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    Unit FAQ by Rata1

    Version: 1.000 | Updated: 08/02/11 | Search Guide | Bookmark Guide

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    --__--__--__--__--__--__--__--__--_Rome Total War-_-__--___--__--__--__--__--__
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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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    --------------------------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.
    
    -------------------------------------------------------------------------------
    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.
    -------------------------------------------------------------------------------
    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.
    -------------------------------------------------------------------------------
    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.
    -------------------------------------------------------------------------------
    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.
    -------------------------------------------------------------------------------
    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.
    -------------------------------------------------------------------------------
    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.
    -------------------------------------------------------------------------------
    Chant
    
    Units that can use: Druids
    
    Description: The unit starts chanting
    
    Effects: increases the morale of nearby units.
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    /                                                                             \
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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.
    -------------------------------------------------------------------------------
    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
    -------------------------------------------------------------------------------
    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.
    
    -------------------------------------------------------------------------------
    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.
    
    -------------------------------------------------------------------------------
    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
    
    
    -------------------------------------------------------------------------------
    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
    
    
    -------------------------------------------------------------------------------
    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
    
    
    -------------------------------------------------------------------------------
    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
    
    
    
    -------------------------------------------------------------------------------
    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
    
    
    -------------------------------------------------------------------------------
    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.
    -------------------------------------------------------------------------------
     _____________________________________________________________________________
    /                                                                             \
    -------------------------------------------------------------------------------
    --------------------------------Thrace [TE25]----------------------------------
    -------------------------------------------------------------------------------
    \_____________________________________________________________________________/
    
    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.
    
     _____________________________________________________________________________
    /                                                                             \
    -------------------------------------------------------------------------------
    -------------------------------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-
    
     _____________________________________________________________________________
    /                                                                             \
    -------------------------------------------------------------------------------
    --------------------------------Credits [CS23]---------------------------------
    -------------------------------------------------------------------------------
    \_____________________________________________________________________________/
    
    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.
     _____________________________________________________________________________
    /                                                                             \
    -------------------------------------------------------------------------------
    --------------------------------Copyright [CYT2]-------------------------------
    -------------------------------------------------------------------------------
    \_____________________________________________________________________________/
    
    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
    

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