaken enemy formations, or placed in a spot where
they can retreat can find protection from other troops.

Strengths and Weaknesses: read the description
-------------------------------------------------------------------------------
Numidian Javelinmen

Attack (melee): 3

Attack (missile): 4

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Throwing Spears

Weapon (secondary): knife

Category: Infantry

Special Abilities: none

Recruitment Cost: 180

Description: Numidian javelinmen are fast moving skirmishers trained from
infancy in the use of the javelin for hunting. They are recruited from amongst
nomadic peoples who need their weapon skills to survive in harsh conditions.
They are best employed to harry enemies and thin their ranks with volleys of
missiles. They should avoid being sucked into hand-to-hand combat, as their
knives are more useful in skinning animals than killing men; also, other than
a small shield they have no armor.

Historically, Numidian justice was extremely harsh on deserters and cowards:
crucifixion was a common punishment.

Strengths and Weaknesses: Totally outclassed by archers and only cost
slightly less.
------------------------------------------------------------------------------
Long Shield Cavalry

Attack (melee): 8

Attack (missile): none

Defense: 13

Armor: 3

Defensive Skill: 6

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formations

Recruitment Cost: 510

Description: Long shield cavalry are spear-armed light cavalry, who can be used
to break enemy formations, drive off skirmishers and pursue fleeing foes. This
makes them a flexible and powerful force for any commander to have under his
hand. They can also fight effectively in melee after a charge, as they carry
swords of the falcata design. These are cunningly balanced so that the weight
is towards the tip of the sword, giving a powerful cutting blow. Against
spearmen, however, they can be at a disadvantage.

Strengths and Weaknesses: read the description
------------------------------------------------------------------------------
Numidian Camel Riders

Attack (melee): 8

Attack (missile): NA

Defense: 13

Armor: 3

Defensive Skill: 6

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: cavalry

Special Abilities: none

Recruitment Cost: 520

Description: These tough desert warriors are 'camel lancers', exploiting the
speed of their mounts and the fear effect that camels cause to horses. The
kings of Numidia are wise indeed to exploit this pool of skilled fighters.
These are also a hardy people, and can put up with many privations thanks to
their desert upbringing.\n\nThey are not the strongest cavalry in the world,
but they can surprisingly effective against both infantry and especially other
(horse) cavalry. Armed with spears and carrying large shields, they are not at
their best in protracted melees, but used as hit-and-run raiders they can be
very effective.

Strengths and Weaknesses: They are great for fighting cavalry but are
not very effective against infantry.
------------------------------------------------------------------------------
General's Bodyguard

Attack (melee): 11

Attack (missile): none

Defense: 14

Armor: 3

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 790

Description: This general has a bodyguard of loyal spear-armed cavalry to
accompany him onto the field. Armed with spears, these men are shock cavalry,
able to deliver a devastating charge attack; they are then well trained enough
to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspirational leadership and the combat
power of his men can tip the balance.

Strengths and Weaknesses: Basic General Unit
------------------------------------------------------------------------------
General's Armored Bodyguard

Attack (melee): 11

Attack (missile): NA

Defense: 18

Armor: 11

Defensive Skill: 7

Shield: 0

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 1040

Description: This general has a bodyguard of loyal spear-armed cavalry to
accompany him onto the field. Armed with spears, these armored men are shock
cavalry, able to deliver a devastating charge attack; they are then well
trained enough to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspirational leadership and the combat
power of his men can tip the balance.

Strengths and Weaknesses: Basic General unit.
------------------------------------------------------------------------------
Numidian Cavalry

Attack (melee): 6

Attack (missile): 9

Defense: 8

Armor: 0

Defensive Skill: 4

Shield: 4

Charge Bonus:  4

Weapon: Throwing Spears

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 420

Description: Numidian cavalry are superb mounted skirmishers who weaken the
enemy with javelins. Numidia produces the finest cavalry in all Africa, if not
the Western Mediterranean world. Armed with javelins, these mercenaries can be
a nightmare for an opponent as it can prove practically impossible to pin them
down in combat!

Their tactics are to pelt the enemy with deadly volleys of javelins, and then
swiftly retreat. If the enemy stand, they are slaughtered with volleys of
javelins. If they run, the Numidian cavalry can ride them down!

Instinctive riders, the Numidians are famed for not using a saddle or reins,
using only a stick to direct their horses. Nevertheless, they manoeuvre with
'the grace of a flock of birds'. Having adapted to the broken expanses of
their homelands, Numidian cavalry also have great stamina.

Strengths and Weaknesses: Skirmishers on horseback are just as useless on
Skirmishers on foot. Totally outclassed by archers
-------------------------------------------------------------------------------
Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 720

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.

-------------------------------------------------------------------------------
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
-------------------------------Scythia  [SY23]---------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/
Scythia is another barbarian faction that focuses on cavalry and horse archers.
While their cavalry is powerful their infantry are lacking.
-------------------------------------------------------------------------------
Barbarian Peasants

Attack (melee): 1

Attack (missile): NA

Defense: 4

Defensive Skills: 1

Shield: 0

Armor: 3

Charge Bonus: 1

Weapon: knife

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 150

Description: Peasants are reluctant warriors, but barbarian peasants are better
fighters than most: hard lives produce hard me, Numbers are useful in all
armies and Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.
------------------------------------------------------------------------------
Axemen

Attack (melee): 11

Attack (missile): none

Defense: 9

Armor: 3

Defensive Skill: 4

Shield: 2

Charge Bonus: 5

Weapon: Axe

Weapon (secondary): none

Category: Infantry

Special Abilities: warcry

Recruitment Cost: 450

Description: Axemen are steadfast and aggressive warriors, the "infantry of
the line" for barbarian warlords. They are not very disciplined at times,
as their sense of honor and bravery can make them eager to get into any
fray, but they are uniformly superb fighters. They are equipped with good
axes and small shields.

Every warlord worth the name makes sure he has a couple of warbands of these
hard men under his command.

Strengths and Weaknesses: Ineffective against any half decent infantry.
------------------------------------------------------------------------------
Chosen Archer Warband

Attack (melee): 10

Attack (missile): 8

Defense: 10

Armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 4

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 700

Description: chosen  archers are highly prized for their superior skills in
war. They are the best archers available to barbarian warlords. They are all,
as might be expected, excellent bowmen, fleet of foot and expert hunters. They
are given the best bows available to their people, and are also equipped with
good swords and chainmail armor too. This equipment means that they can do
more than just defend themselves in hand-to-hand combat. They can, when
required, act as light infantry. Their presence on a battlefield is always
useful, as they have the flexibility to be both archers and infantry and do a
good job in both tasks.

Strengths and Weaknesses: Read the description.
------------------------------------------------------------------------------
Archer Warband

Attack (melee): 4

Attack (missile): 7

Defense: 5

Armor: 3

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 270

Description: Archer warbands are used to harass and break up enemy formations,
so that other warriors can then get in amongst their enemies. The members of
the warband are lightly armed and equipped, relying more on speed as a
protection from foes. Any archers caught in the open by cavalry will be in
trouble unless they can withdraw to more favourable ground or behind a shield
wall of friendly warriors.

Their bows have a short range, but each warrior carries a good selection of
hunting and war arrows, designed to cause massive bleeding and pierce armor
respectively. Their choice of missile is matched to the nature of the target.

These archers are at their best in wooded country, where their superior
stalking skills learned on the hunt can be put to use.

Strengths and Weaknesses: Read the description
-------------------------------------------------------------------------------
Warhounds

Attack (melee): 12

Attack (missile): none

Defense: 3

Armor: 2

Defensive Skill: 1

Shield: 0

Charge Bonus: 4

Weapon: Dog

Weapon (secondary): none

Category: Cavalry

Special Abilities: none

Recruitment Cost: 600

Description: Warhounds are bred for a savage nature and great size, but then
hunting men is only a little more dangerous than hunting wild boar! The beasts
are muscular and powerful. Originally bred for hunting large prey, they are
now trained to hunt and attack men. Warhounds are usually unleashed on an
enemy to break a line and unnerve opponents. Few men are able to stand
steadily in the face of a snarling and partially-starved beast. The dogs are
trained to bite and hold on, dragging down their human targets, and
hamstringing horses.

Their handlers are brave, foolhardy and not easily intimidated: many have
fingers, hands or even chunks of limbs missing!

Strengths and Weaknesses: Only good for depleting enemy morale and chasing
routing enemies.
------------------------------------------------------------------------------
Barbarian Cavalry

Attack (melee): 8

Attack (missile): none

Defense: 10

Armor: 3

Defensive Skill: 3

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): none

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 400

Description: Gallic cavalry are lightly armored and carry spears and shields.
They are best used as scouts and in pursuit of fleeing enemies, and ride sturdy
, sure-footed ponies with a good turn of speed. Like many barbarian warriors,
however, they can lack battle-discipline and be over-keen to enter battle
against worthy opponents. honor and standing come from fighting, so the urge
for glory sometimes overwhelms good sense! These men are all good fighters, but
find organised, formal warfare goes against the grain. They are unlikely to be
very effective against steady infantry unless attacking from an unexpected
direction.

Strengths and Weaknesses: Read the description
-------------------------------------------------------------------------------
Head Hunting Maidens

Attack (melee): 9

Attack (missile): NA

Defense: 11

Armor: 6

Defensive Skill: 1

Shield: 4

Charge Bonus: 8

Weapon: Axe

Weapon (secondary): none

Category: cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 600

Description: Among many Scythian tribes, the culture of war is so strong that
both sexes are admired for their prowess in combat. Head hunting maidens are a
product of this ethos, and have a strong motive for drawing blood in battle:
they are forbidden from marrying until they do so. In the same fashion as any
other Scythian warrior, high-ranking maidens who fall in battle are given
honor burials along with their weapons and equipment.

For all their valour,these virgin warriors are physically weaker than most of
their male opponents. Consequently, they make good light cavalry, riding down
and disrupting enemy archers and light infantry, but (for the sake of future
generations if nothing else) they should be protected from the enemyís stronger
forces.

Strengths and Weaknesses: excellent for taking out cavalry but not so good
for fighting heavier infantry.
------------------------------------------------------------------------------
Scythian Nobles

Attack (melee): 8

Attack (missile): NA

Defense: 13

Armor: 9

Defensive Skill: 4

Shield: 0

Charge Bonus: 10

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 630

Description: Scythian nobles are superb horsemen: armored lancers who can put
many infantry units to flight. They are heavy cavalry who seek the good
opinion of their people by acts of bravery. They are eager to prove their
worth and the lure of glory is what drives them.

They are equipped as armored lancers wearing heavy Scythian mail, reinforced
with bronze and iron scales in vulnerable spots. They do not bother with
shields so that both hands are free to manipulate the lance.

On the battlefield Scythian nobles are often used to break through an enemy
line after it has been weakened by archery, carrying all before them in a
disciplined, dangerous charge.

Strengths and Weaknesses: Read the description
------------------------------------------------------------------------------
Barbian Warlord

Attack (melee): 12

Attack (missile): NA

Defense: 13

Armor: 3

Defensive Skill: 6

Shield: 4

Charge Bonus: 7

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 810

Description: A barbarian warlord surrounds himself with fierce warriors as a
personal guard. These spear-armed cavalry are an elite reserve for use in a mom
ent of crisis.

Every warlord commands by right of personal courage as much as tactical skill,
and must prove himself in battle. He and his guards are equipped as cavalry
with spears, leather armor and shields so that they can dash to any point on
the battlefield. The warlord can inspire his men to greater efforts just by his
presence, and also has enough men to be a significant force should the need
arise.

Strengths and Weaknesses: Read the description
------------------------------------------------------------------------------
Barbarian Chosen Warlord

Attack (melee): 11

Attack (missile): NA

Defense: 14

Armor: 9

Defensive Skill: 5

Shield: 0

Charge Bonus: 10

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 980

Description: A barbarian warlord surrounds himself with fierce warriors as a
personal guard. These spear-armed cavalry are an elite reserve for use in a
moment of crisis.

Every warlord commands by right of personal courage as much as tactical skill,
and must prove himself in battle. He and his guards are equipped as cavalry
with lances, heavy mail and shields so that they can dash to any point on the
battlefield. The warlord can inspire his men to greater efforts just by his
presence, and also has enough men to be a significant force should the need
arise.

Strengths and Weaknesses: Read the description
------------------------------------------------------------------------------
Scythian Horse Archers

Attack (melee): 3

Attack (missile): 7

Defense: 5

Armor: 3

Defensive Skill: 2

Shield: 0

Charge Bonus: 2

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 540

Description: On the vast steppes, the horse archer reigns supreme.

These riders are the product of generations spent perfecting the skills needed
to effectively wield a bow while mounted. They can circle an enemy, thickening
the air with arrows until they are sufficiently weakened for heavier troops to
launch a main attack. Their superb horsemanship means catching them with a
counter charge is difficult, even one with light cavalry.

The Scythians are not a squeamish people and cover their quivers with human
skin, which is valued for its whiteness. They arenít fastidious either, and
many never wash themselves or their clothes!

Their horses are often smaller than those of other nations, partly because many
Scythians ride geldings. These animals are, reputedly, less likely to snort and
whinny, giving away their position inadvertently.

Strengths Weakness: Read the Description
------------------------------------------------------------------------------
Scythian Noble Women

Attack (melee): 7

Attack (missile): 8

Defense: 9

Armor: 6

Defensive Skill: 3

Shield: none

Charge Bonus: 5

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 660

Description: Scythian noble women are excellent and well-armored horse
archers, but they are vulnerable in close combat. Among the horse tribes of
Scythia, it is expected that women of noble families will ride into battle
alongside the men. These women provide valuable support to their male kin,
softening up the enemy prior to the main battle with a deadly hail of missiles.
They are excellent archers and riders, even by the standards of Scythian
horsemen. They are armed with superbly accurate and powerful composite bows,
but only carry knives for defense .

The martial culture of Scythia is not discriminatory when it comes to battle:
Scythian women who fall in combat are usually buried with their war gear in the
same way as the men. Some young girls even have their right breasts mutilated
with a hot iron so they donít restrict their right arms or a bow string.
Perhaps such practices are the origin of the stories about the tribe of
fearsome Amazon warrior women, said to rule a city hidden somewhere on the
steppes!


Strengths Weakness: Read the Description
------------------------------------------------------------------------------
Scythian Noble Archers

Attack (melee): 10

Attack (missile): 8

Defense: 12

Armor: 9

Defensive Skill: 3

Shield: 0

Charge Bonus: 6

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 900

Description: Horse-archery is the defining characteristic of warfare on the
wide-open steppes of the east. Most nobles and their retinues from these
territories are highly practiced in this deadly art from an early age.
Scythian nobles are disciplined, following the well-established code of honor
of the upper circles of their people.

These units of aristocratic mounted bowmen are composed of men of well above
average station. They can afford a better class of equipment than typical
horse archers, including coats of mail that hang to the riderís knees when he
is in the saddle. They also carry swords, and are not afraid to close for a
melee if the opportunity presents itself but are sensible enough not to hurl
themselves into the fray without orders.

Strengths Weakness: Read the Description
------------------------------------------------------------------------------
Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 730

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.
 _____________________________________________________________________________
/                                                                             \
-------------------------------------------------------------------------------
----------------------------Spain [IB24]---------------------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

Spain is another crappy faction with average cavalry but weak infantry.
-------------------------------------------------------------------------------
Peasants

Attack (melee): 3

Attack (missile): NA

Defense: 3

Defensive Skills: 3

Shield: 0

Armor: 0

Charge Bonus: 1

Weapon: Pitchfork

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 120

Description: Peasants are reluctant warriors, but numbers are useful in all
armies. Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.
-------------------------------------------------------------------------------
Town Militia

Attack (melee): 3

Attack (missile): NA

Defense: 7

Armor: 0

Defensive Skill: 2

Shield: 5

Charge Bonus: 1

Weapon: Spear

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 150

Description: Town militia are trained bands of citizens dragged from their
homes and shops, given a spear each and some rudimentary training before they
are thrown into battle. Their war gear is literally no more than a cheap shield
and a spear, so they are defensive troops best used against light cavalry. They
should not be expected to stand unsupported against an enemy, and until they
have been seasoned by surviving a battle or two they shouldn't be expected to
do much more than defend themselves! They are, however, cost effective to
raise.

Strengths and Weaknesses: Read the description



-------------------------------------------------------------------------------
Iberian Infantry

Attack (melee): 7

Attack (missile): NA

Defense: 8

Armor: 2

Defensive Skill: 4

Shield: 2

Charge Bonus: 2

Weapon: Sword

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 240

Description: Iberian infantry are fast moving close combat infantry. They may
not be the best trained troops, but they are cost effective warriors. They are
one of the basic units available to generals in the Carthaginian-influenced
world. Every Iberian infantryman carries a shield in addition to his short
sword, but his only other protection is a helmet; he relies on speed and
agility instead of armor. They are best employed against enemy spearmen and,
like other infantry, can be vulnerable to cavalry attacks.

Strengths and Weaknesses: Read the description


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Scutarii

Attack (melee): 9

Attack (missile): 13

Defense: 12

Armor: 5

Defensive Skill: 2

Shield: 5

Charge Bonus: 4

Weapon: Sword

Weapon (secondary): Javelin x2

Category: Infantry

Special Abilities: none

Recruitment Cost: 430

Description: Scutarii are well-equipped light infantry armed with swords,
shields and heavy javelins.They are called by the Romans because of their
distinctive, large, oval shields (the Latin for shield being Ďscutumí). They
fight with heavy javelins and swords, peppering the enemy with missiles before
closing up for hand-to-hand combat. Centuries of feuding among the hill tribes
have hardened the people so there is no shortage of tough and cunning warriors
- they are quite handy when springing tactical ambushes on enemy units.

Historically, the design of the later Roman legionary sword (or gladius) was
influenced by the blades carried by these men. The design was adopted after
Roman armies had faced large formations of scutarii during the First Punic
War.

Strengths and Weaknesses: Read the description


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Naked Fanatics

Attack (melee): 13

Attack (missile): NA

Defense:  7

Armor: 0

Defensive Skill: 2

Shield: 5

Charge Bonus: 5

Weapon: Sword

Weapon (secondary): none

Category: Infantry

Special Abilities: Warcry

Recruitment Cost: 430

Description: There are warriors among the barbarian ranks whose love of battle
is such that they live for little else. Clad only in flimsy loincloths, the
fanatics whip themselves into a frenzy by chanting, beating themselves and
drinking heavily. In this state they make an unnerving sight on the
battlefield! They are best sent into battle en masse, shocking the enemy by a
ferocious charge, but they should be kept away from enemy cavalry.

They carry just swords and shields and have practically no discipline, but they
can cause heavy casualties among most enemies. They fight mostly (if not
completely) naked to emphasise their own fierceness and utter lack of fear.
Scars and tattoos adorn their skin, and they let their hair grow wild. Only
after a kill is their hair cut often with a sword blade while standing over a
freshly dead foe.

While their reckless courage is not in doubt, they can lack the cohesion and
discipline to adapt to setbacks, breaking and running in confusion when
subjected to severe pressure.

Strengths and Weaknesses: Read the description


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Bull Warriors

Attack (melee): 13

Attack (missile): 17

Defense: 12

Armor: 5

Defensive Skill: 5

Shield: 2

Charge Bonus:  4

Weapon: Sword

Weapon (secondary): Javelins x2

Category: Infantry

Special Abilities: none

Recruitment Cost: 1150

Description: Among the doughty folk of the Spanish hills the bull warriors are
men whose bravery, stamina and skill is unmatched. These elite fighters are
shock troops who disregard all danger when cutting their enemies to pieces.
Carrying only a sword and shield they do not look much of a threat, a mistaken
assessment that enemies rarely get to make twice! This is particularly true of
they manage to ambush enemy forces. They fear no men and their over-eagerness
to join a battle can be problematic, but like all foot soldiers, they need to
be wary of cavalry.

Bull warriors derive their name from the distinctive horned helmets which they
wear.

Strengths and Weaknesses: Read the description



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Slingers

Attack (melee): 3

Attack (missile): 4

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Sling

Weapon (secondary): Knife

Category: Infantry

Special Abilities: none

Recruitment Cost: 150

Description: Slingers are highly skilled missile troops but are at a huge
disadvantage in hand-to-hand combat, especially against cavalry. They can
maintain a sustained and concentrated barrage on enemies and then
fall back rapidly to avoid hand-to-hand combat. Slingers carry a shoulder
bag with many pieces of lead shot (they can also use stoned picked up on the
battlefield and several spare slings including slings of different length
for greater or lesser range. Other than a Knife and a small shield, they carry
no other equipment.

Strengths Weakness: Read the Description
-------------------------------------------------------------------------------
Skirmishers

Attack (melee): 3

Attack (missile):  6

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Throwing spears

Weapon (secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 180

Description: Egyptian Skirmishers rush forward to pepper an enemy with havelins
, and then withdrawin good order before a counter-attack can be organised.
It is their taskt to harass and disrupt enemy units as well as screen the main
force of the army. they are also adept at staging tactical ambushes.

Skirmishers are equipped with a clutch of javelins, a sword and a light shield.
They wear no other armor, and rely on speed as the best form of protection.
This doesn't work when facing Cavalry!

Oddly, many Egyptian skirmishers aren't Egyptians at all, but are recruited
from amoung foreign communities. When they can be founf, Egyptian generals
favor using Thracians for this role as they are particularly bloodthirsty
and known to take heads of fallen enemies as trophies.

Strengths Weakness: Read the Description
-------------------------------------------------------------------------------
Round Shield Cavalry

Attack (melee): 7

Attack (missile): NA

Defense: 10

Armor: 2

Defensive Skill: 4

Shield: 4

Charge Bonus: 4

Weapon: Sword

Weapon (secondary): none

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 330

Description: Round shield cavalry are best used to ride down skirmishers and
pursue fleeing enemies. They lack the armor protection needed for prolonged
melees against heavier opponents and, as they are armed with swords, do not
have an initial shock value when they charge home. That said, properly deployed
they will give a good account of themselves.

Strengths and Weaknesses: Read the description


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Long Shield Cavalry

Attack (melee): 8

Attack (missile): NA

Defense: 13

Armor: 3

Defensive Skill: 6

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Wedge Formation

Recruitment Cost: 510

Description: Long shield cavalry are spear-armed light cavalry, who can be
used to break enemy formations, drive off skirmishers and pursue fleeing foes.
This makes them a flexible and powerful force for any commander to have under
his hand. They can also fight effectively in melee after a charge, as they
carry swords of the falcata design. These are cunningly balanced so that the
weight is towards the tip of the sword, giving a powerful cutting blow.
Against spearmen, however, they can be at a disadvantage.

Strengths and Weaknesses: Read the description


-------------------------------------------------------------------------------
General's Bodyguard

Attack (melee): 11

Attack (missile): NA

Defense: 14

Armor: 3

Defensive Skill: 7

Shield: 4

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 790

Description: This general has a bodyguard of loyal spear-armed cavalry to
accompany him onto the field. Armed with spears, these men are shock cavalry,
able to deliver a devastating charge attack; they are then well trained enough
to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspirational leadership and the combat
power of his men can tip the balance.

Strengths and Weaknesses: Read the description


-------------------------------------------------------------------------------
General's Armored Bodyguard

Attack (melee): 11

Attack (missile): NA

Defense: 18

Armor: 11

Defensive Skill:  7

Shield: 0

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 1040

Description: This general has a bodyguard of loyal spear-armed cavalry to
accompany him onto the field. Armed with spears, these armored men are shock
cavalry, able to deliver a devastating charge attack; they are then well
trained enough to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspirational leadership and the combat
power of his men can tip the balance.

Strengths and Weaknesses: Read the description


-------------------------------------------------------------------------------
Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 830

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.
-------------------------------------------------------------------------------
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--------------------------------Thrace [TE25]----------------------------------
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\_____________________________________________________________________________/

This is a half greek half barbarian faction. They have pike units, but also
falxmen. Unfortunately they still have the crappy greek cavalry.
------------------------------------------------------------------------------

Peasants

Attack (melee): 1

Attack (missile): NA

Defense: 1

Defensive Skills: 1

Shield: 0

Armor: 0

Charge Bonus: 1

Weapon: knife

Weapon (Secondary): NA

Category: Infantry

Special Abilities: NA

Recruitment cost: 100

Description: Peasants are reluctant warriors, but numbers are useful in all
armies. Forcing peasants to fight is one way of getting lots of men in the
field quickly and cheaply. They have little tactical sense,and even less
willingness to fight - they would rather be defending their own homes than be
dragged to a battle they neither care about nor understand. If nothing else
they are useful when there is digging to be done! They are, however, experts
at reading the land and hiding whenever there is cover.

Strengths and Weaknesses: These guys are undoubtibly the worst unit
in the entire game. But, they do have their uses. These guys may have no use
in actual killing ability but they can be used to garrison a town to keep
them from rebelling. The other use is as a fodder unit. They are great for
soaking up enemy Pila and arrows.

Although, in the late part of the campaign and in most multiplayer battles they
aren't very useful and most people will just use damaged units to absorb
missile fire.

 even when fully upgraded these guys will get murdered.
-------------------------------------------------------------------------------
Falxmen

Attack (melee): 13

Attack (missile): NA

Defense: 10

Armor: 3

Defensive Skill: 7

Shield: 0

Charge Bonus: 5

Weapon: Falx

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 500

Description: Falxmen are used to carve a path into enemy formations. They are
superior, but somewhat ill-disciplined warriors who are willing to charge into
a fight without orders. They wear no armor, partly as a sign of their bravery
and partly because it would interfere with the free swinging of their falxes.

A falx can cut a man in two lengthways in the hands of a skilled user. It is a
frightening weapon: a curved scythe-like blade on the end of a long handle that
is sharpened on the inner curve of the blade. The damage from any blow is done
with a pulling motion, meaning that any blow that lands will hack off a limb or
decapitate a foe at the least. Historically, this is one of the few weapons
that made the Romans change their standardised armor, as they added
reinforcing bars to Legionary helmets after encountering falxmen.

Strengths and Weaknesses: Read the description


-------------------------------------------------------------------------------
Militia Hoplites

Attack (melee): 5

Attack (missile): NA

Defense: 8

armor: 0

Defensive Skill: 3

Shield: 5

Charge Bonus: 2

Weapon: Pike

Weapon (Secondary): Sword

Category: Infantry

Special Abilities: Phalanx Formation

Recruitment Cost: 230

Description: Militia hoplites are levies drawn from cities and thrust into
battle with a little training. They fight best as spearmrn, and are armed
with long spears and each carries the large round hoplon shield which gives
them their name. As a type of infantry hoplites have been around for
centuries and have changed little in tactics or equipment. These men wear
no armor, but then they are drawn from the poorer classes and it is
traditional for citizens to provide their own war gear when called into the
army. The cities of the greek world have a long tradition of the people
defending their own cities from invaders.

They are at their best when used as a soldier block of spearmen and can
form a phalanx to attack the enemy.

Strengths and Weaknesses: basic militia unit that is only effective at
defense.


------------------------------------------------------------------------------
Phalanx Pikemen

Attack (melee): 8

Attack (missile): NA

Defense: 13

Armor: 6

Defensive Skill: 5

Shield: 2

Charge Bonus: 3

Weapon: Pike

Weapon (secondary): Sword

Category: 580

Special Abilities: Phalanx formation

Recruitment Cost: 580

Description: Phalanx pikemen (or phalangites) form the backbone of Macedonian
and Seleucid battle lines. In phalanx formation these troops can be used to
pin the enemy line in place, while mobile forces wheel around the flanks to
deliver a decisive blow.

The phalangites are drawn from families with decent resources, as these men
need to provide leather cuirass armor and a metal helmet for protection.
Phalanx pikemen carry a small shield strapped to the left arm, leaving both
hands above the head up to five ranks' worth of pikes be aimed at 45 degree
angle, creating a shield to ward of enemy arrows. All phalanx pikemen also
have short swords.

Strengths and Weaknesses: Read the description
-------------------------------------------------------------------------------
Bastarnae

Attack (melee): 14

Attack (missile): NA

Defense: 6

Armor: 2

Defensive Skill: 2

Shield: 2

Charge Bonus: 6

Weapon: Sword

Weapon (secondary): none

Category: Infantry

Special Abilities: none

Recruitment Cost: 790

Description: The Bastarnae are a particularly ferocious tribe from the
northern Balkans who rejoice in man-to-man combat. Some scribes would have it
that there are no fiercer men in battle, and they are a formidable resource
for any Thracian commander: they are highly unlikely to break and run.

Even their weapon of choice - the rhomphaia - is a cruel looking, curved blade
sharpened on the inner edge, like a sickle. With one blow, this weapon is
capable of severing an arm or leg. Each Bastarnae warrior also carries a small
shield, which other than his helmet is his only protection, not that this lack
of armor worries these fearless fighters for a moment!

Often tattooed and with blue-dyed hair, the only concern with such
battle-hungry fighters is that they are liable to fling themselves into the
fray at the earliest opportunity.

Strengths and Weaknesses: Read the description



-------------------------------------------------------------------------------
Peltasts

Attack (melee): 3

Attack (missile): 6

Defense: 4

Armor: 0

Defensive Skill: 2

Shield: 2

Charge Bonus: 1

Weapon: Throwing Spears

Weapon (secondary): Sword

Category: Infantry

Special Abilities: none

Recruitment Cost: 180

Description: Greek peltasts advance at speed to pepper an enemy with javelins,
and then withdraw in good order before a counter - attack can be organized.
They are skirmishers and it is their task to harass and disrupt units before
the main battle lines clash. They are also adapt at staging tactical ambushes.

Peltasts are equipped with a clutch of javelins, a sword ad a light shield,
the pelte, which gives them their name as "pelte-bearers". They wear no
other armor, and they rely on speed as the best form of protection, and
this isn't much protection should they be caught by cavalry.

Strengths Weakness: Read the Description


------------------------------------------------------------------------------
Archers

Attack (melee): 3

Attack (missile): 7

Defense: 2

Armor: 0

Defensive Skill: 2

Shield: 0

Charge Bonus: 1

Weapon: Bow and Arrow

Weapon (secondary): Sword

Category: Infantry

Special Abilities: Flaming Ammunition

Recruitment Cost: 190

Description: Archers are rightly feared for the casualties they can inflict,
but they are vulnerable in hand-to-hand combat.

They are drawn from the peasant classes of all societies, as these are the
people who need to be skilled hunters in order to survive. Learning to use a
bow well is something that takes a lifetime and constant practice, and
putting food on the table provides good practice.

They are best used to weaken enemy formations, or placed in a spot where
they can retreat can find protection from other troops.

Strengths Weakness: Read the Description



-------------------------------------------------------------------------------
Militia cavalry

Attack (melee):  6

Attack (missile): 6

Defense: 6

Armor: 0

Defensive Skill: 2

Shield: 4

Charge Bonus: 3

Weapon: Throwing Javelins

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: Cantabrian Circle

Recruitment Cost: 340

Description: Militia cavalry are javelin-armed mounted skirmishers who can
strike quickly and be gone in the time it takes a more ponderous enemy to
react. They do not wear armor, but do carry shields and swords so that they
can fight in hand-to-hand combat should the need arise. They are, however,
best used to dash in and harass a mass of enemies, such as heavy infantry
who cannot hope to catch them. They are not ideally suited to fighting other
skirmishers - mane of their javelins will be wasted against targets who can
dodge, after all - but they can be very useful in harrying fleeing enemies
and driving them from the field.

Strengths and Weaknesses: Read the description


-------------------------------------------------------------------------------

General's Bodyguard

Attack (melee): 11

Attack (missile): NA

Defense: 10

Armor: 3

Defensive Skill: 7

Shield: 0

Charge Bonus: 6

Weapon: Spear

Weapon (secondary): Sword

Category: Cavalry

Special Abilities: none

Recruitment Cost: 690

Description: This General has a bodyguard of loyal spear-armed cavalry to
accompany him onto the field. Armed with spears, these men are shock cavalry
,able to deliver a devastating charge attack; they are then well trained
enough to fight effectively in continued hand-to-hand combat.

Like all general's guards, this unit is best committed to the fight at the
point of crisis, when the general's inspiration leadership and combat
powers of his men can tip the balance.

Strengths and Weaknesses: Read the description


-------------------------------------------------------------------------------
General's Armored Bodyguard

Attack (melee): 10

Attack (missile): NA

Defense: 17

Armor: 11

Defensive Skill: 6

Shield: 0

Charge Bonus: 9

Weapon: Spear

Weapon (secondary): Sword

Category: cavalry

Special Abilities: none

Recruitment Cost: 1020

Description: This general has a bodyguard of loyal spear-armed and armored
cavalry to accompany him onto the field. Armed with spears, these men are
shock cavalry, able to deliver a devastating charge attack; they are
then well trained enough to fight effectively in continued hand-to-hand
combat.

Like all general's guards, this is best commited to the fight at the point
of crisis, when the general's inspirational leadership and the combat power
of his men can tip the balance.

Strengths and Weaknesses: Read the description


------------------------------------------------------------------------------
Onagers

Attack (melee): NA

Attack (missile): 53

Defense: 10

armor: 7

Defensive Skill: 3

Shield: 0

Charge Bonus: 0

Weapon: Artillery

Weapon (Secondary): NA

Category: Artillery

Special Abilities: Flaming Ammunition

Recruitment Cost: 830

Description: The onager is a catapult Jokingly named for the tremandous
kick it has when fired as the enemy (an "onager" is a wild ass). This war
machine is powered by a twisted spring of animal sinew ropes, the most elastic
substance available

The throwing arm is held in tension by the sinews. When pulled back and held
by a catch it can fling a boulder with sonsiderable speed and range.
The version can used for reducing stone fortifications, but can also be used on
the battlefield for destroying enemy artillery and harassing troops (although
admittedly by killing some of them outright).

The onager can also be used to launch incendiary missiles such as firepots,
making it a versatile piece of artillery to any commander.

Strengths and Weaknesses: They can destroy walls quicker then any other
method and they can cause large casualties in an enemy army. They should mainly
be used for breaking down walls in a siege bu can be used as anti infantry
weapon. Be weary, as the Onager can potentially kill your own men or
completely miss the enemy several times in a row.

 effective against walls but inconsistent against infantry.

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/                                                                             \
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-------------------------------My other Guides [MOG1]--------------------------
-------------------------------------------------------------------------------
\_____________________________________________________________________________/

God of war chains of Olympus-

X-men Origins Wolverine- (PSP)

Ratchet and clank size matters-

Syphon Filter: Dark Mirror-

Call of duty 4 Modern warfare-

Rainbow Six 3 weapon guide-

Rome Total War-

Rome Total War Barbarian Invasion-

Call of duty 2 modern Warfare-

Medal Of Honor-

Medievil 2 Total War-

Call of Duty World at War-

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/                                                                             \
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--------------------------------Credits [CS23]---------------------------------
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\_____________________________________________________________________________/

1. Gamefaqs.com for making such a great site.

2. the makers of this game, keep making these great games.

3. My MOM for buying this game for me.
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/                                                                             \
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--------------------------------Copyright [CYT2]-------------------------------
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\_____________________________________________________________________________/

This guide may not be reproduced or changed in any way whatsoever except for
personal or private usage. It should not be placed on any website without my
written permission.

Copyright 2010 Alek Kettenburg
Thanks for reading