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Stand off
When you are outnumbered, have low forces, and know that you will lose, get a
good stand off position by gathering all of your remaining forces, and go to a
hill or the highest position if possible. If that is unavailable, go into the
forests. Then, gather your forces and put all archers in the very back, all
medium to close ranged missile weapons in middle, and all of your spearmen in
the front with the legionnaires, swordsmen, etc. just behind. If you have
elephants or horses, put them javelins. Then, with the spearmen formation, you
can either wait for the enemy to hit the spearmen then charge with horses.
However it would be better to horse charge them when they are in archer or
javelin range, then keep bombarding them. Next, use all of your swordsmen to
attack after the enemy hits the spearmen. Then, use all of your forces to
charge, except for the archers. Move them away from the fight and keep
bombarding. This is also a good choke point defensive maneuver.
Blockades
If the Senate asks you blockade a port, etc., you can go blockade it for the
last turn and not have to do it for the entire five.
Easy money
Start with the Juli faction, Red Roman. Listen to their first mission. Take that
rebel town, then make a few Diplomats. Spread them out everywhere, then start
asking for trade rights. The more money you can get, the better. Also, if you
know you or your allies will not attack them, you can ask for an alliance.
Another good method is to build all the farms, roads, ports, and mining things
you can do in a settlement.
Removing culture penalty
Destroy the foreign shire/temple and wait for one turn.
Lose with as much damage against opponent
When you get into a fight that you know you cannot win and you cannot run, use
the main body of your force to attack the enemy and have ranged units fire at
them. Slam your cavalry into the rear of the enemy, then pull them away again.
Send them back in and pull them out. Keep repeating this, and you can at least
cause the enemy to lose as much of his forces as possible.
Taking a settlement
Note: This only works when you attack, and when the enemy has a wooden palisade
or walls. When you want to take a settlement and you are totally outnumbered,
get two gate rams. When you are deploying, take half of ypur troops and move
them over to one gate. Leave your general with the first group. The enemy should
send only horses to the second group. Bring good soldiers so that you can charge
in after you attack. If done correctly, then the enemy should stay attacking the
first group. Leave your archers with the first group to "rain fire on the
enemy". You would probably take the settlement. Note: This works best against
barbarians and sometimes rebels.
When you are outnumbered, have low forces, and know that you will lose, get a
good stand off position by gathering all of your remaining forces, and go to a
hill or the highest position if possible. If that is unavailable, go into the
forests. Then, gather your forces and put all archers in the very back, all
medium to close ranged missile weapons in middle, and all of your spearmen in
the front with the legionnaires, swordsmen, etc. just behind. If you have
elephants or horses, put them javelins. Then, with the spearmen formation, you
can either wait for the enemy to hit the spearmen then charge with horses.
However it would be better to horse charge them when they are in archer or
javelin range, then keep bombarding them. Next, use all of your swordsmen to
attack after the enemy hits the spearmen. Then, use all of your forces to
charge, except for the archers. Move them away from the fight and keep
bombarding. This is also a good choke point defensive maneuver.
Blockades
If the Senate asks you blockade a port, etc., you can go blockade it for the
last turn and not have to do it for the entire five.
Easy money
Start with the Juli faction, Red Roman. Listen to their first mission. Take that
rebel town, then make a few Diplomats. Spread them out everywhere, then start
asking for trade rights. The more money you can get, the better. Also, if you
know you or your allies will not attack them, you can ask for an alliance.
Another good method is to build all the farms, roads, ports, and mining things
you can do in a settlement.
Removing culture penalty
Destroy the foreign shire/temple and wait for one turn.
Lose with as much damage against opponent
When you get into a fight that you know you cannot win and you cannot run, use
the main body of your force to attack the enemy and have ranged units fire at
them. Slam your cavalry into the rear of the enemy, then pull them away again.
Send them back in and pull them out. Keep repeating this, and you can at least
cause the enemy to lose as much of his forces as possible.
Taking a settlement
Note: This only works when you attack, and when the enemy has a wooden palisade
or walls. When you want to take a settlement and you are totally outnumbered,
get two gate rams. When you are deploying, take half of ypur troops and move
them over to one gate. Leave your general with the first group. The enemy should
send only horses to the second group. Bring good soldiers so that you can charge
in after you attack. If done correctly, then the enemy should stay attacking the
first group. Leave your archers with the first group to "rain fire on the
enemy". You would probably take the settlement. Note: This works best against
barbarians and sometimes rebels.