D D TECH TREE FOR ALL BUILDINGS Q HORDETACTICS FFICIAL ONLY FOR THE GAME GUIDE ALL NEW FACTIONS COVERED PC! Visit
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D D TECH TREE FOR ALL BUILDINGS Q HORDETACTICS
FFICIAL ONLY FOR THE
GAME GUIDE
ALL NEW FACTIONS COVERED
PC!
Visit
4RBA
(
V PRIMA'
GAMES
RATED BY THE |
Description
about them reeks of
Pagan
m ?
On-Screen
finds pa gans
2
if
How
real?
is
a
man
to
know?
If
the old gods exist, they certainly don't care about
- 1
from Personal Security increases the chances of
men
their petty a ffairs.
Morale
for
all
troops on the battlefield,
victim to assassination).
does
it
The
(
old gods are nothing
more than
a tale told to small children.
falling
And what
matter?
Zowastrian Advocate
PROZOROASTRIAN TRAITS Trait
Name
Level
On-Screen
Name
1
Zoroastrian
Zoroastrian Piety
1
Natural
—
2
Zoroastrian Piety
3
Pious Follower of Zoroaster
Z oro astrian
Description +5 % Zoroastr an conversion. This man has
Zoroastrian
i
F ol lower+5
a basic belief in the teachin g s
of Zoroaster.
% Zoroastrian c onver sion. This man's Zoroastrian bj^iejs^how^hrough in hisjlaily
+5%
Zoroastrian conversion, +1 to
confirm and r einforce his
+10%
Law (improves
Public Order). This
man
little
life
and deeds.
that does not
faith.
Zoroastrian conversion, +2 to Law (improves Public Order). This
all follower s
does
man
is
a shining
example to
of Zoroaster's t eachings.
Zoroastria n Conversion
1
Zoro astrian Advocate
+5%
—
2
Zoroastrian Preacher
+10% Zor oastr ian
Light of Zoroaster
+1 5% Zo roastrian conversion. Thi s
Zoroastrian conversion. The teachin gs of Zoroaster are
46
conversio n. This
man
man
wisdom
has a talent for brin gin g
has a true
gift for
that
is
best shared.
new pe opl e
into the Zoroastrian faith.
bringing Zoroaster's tea ch ings to
all
around him.
SPECIAL TRAITS. (CHARACTERS, AND (OBJECTS
Doubts about Zoroastrianism
ANTl-ZOROASTRJAN TRAITS Trait
Name
On-Screen
Level
HatesZoro.istn.in
Name
Description
.jj^^ri
+1 to Unrest (has
Dislikes Zoroastrian Cultists
1
on Public Order).
a negative effect
lTif, :ir!7.
Peculiar religions from the East are
all
very well, but not fo r this man.
Hates Zoroastrian Ways
+1 to Unrest (has
on Public Order). The ways of these Zoroastrians
a negative effect
fill
man's
this
soul with a deep unease.
+
Loathes Zoroastrians
1
Command when
Zoroastrian Disillusion
Doubts about Zoroastrianism
1
-1
Morale
for
all
+2
fighting against Eastern enemies,
know things— they
Order). Zoroastrians
plot things
to Unrest (has a negative effect
— and they must be rooted
on Public
out!
troops on the battlefield. Zoroastrianism no longer makes sense for this
man
as a
response to the world. Crisis of Zoroastrian Faith
2
-1
Morale
for
all
Zoro ast er an d Zoroastrian Foolishness
3
-1
Morale for
troops on the battlefield. This
man
has had second and third thoughts about
his teac hings. all
troops on the battlefield,
falling victim to assassination),
+1
-1
from Personal Security (increases the chances of
on Public Order). This man
to Unrest (has a negative effect
openly refutes Zoroaster and his teachings as mere
mumbo jumbo.
ANCILLARIES As you move across the map spreading your
army
annihilating any
religious
interesting collection of ancillaries (subordinates).
and when these
retainers appear, but
it is
simply
political beliefs, or
direct control over how know their positive and negative them, or pawn them off on one of
You have no
important to
way you can decide whether
attributes. This
and
or settlement in your path, you have the opportunity to gain an
to
keep
''._''.
"i.i'-i
your not-so-favorite
heirs.
;
./,.,
i,-...
-':'.'
-,:j
:
Witch Mother
ANCILLARIES Abbess
Description +5% Chri stian conversion;
Abbot
+5%
Ancillary
Anchoress
Morale for
-1
woman who 10%
Anchorite
improvesjhechances of
casualties recovering
from
their
wounds. Retreating from the world does not mean ignoring
Christian conversion; decreases the chance of having children. Retreating from the world does not
troops on the battlefield,
all
increase to cost to bribe,
can be an inspiration Bishop
+10%
Heretic
10%
10%
increase to cost to bribe,
+5%
has c ompletely disdained the worl d can be a n inspiration in
in
+5%
ignoring
it.
it.
A
Christian conversion, -1 from Unrest (improves Public Order).
moments
of weakness.
A man who
from Unrest (improves Public Order).
Christian conversion,
mean
has completely disdained the world
moments of we akness.
Chris tian conversion, +1 to Law (improves Public Order). "The Church
increase to cost to bribe,
+5%
is
father to
men, even those who
all
Christian conversion, +1 to Unrest (decreases Public Order).
A man who
will
not acknowledge God's
refuses to believe
what he
love...'
told
by the
awesome
thing.
is
hierarchy can bring a fresh perspective.
Hermit
_
+10%
Christian conversion, +1 to Squalor (decreases Population
Comm and
Hun Tu rncoat
+1
Witch Mother
+2 Morale
for
(how man;'
Myrddyn
+2
+
Pilot
i
1
1
all
hits
—
a
(
+1
Patriarch of
+
Influence,
Alexandria
the
1
Church
in
+5%
range
at
many
at
own
kind for
in all
the se rvice of God can b e an sorts ol reasons.
which enemies are spotted),
-1
from your General's
blood of men, and
in
othei
secrets to be read in the
which enemies are spotted); improves the chances of casualties recovering from
To know the coastline
like the
Command when commanding
Command when
Turncoat
Public Order). Silence
their
hit
points
________
things,..''
wounds, "A dream
to
to others!"
at sea.
ommand,
Growth and
are willing to turn against their
troops on the battlefield, +1 to Line of Sight (increases the range
nightmare
Command
Some men
your General can take before dying). "There are
+1
omad
lighting against Huns.
to Line of Sight (increases the
some
Steppe Archer
when
fighting against
back
ol
cavalry.
Nomads. Some men
your hands
An
cm
be
a tactical
advantage.
expert in training and leading
are willing to turn against then
Christian conversion, +1 to Unrest (decreases Public Order). This
1
lorse Archers.
own kind
man
for
all
sorts ol reasons.
has administrative responsibility lor
much
of
North Africa;
47
P
R
I
M
A.
G A M
I
S.COM
I TOTAL WAR barbarian invasion
ANCILLARIES
PRIMA
CON T. Description +1 Influence. +5%
Ancillary Patriarch of Antioch
the
Church
the
Church
Rome
(Pope)
onkey
+5%
Christian conversion, +1 to Unrest (decreases Public Order). This
+10%
+2
Influence,
+3
to agent's
+5% Christian conversion, +1 Some animal s seem
skill.
to Unrest (decreases Public Order).
to be a lmost
h uman
A
+1 Influence. The help of an
in vinci ble
god
is
something sought by
all
sensible
men.
of Mithras
+1
in vincibl e
god
is
something sought by
all
sensible
men.
Roman
Western Veteran
Influence.
The help of an
Command when +2 Command whe n -2
Turncoat
Horseman
has administrative responsibility for
some of
man
has a special claim to leadership of the
father figure to the
of Sol Invictus
Turncoat
man
whena man
Romans.
fighting against
Ro mans. The chance of a dvanc ement does not excuse some
It is
a terrible thing
tu rns ag ainst his
i
grizzled veteran o f
many campaigji^ loyal and
Zoroastrian Teacher
+ 10% Zoroastrian conversion,
Zoroastrian Philosopher
-1
Zoroastrian Mystic
+10%
from Unrest
i
i
own
fighting aga inst
-1 to Personal Security improves the chances of detecting and foiling assassination attempts),
A
of
-
in the West.
kind.
treacheries, even if
-r\
it
1
i,
^2
to
explains them.
Command when commanding cavalry.
true, consta ntl y alert to dangers aro und his warlo rd.
from Unrest (improves Public Order). The teachings of Zoroaste r must be br ought
-1
mproves Public Order
Zoroastrian conversion,
Church
in their capacity for deceit.
Priest
Roman
much
Christian conversion, +1 to Unrest (decreases Public Order). This
Priest
Eastern
has administrative responsibility for
Ch urch.
Christian
I
man
in the Eastern E mpire.
+1 Influence,
Patriarch of Jerusalem
Christian conversion, +1 to Unrest Idecreases Public Order). This
in the East.
+2 Influence.
Patriarch of Constantinople
Patriarch of
GAME GUIDE
OFFICIAL
Law improves I
Public Order
.
The
from Unrest (improves Public Order). The path
to the
teac hings of Zoroaster can be applied to
to
wisdom
lies
along
many
many. all
things.
roads.
AND
CHRISTIAN SAINTS PERSONALITIES These personalities
may appear during
their actual historical lifetimes if the right
situation inspires their arrival. For example, Pelagius
people back to the original teachings of Jesus. strong foundation
However,
if
among your
you have
visit.
(AD 354—418)
failed,
tried to bring the
but perhaps
if
you
establish a
settlements, he will appear.
up
built
Deaconess Olympias to
He
Trade Income, you probably don't want to invite
a strong
She dispersed
all
Marcella
of her worldly goods, gave freely to the poor, and embraced a
life
of
poverty. If the Deaconess arrives, your Trade will suffer a substantial 10 percent penalty.
CHRISTIAN SAINTS Name Ambrosius
AND
PERSONALITIES
Description - 1
from Unrest improves Public Order), + 1
to
|
Law (improves
Public Order).
The "Honey-Tongued Doctor" of the Church who
sweetly spreads
peace by his every word and action. Atticus
+10%
Christian conversion, -2 from Unrest
Atticus remains a
Augustine of Hippo
+1
Command when
Church Daniel the Stylite
good
-15%
to
affairs
and
defending, +1
a
Movement
man who
Points
i
+5°o Christian conversion. +2
Sophronius
bookish wisdom to bear on
Command when
pillar,
the world
Law (improves
to
manv
is
Law
calm, and God's will can be proclaimed.
Public Order). Although keen to finish his
work on
a
new
Bible translation, this
man
brings his
affairs. 1
to
not God,
defending walls, +2 to Law (improves Public Order). Something of an authoritarian in
ns tian conversion, +1 to Unrest decreases Public Order).
t2
Spirit is
reduces the distance armies can march), +1 to Squalor (decreases Population Growth and Public Order), +1 to
Eusebius Hieronymus
John the Silent
improves Public Order). While he supports the Macedonian Heresy that the Holy
proposes a doctrine of "just war" in defense of Christianity.
(improves Public Order). Seated atop a
lohn Chrvsostom
i
Christian.
A sermon, particularly an erudite sermon that lasts hours, can be powerfully persuasive.
Squalor (decreases Population Growth and Public Order), +1 to Law (improves Public Order). Being walled up to contemplate the Lord's
works concentrates the mind wonderfully. Marcella
?"
penalty on
all
Christian martvrs
Trade Income, is
+5%
Christian conversion,
5%
never time wasted!
48
penalty
on Tax Income. Poverty
is
next to godliness, and time spent honoring
d
SPECIAL TRAITS, CHARACTERS, AND) (OBJECTS
CHRISTIAN SAINTS
AND
PERSONALITIES CON'T.
Name
Description
Nestorius
+5%
Christian conversion, +
Deaconess Olympias
10%
penalty on
1
to
human
Unrest (decreases Public Order). Nestor's arguments about the divine and
Trade Income,
all
-1
from Unrest (improves Public Order), +1
Law (improves
to
natures ol Christ cause controversy.
Public Order).
A vow
of poverty
is
a
way of
achieving God's grace
+5% Christian
Pelagius
conversion, +1 to Unrest (decreases Public Order). Pelagius' arguments about original sin are controversial to some, yet
_
comforting to others. Porphyrius
Simeon
+
10'V
-15%
Stylites
Taking the word of
hristian conversion, + 2 to Unrest (decreases Public Order).
(
to
allows a
Movement
man
Points (reduces the distance armies can march),
to proclaim
God's word properly.
It
doesn't
make
God
to
nonbelievers needs dedication.
from Unrest (improves Public Order). Standing on top of
-1
a
column
easy to relieve one's bladder.
it
\:^^\:'--\
^-,;ir-:- z
OFFICES OF STATE This collection of offices can bring power to you or one of your Generals. Like ancillaries, you can drag and drop these offices to Generals within your army or settlement.
TAKE CARE
NOT TO LOAD UP ONE GENERAL WITH TOO MANY OFFICES. DIES, THE OFFICES DIE WITH HIM!
-
..:'
WHEN THE GENERAL
J':
!:-
:.
..;;
A. .1
'
r'
til
!'__%.
'J'
Magister tnilitum praesentalis
OFFICES OF STATE Name
Description
Amici p rincipis
+3
Comes dispositionum
+15%
Loyalt y. This to
man
Movement
is
Jmperial Calendar (and
Comes omesticorum equitum +2
Comes
litoris
saxonici per
Loyalty,
+ 1 Morale
for
Saxon Shore.
Dux Britannium
+3 Morale
itinerary) in the Eastern or
for
Magister equitum
+2 -1
sacri Palatii
Loyalty, +{_
Morale
for
man who +2
ca n
do any
Loyalty. This
man
dirty job.
has been appointed as the Count of the
Western Empire.
cavalry. This
man
Command when
has been appointed as
the^ount of jhe Household
man
all
troops on the battlefield, +2
all
troops on the battlefield, +1 to line of sight (increases the range at which enemies are spotted), +1
fighting against barbarians. This
Quaestor
seen as a f riend of the emperor and a
Command when commanding
+1
Britannium
officially
Points (gives armies the ability to Forced March),
man
Duke of
has been appointed as
Command when commanding cavalry. all
This
man
troops on the battlefield, +2 Loyalty, +2 to
fighting against Barbarians. This
Cavalry.
has been appointed as Count of the
Command when
Britannia, the senior officer o f the province.
has been appointed as the Master of the Cavalry in the Eastern or Western Empire.
Law (improves
Public Order). This
man
has been appointed as Imperial Legal
Advisorjn_the_Eastern or Western Empire. Magister militum
+1
Infl uence,
+1
Command, +2
Magister militum praesentalis +2 Influence, +2 Loyalty. This
Magister officiorum
+
1
Influence,
+2
Loyalty. This
man
+2
Magister scrinii
+1 Influence, or
Loyalty, +1
Com mand,
Comm and when
Mobadan Mobad
+5%
Son of Chinglu
+ 1 Command, +2 Morale
+2
Zoroastrian conversion, +2 to
surel y favored
for
+ 1 Command, +2 Morale
1
agents),
+2
Loyalty. This
man
has been
Command,
all
attacking. This
Law
(i
mpro ves
man
has been appointed as the
Public
troops on the battlefield,
Com mander-i n-Chi ef of all
Ord er). This man has been appointed
as the
Sassanid armies.
Chief Priest o f
Z oroaster.
+10%
to
Movement
Points (gives armies the ability to Forced March). This
man
is
for
+1 Morale for
all
troops on the battlefield,
+10%
to
Movement
Points (gives armies the ability to Forced March). This
man
is
war god! all
troops on the battlefield, +1
Command when commanding
infantry. This
man
is
seen as a mighty war
leader by his people.
Gothic, Ostrogoth,
Sarmatian, Saxon,
+
and capturing enemy
or Western Empire.
by Chinglu, the war god!
surely favored by Chinglu t he Celtic, Frankish,
in the Eastern
Wes ter n Empire.
+1
Alemanni,
i
Command when commanding infantry. This man has been appointed as the Master of the Infantry in the Eastern or Western Empire. 5% bonus on all Trade Income, +2 Loyalty. This man has been appointed as the head of the Imperial Secretariat in the Eastern
Eran Spahbod
Son of Chinglu
has been appointed as the Master of Soldiers n the Ea stern E mpire.
to Public Security (improves the chances of detecting
appointed as the Master of Offices Magister peditum
man
has been appointed as the Master of Soldiers in the Western Empire.
Slav,
or Vandal Warlord
49
PR1MAGAMES.COM
ROME
f
TOTAL WAR BARBARIAN INVASION
PRIMA
OFFICIAL
WEAPONS AND These items contribute
a considerable
GAME
GUI
RELICS amount of prestige
to a General's retinue.
THERE MAY BE MORE THAN ONE OF A PARTICULAR RELIC IN CIRCULATION AT ANY ONE TIME. FOR EXAMPLE. THERE WERE MANY NAILS AND SPLINTERS FROM THE TRUE CROSS.
i
!'
".'
_',.'..
._
^
".':."
•
Splinters from the True Cross
WEAPONS Weapon
Description
Spear of Longinus
+3 Morale
for
Christ
p o werful weapon
Spear of Wotan
is
a
+2 Morale
for
all
all
powerful weapon
+
Excalibur
1
just
Sword of Chinglu
+
Influence,
troops on the battlefield, +
m
the hands ol
because some watery
+3 Morale sword
is
for
all
1
all
tart
a
weapon
Christian conversion,
Command when
troops on the battlefield, +
threw
in the
+ 1 Command when
fighting against Huns.
The spear
that
wounded
attacking, +1
Command when commanding
infantry.
The spear of a god
is
a
true leader!
a
sword
at
troops on the battlefield, +2
a powerful
5%
hands of the right man!
troops on the battlefield, +1
Morale for
1
in the
hands of
1
Command when
defending. "You can't expect to wield supreme executive power
you!"
Command when
fighting against
Nomads, +2
to
Law (improves
Public Order).
A
war god's
a true leader!
RELICS Relic Ashes
ol Early
Martyrs
Ashes of Saint Polycarp
A
Nail from the True Cross
Splinters
from the True (joss
Description +5% Christian conversion, -1 from Unrest (improves Public Order). The Ashes of Martyrs rightly have miraculous properties attrib uted to them! +10% Christian conversion, -1 from Unrest (improves Public Order). The Ashes of the Saint are rightly reputed to have miraculous properties' +5% Christian co nversion, -2 from Unrest (improves Public Order). One of the Nails used during_the C rucifixion of Chr ist. + l()"n Christian conversion, +1 to
Law (improves
Public Order
i.
Splinters
from the cross of
lesus Christ.
SPECIAL ABILITIES Every faction has certain units tions. In this chapter
that' possess special battlefield abilities,
we review
these special abilities, with tips
such as chants, war
on how and when
SPECIAL ABILITIES TABLES ALEMANNI Special Ability
Units
Flaming Missiles
Lombard
Schiltrom Formation
Spear VVarband
War Cry
Night Raiders, Golden Rand, Chosen Axemen, Lombard Berserkers
Wedge Formation
Burgundian
Archers,
I
Chosen Archers, Onagers
ancers, Barbarian Noble
(
avaln
50
to use
cries,
them.
or unique forma-
SPECIAL ABILITIES
BERBERS Special Ability
Units
Flaming Missiles
Desert Archers
Wedge Fo rmation
Berber Lancers
EASTERN
ROMAN
Special Ability
REBELS
Units
Chanting
Orthodox
Flaming Missiles
Archers, Eastern Archers, Ballista e, Sco rpions,
Wedge Form ation
Equites Auxilia, Dromedarii, Scholae Pa latinae, Equites Catafractarii, Equit es Clibin arii
Priest
Onag ers, H eavy Onagers
EASTERN ROME Special Ability
Units
Chanting
Orthodox
Flaming Missiles
Archers, Eastern Archers, Ballistae, Scorpions
Wedge Formation
Equites Auxilia, Dromedarii, Scholae Palatinae, Equites Catafractarii, Equites Clibinarii
Priest ,
On agers, Heavy Onagers
FRANKS Special Ability
Units
Chanting
Catholic Priests
Flaming Missiles
Horde Hunters, Hunters,
Shield Wall
Sword Heerbann, Axe Heerbann, Horde Chosen Swordsmen, Levy Spearmen
War Cry
Francisca
Wedge
Noble Warriors, Paladins
Ballistae,
Onagers
Heerbann
CELTS Special Ability
Units
Chanting
Druids
Schiltrom Formation
Pictish
War Crj
Gallowglass,
Wedge
Noble Clansmen
Spearmen
Hounds of Culann
GOTHS Special Ability
Units
Cantabrian Circle
Steppe Horde Horsemen, Goth Horse Archers, Alan Horse Archers
Chanting
Arian Priests
Flaming Missiles
Goth Raiders
Schiltrom Formation
Got h
War Cry
Gothic Warriors
Wedge
Goth Lancers, Goth Noble Warriors
S pearmen
HUNS Special Ability
Units
Cantabrian Circle
Hun Horde, Horsemen, Hunnic
Schiltrom Formation
Steppe Spearmen
Wedge Form ation
Tribal Cavalry,
Archers, Elite Warriors
Hunnic Lancers, Hun Horde, Chosen
Wa rriors, Hunn ic
51
Heavy Cavalry
PRIMAGAMES.COM
TOTAL WAR BARBARIAN INVASION
PRIMA
OFFICIAL
GAME GUIDE
LOMBARDI Special Ability
Units
Flaming Missiles
Horde Hunters, Lombard Archers, Chosen Arche rs, Onagers
Schiltrom Formation
Spear Warband^
Shield Wall
Horde Chosen Swordsmen
War Cry
Night Raiders, Golden Band, Chosen Axemen, Lombard Berserkers
Wedge Formation^
Bu rgund ian
Lancers, Barbarian Noble Cayalry_
OSTROGOTHS Special Ability
Units
Cantabrian Circle
Steppe Horde Horsemen, Goth Horse Archers, Alan Horse Archers
Chanting
Arian Priests
Flaming Missiles
Goth Raiders
Schiltrom Formation
Goth Spearmen
War Cry
Gothic Warriors
Wedge
Goth Lancers, Goth Noble Warriors
ROMANO-BRITISH Special Ability
Units
Chanting
Monks Hea vy Onagers
Flaming Missiles
Archers, Ballistae, Onager s,
Wedge
Sarmatian Auxilia, Graal Knights
In)
mation
ROXOLANI Special Ability
Units
Cantabrian Circle
VirgmHorse
Flaming Mjssijes_
Sarmatian Vir gin Foot Ar chers
Archers, Steppe
Horde Horsem en, Alan Horse Archers, Sarmatian Armored Archers
Sarmatian Virgin Cavalry Alan Noble Cavalry, Sa rmatian ,
Nob le Cavalry
SARMATIAN S Special Ability
Units
Cantabrian Circle
Virgin Horse Archers, Steppe
Flaming Missiles
Sarmatian Virgin Foot_Archers
Wedge
S AS
J^rmatian Virgin
Horde Horsemen, Alan Horse Archers, Sarmatia n Armored Archers
Cavalry, Alan Noble Cavalry, Sarmatian
SAN ID
Special Ability Cantabrian Circle
Units Nomad
Flaming Missiles
Desert Archers, Ballistae, Onagers,
Wedge
Cataphracts, Chbinarn
Archer Cavalry
He avy Onagers
SAXONS Special Ability
Units
Flaming Missiles
Hunters
Shield Wall
L evy Spe armen, Saxon
War Cry
Chosen Axemen
Wedge
Mounted Nobles
Keel,
Saxon Hea rth Tro ops
52
Nob le Cavalry
SLAVS Special Ability
Units
Cantabrian Circle
Steppe Horde Horsemen, Steppe Horse Archers
Ch anting
Mounted Arian
Fla ming Missiles
Steppe Raiders
Priests
Schiltrom Formation
Steppe Spearmen
War Cry
Steppe Swordsmen
Wedge Formation
Steppe Lancers, S teppe
W ar riors, Steppe Nobles
VANDALS Special Ability
Units
Cantabrian Circle
Steppe Horde Horsemen, Steppe Horse Archers
Chanting
Mounted Arian
Flaming Missiles
Steppe Raiders
Schiltrom Formation
Steppe Spearmen
Priests
War Cry
Steppe Swordsmen
Wedge
Steppe Lancers, Steppe Warriors, Steppe Nobles
WESTERN ROMAN REBELS Special Ability
Units
Chanting
Catholic Priest
Onag ers, Hea\y Onagers
Flaming Missiles
Archers, Ballistae, Scorpi ons,
Shield Wall
Auxilia Palatina
Wedge Formation
Foederati Cavalry, Sarmatian Auxilia, Scholae Palatinae
WESTERN ROME Special Ability
Units
Chanting
Catholic Priest
Flaming Missiles
Arc h ers,
Shield Wall
Auxilia Palatina
Wedge Formation
Foeder ati Cavalry, Sarmatian
Ballistae,
Scorpio ns, Onager s, Heavy Onagers
Au xilia,
Scholae Palatinae
53
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TQT A W A R barbarian invasion I
PRIMA
OFFICIAL
GAME GUID
FLAMING MISSILES
SPECIAL ABILITIES:
MOUNTED TROOPS
W
M
CANTABRIAN CIRCLE
These missiles cause additional
damage
to their
targets, and,
command
This
Horse
directs
in
an
flaming arrows
8
erratic circle
as they fire.
key
very cool. The
move
Archers to
also illuminate the
The
battlefield at night, giving
enemy
constant
is
of
course, they look
you
a better look at
advancing
troops.
movement, which makes
it
difficult
for melee attackers to land direct blows. In the screenshot, the highlighted archer unit
is
moving
[SPECIAL ABILITIES:
in a \
Cantabrian Circle and the other unit are firing
on the oncoming Frankish
is
stationary.
Both
INFANTRY SCHILTROM FORMATION
troops.
WEDGE FORMATION
The schiltrom assembles your
spearmen
This formation
groups a cavalry
spears pointing
unit in a pointed line,
a
into an
Maximize the on
effect
in a
to drive
are able to hold
out against superior numbers of melee attackers.
enemy is
an
unit in half.
—one
by having two infantry units
either side of the battlefield
disjointed groups.
enemy
Withdrawal
—ready
is
bit
to attack the
this
alignment, they
"wedge" deep
unit. This
excellent tactic for splitting a large
outward. In
enabling the
horsemen
in a
tight circle with
two
harder after charging
wedge, so plan an escape route before you advance.
54
SPECIAL ABILITIES CHANTING This
is
a priest
ability that gives
your unit more resolve,
they are to rout.
meaning less likely It
also has
the reverse effect
A charging cavalry
on the enemy,
unit foolish
enough
to
lowering their morale. Be forewarned that priests are
move
completely vulnerable
against a schiltrom will
when Chanting and
are unable to
defend themselves.
meet certain
WAR CRY
death. However,
your spearmen are extremely vulnerable to range attacks in this formation, so
draw
disband the
circle if archers
near.
SHIELD WALL The warcry inspires
your
soldiers to
and bang
scream
their
weapons, waking
up babies everywhere, but more
Moving your
importantly,
shield infantry into
adding a substantial
a tight
group
makes
it
damage bonus
almost
to
their attack.
impossible for an
enemy
unit to
advance. For
spearmen,
this
is
an excellent defense against charging cavalry.
PRIMAGAMES.COM
r TOTAL WAR barbarian invasion
PRIMA
OFFICIAL
GAME GUIDE
UNIT (GUIDE This chapter includes a profile of every faction and mercenary unit in Barbarian Invasion (Horde Units are covered in a separate chapter).
Keep
in
mind, the Attack and Defense values
each unit are beginning values. These a
combination of
Although
more
it
skills are
battlefield experience
helps to gain experience
efficient to gain
listed for
improved through
and equipment upgrades.
on the
field
of
battle,
it is
EVERY UNIT TRAINED IN YOUR SETTLEMENT RECEIVES AN AUTOMATIC UPGRADE UPON COMPLETION OF A TRAINING BUILDING.
weapons, armor, experience, and morale
upgrades through training.
TRAINING The following your troops
table includes every Training Building in Barbarian Invasion. In addition to using
in buildings that currently exist in a
conquered settlement. However, keep
in
mind
your
that
own
buildings,
you may endure
you can immediately a culture
train
penalty for using a
building constructed by a rival faction.
WHERE TO TRAIN YOUR UNITS Settlement Level
1
Training Buildings
Units Trained
Governor's House, Warrior's Hold, Raider's Hold, or Chieftain's Hold
All Peasants or
Barracks or Muster Field
Coastal Levies, Gothic Spearmen, Hillmen, Levy Spearmen, Pictish Spearmen,
Herdsmen Runaway
Slave
Spearmen, Spear Warband, Steppe Spearmen 1
1
Shrine to Goibhniu
Hounds of Culann
Nhrine to Thor
Lombard
1
Militia Barracks or
1
Stables
Meeting Hall
Berserkers
Berber Axemen, Legio Lanciarii, Limitanei, Mountain Men, Saxon Keel Barbarian Cavalry, Burgundian Lancers, Raiders, Scotti Chariots, VVarhounds, Wolfhounds, Berber Lancers, Moorish Raiders, Steppe Lancers,
Camel Range
2
Practice
2
Christian Chapel
2
Sacred Grove
3
City Barracks or Hall of Heroes
ol
Raiders,
Nomad Archer
Goth Lancer,
Tribal Cavalry, Sarmatian Virgin Cavalry,
Cavalry, Equites Auxilia
Archers, Kerns, Kurdish Javelinmen, Mountain Slingers, Slingers
Arian Priests
Mogons
Druids
Axe Heerbann,
British Legionaries,
Chosen Axemen, Comitatenses, Foederati
Infantry,
Gallowglasses, Steppe Swordsmen, Sword Heerbann 3
Cavalry Stables or Warlord's Stables
Desert Cavalry, Dromedarii, Foederati Cavalry, Goth Horse Archers,
Clansmen, Sarmatian Armored Archers, Sarmatian
Auxilia,
Hun
Lancers, Noble
Saxon Sea Raiders,
Steppe Horse Archers, Steppe Warriors 3
Archery Range
Chosen Archers, Desert Archers, Eastern Archers, Goth
Raiders,
Hunnic Archers, Hunters,
Sarmatian Virgin Foot Archers, Steppe Raiders 3
Bardic Circle
3
Christian Church
Mounted Arian
Priests
3
Hermitage
Catholic Priest,
Monks
4
Army
Barracks or
Night Raiders
Hundredmen
Hall
Auxilia Palatina,
Bosphoran
Infantry, Comitatenses First Cohort, Francisca
Heerbann,
Gothic Warriors, Plumbatarii 4
Hippodrome, Royal
Alan Horse Archers, Alan Noble Cavalry, Armored Camel Riders, Barbarian Noble Cavalry,
Stables, or Elite Cavalry Stables
Cataphracts, Clibinarii, Elephants, Equites Clibinarii, Equites Sagittarii,
Hunnic Heavy 4
Catapult Range
Ballistae, Bucellarii,
Pictish
5
Royal Barracks or Palatine Barracks
5
Circus
Maximus or Great
Cavalry,
Mounted
Lombard
Toxotai,
Archers, Onagers (Alemanni and Sassanids only),
Crossbowmen
Golden Band, Praeventores, Saxon Hearth Troops, Steppe Heavy Spearmen, Sughdian Warriors
King's Stables
Equites Catafractarii,
Goth Noble Warriors, Graal Knights, Hunnic
Sarmatian Noble Cavalry, Scholae Palatinae, Steppe Nobles 5
Hippo
Nobles, Noble Warriors
Siege Engineer
Heavy Onagers, Onagers, Repeating
56
Ballistae
Elite
Warriors, Paladins,
8
1
UNIT (GUIDE
FACTION UNITS The following
Special Abilities •
units are arranged alphabetically, rather •
than by faction, because
it is
common
for several factions •
same
to share the at the
Mercenary units are
unit types.
end of the chapter. These units
rather than trained, so
we
Combat Combat Hardy
modifier against elephants: -4 modifier against camels: -4 •
listed
Alan Noble Cavalry are
Can
use
among
wedge formation
the heavyweights of the
are recruited,
also include a table
showing
where the Mercenaries appear on the map.
ALAN HORSE ARCHERS
and their melee attack Charge Bonus makes them one of the 10 best units for breaking an enemy line. They are trained to charge into enemy troops, battering and scattering them with speed and shock. Few steppes,
cavalry units can challenge them, but even Alan Noble
Available To: Sarmatians, Roxolani, Goths,
Cavalry should not charge into a line of spearmen. Ostrogoths, Rebels
Training Time:
1
Wages: 168
Melee Attack:
Training Cost: 657
ARCHERS
Unit Size: 27
Available To: Western Romans,
Charge Bonus: 4
7
bow Total Defense: 1 ammo: 40) Defense Skill: 12
Missile Attack: 8 (range: 120;
Weapon Type:
Missile
Armor: 6
Hit Points:
Wages: 151 Melee Attack:
1
1
(range: 120;
Combat
•
Combat modifier against Very hardy
Swimming
•
Can
Armor:
modifier against elephants: -4
•
Unit Size: 40
men
Charge Bonus:
2
1
bow Total Defense: 6 ammo: 30) Defense Skill: 3
Weapon Type:
•
Training Cost: 275
1
Missile Attack: 5
Special Abilities
•
Western
Training Time:
Shield:
Fatigue Penalty:
Romano-
Roman Rebels, Eastern Romans, Eastern Roman Rebels
British,
Hit Points:
Missile
1
Shield:
3
Fatigue Penalty: 2
camels: -4
Special Abilities •
use Cantabrian circle attack
Alan Horse Archers are highly tenacious Steppe Warriors.
Sappers
•
Swimming
Centuries of warfare have taught the
skilled, lightly
armored,
They use composite bows
value of archers. These
men wear no
expected to fight in melee, so they can
Roman Army the armor, as they are not
move
swiftly in battle.
laminated from wood, sinew, and horn. These weapons are light, powerful,
and easy
to use while riding hard.
ARCHERS FROM THE EMPIRE'S EASTERN PARTS ARE EQUIPPED WITH COMPOSITE BOWS. WHILE THOSE RAISED IN WESTERN AREAS ARE ARMED WITH THE SIMPLER SELF-BOW. CARVED FROM A SINGLE PIECE OF WOOD. THE SELF-BOW IS NOT AS POWERFUL AS A COMPOUND BOW, BUT IT IS MORE DEPENDABLE IN THE DAMP CLIMATE OF WESTERN AND NORTHERN EUROPE. A COMPOUND BOW ACTUALLY FALLS TO TIECES WHEN THE GLUE IS SATURATED. WHEREAS A
ALAN NOBLE CAVALRY Available To: Sarmatians, Roxolani
Training Time:
1
Wages: 212
Training Cost: 89
Unit Size: 27
Melee Attack:
13
men
Charge Bonus: 6
Missile Attack:
Weapon Type: Heavy
Total Defense: 19
Armor:
Defense
Shield:
Skill: 10
Hit Points:
1
9
ONE-PIECE SELF-BOW RETAINS ITS SHAPE WHEN DAMP. NEEDING ONLY TO BE DRIED TO RETURN TO WORKING ORDER.
Fatigue Penalty: 2
57
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GAME GUIDE
ARIAN PRIESTS
ARMORED CAMEL RIDERS
Available To: Goths, Ostrogoths
Available To: Sassanids
Training Time: Training Cost:
i
1
1
7
Training Time: 2 Training Cost: 910
Wages: 266 Unit Size: 27
Unit Size:
men
Melee Attack:
Wages: 75 2
1
men
Melee Attack:
Missile Attack:
2
Charge Bonus:
Weapon
1
Type: Heavy
Total Defense: 2
Missile Attack:
Weapon Type:
8
Charge Bonus: 6
Armor:
13
Total Defense: 3
Defense
Skill: 8
Armor:
Shield:
Defense
Light
Hit Points:
Skill: 3
1
Fatigue Penalty:
Shield:
Hit Points:
1
1
Fatigue Penalty:
Special Abilities
-
Special Abilities
•
Combat
•
Horse +2 Frightens cavalry
modifier against elephants: -4
•
Swimming
•
•
Can chant
Armored Camel
Riders are tough warriors
They
who
can
Arian Priests inspire nearby troops to acts of great
replace cavalry in desert conditions.
bravery through their Christian prayers and blessings.
most powerful cavalry
However, religious training does
repulsed by the smell of camels, the battlefield matchup
little
to prepare the
Arian Priests for combat, so keep them away from the front lines. Christianity
is
a
new
is
most appealing
that Christ
is
not part of
created by
God and
is
to
Roman
many
and
relatively even.
surprisingly effective at breaking
non-Romans.
It
Equipped
up enemy formations,
especially light cavalry. Recruit these riders
proposes
from desert
—he
is
tribesmen as you advance through the dry, arid frontiers
therefore not eternal. This
is
of the map.
God
or the Trinity
world. Despite arguments
the afterlife,
is
with spears and large shields, Armored Camel Riders are
considered heresy by the "official" churches of the
soldiers cling to the
in the world, but since horses are
between the two animals
faith that has already
divided into sects and competing dogmas.
Arianism
are not the
among
theologians,
promise of salvation and a place in
priests are
now an
established part of
armies.
58
2
AUXILIA PALATINA
AXE HEERBANN
Available To: Western Romans, Western
Available To: Franks, Rebels
Roman
Training Time:
Rebels
Training Time:
Wages: 124
Training Cost: 8 1
Unit Size: 40
Wages: 369 Unit Size: 40
men
Melee Attack:
men
Melee Attack: 9
Charge Bonus:
7
Charge Bonus:
1
Training Cost: 459
1
5
Missile Attack:
2
Missile Attack:
Weapon Type: Heavy
Weapon Type: Spearmen
Total Defense: 17
Total Defense: 25
Armor:
Armor:
10
Defense
Defense
Skill: 9
Shield: 6
7
Hit Points:
Shield: 6
Hit Points:
4
Skill:
1
Fatigue Penalty: 5
1
Fatigue Penalty: 5
Special Abilities Special Abilities
•
Sappers
•
Sappers
•
Can
•
Hardy
The Axe Heerbann
•
Can
Army. These
The
use shield-wall formation
who
Auxilia Palatina are heavy infantrymen, similarly
equipped
as other late
Roman
soldiers.
responsibilities as palace guards afford
among
the field armies of
Rome. The
men
battle first
is
one of the core units of a Frankish
are dependable
and ask why
later.
make up
hand-to-hand
fighters
However, what they
power and
Their former
lack in discipline they
them
courage. Every Frankish Warlord should have at least
elite status
one Heerbann unit on the
"Auxilia of the
made up of well-trained provincial Romans, with about one in five being non-Roman Palatine Hill"
use shield-wall formation
for in killing
battlefield. In addition to a
single-handed war axe, every Heerbann Warrior
is
equipped with
a shield
and war gear
for close
is
combat.
barbarians. Although they are court guards, Auxilia Palatina are a dependable fighting force that will fight
hard on campaign.
59
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OFFICIAL
GAME GUIDE
BALLISTAE (FRANKISH)
BALLISTAE (ROMAN)
Available To: Franks
Available To: Western Romans, Eastern
Training Time:
Romans, Romano-British, Western Roman
1
Roman
Training Cost: 243
Rebels, Eastern
Wages: 115
Training Time:
Unit Size: 12
men +
Melee Attack:
Wages: 211 Unit Size: 12
1
Missile Attack: 51 ballistae (range: 180;
Weapon Type:
Training Cost: 375
2 ballistae
2
Charge Bonus:
Rebels
1
ammo:
men +
Melee Attack:
50)
Charge Bonus:
Missile
2 ballistae
5 1
Total Defense: 5
Missile Attack: 51 ballistae (range: 180;
Armor:
Weapon
2
Defense
Armor: Defense
1
Fatigue Penalty:
3 Skill: 5
Shield:
Hit Points:
1
Fatigue Penalty: SEE
50)
Total Defense: 8
Skill: 3
Shield:
Hit Points:
ammo:
Type: Missile
THE DESCRIPTION OF THE ROMAN MORE INFORMATION.
Ballistae are
BALLISTAE FOR
1
sinew-powered weapons that hurl spearlike
bolts with considerable accuracy. These are easily capable |
of passing straight through a target and skewering another man, too. The
but
its
ballista
mechanics are quite
looks like a giant crossbow,
different.
The two arms of
the ballista are threaded through two ropes
animal sinew. :
When
they act as enormous springs; cocked, there
launch the
is
bolt.
a
made from
these sinews are twisted into ropes,
when
the ballista
huge amount of energy
is
available to
The crew must make sure
that the
two
springs are equally tensioned, otherwise the ballista itself will snap,
probably killing anyone standing nearby.
XJOTC THE SINEW'S AMAZING STRENGTH IS ALSO THE BALLISTAS MOST IMPORTANT WEAKNESS. SINEWS DO NOT HOLD THEIRTENSION WHEN WET. SO A BALLISTA WILL NOT WORK EFFICIENTLY IN DAMP OR RAINY WEATHER
60
UNIT (GUIDE BALLISTAE (SASSANID)
BARBARIAN CAVALRY
Available To: Sassanids
Available To: Alemanni, Lombardi,
Training Time:
Burgundii, Rebels
1
Training Cost: 240
Training Time:
Wages: 140
Training Cost: 279
Unit Size: 12
men +
Melee Attack:
Unit Size: 27
men
Melee Attack:
1
Missile Attack: 51 ballistae (range: 180;
Weapon Type:
Wages: 134
2 ballistae
2
Charge Bonus:
1
ammo:
7
Charge Bonus:
50)
7
Missile Attack:
Missile
Total Defense: 3
Weapon Type:
Armor:
Total Defense: 7
Defense
Armor:
Skill: 3
Defense
Shield:
Hit Points:
Light
2 Skill: 5
Shield:
1
Hit Points:
Fatigue Penalty:
1
Fatigue Penalty: 2
Special Abilities
THE DESCRIPTION OF THE ROMAN BALLISTAE FOR MORE INFORMATION.
SEE
•
Combat
modifier against elephants: -4
•
Combat
modifier against camels: -4
•
Hardy
•
Swimming
•
Powerful charge
Barbarian Cavalry are a shock force, best used to push
enemies
who
are
on the verge of breaking
panic. Although they lack the
they are formidable
when
into complete
power of true heavy
cavalry,
directed at the enemy's flanks
or rear units.
BARBARIANS ARE MOTIVATED TOWARD FAME ARE THEREFORE NATURALLY OPPOSED TO ORGANIZED. DISCIPLINED FORMATIONS. RESIST THE URGE TO CHARGE THEM INTO A WELL-FORMED ARMY; FOCUS INSTEAD ON DISJOINTED GROUPS OF ENEMY SOI Dll-.RS THAT ARE LESS LIKELYTO REFORM. THEN
AND HONOR AND
LAUNCH AN EFFICIENT COUN
61
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ROME BARBARIAN INVASION
PRIMA
GUIDE
C
BARBARIAN NOBLE CAVALRY
BARBARIAN PEASANTS
Available To: Alemanni, Lombardi,
Available To: Alemanni, Lombardi,
Burgundii
Burgundii, Franks, Saxons, Celts, Rebels
Training Time: 2
Training Time:
Training Cost: 873
Training Cost: 72
Wages: 229
Wages: 14
Unit Size: 27
men
Unit
Size: 60
men
Melee Attack: 10
Melee Attack:
Charge Bonus:
Charge Bonus:
6
1
2 1
Missile Attack:
Missile Attack:
Weapon Type: Heavy
Weapon Type:
Total Defense: 22
Total Defense: 5
Armor: 9
Armor:
Defense
Defense
Skill: 9
Shield: 4
Light
Skill: 5
Shield:
Hit Points:
Hit Points:
1
1
Fatigue Penalty: 5
Fatigue Penalty: 2
Special Abilities
Special Abilities
•
•
•
•
Combat
modifier against elephants: -4
•
Combat Hardy
modifier against camels: -4
Peasants are reluctant warriors at best, but a
Can
endless
use wedge formation elite
their position to birthright
of their people,
skill,
is
the finest the smiths can provide.
sheer
life
of
and drudgery produces strong backs and an reality.
Despite their lack of fighting
numbers of peasants can
enemy army while
and bravery. They
expect and receive the best of everything, so their war gear
toil
acceptance of grim
Barbarian Noble Cavalry are the
owing
Swimming
other
more
still
heavily
occupy an
armed
units press
the attack.
The Barbarian
Noble Cavalry are superb horsemen, but they lack the discipline of
more
spearmen, they are trap.
They
civilized cavalry. likely to
Confronted by
YOU CAN ALWAYS FORCE YOUR PEASANTS TO
charge straight into a death
are best used to break
BUT REMEMBER THAT EMPTYING A VILLAGE OF PEASANTS WILL NEGATIVELY IMPACT YOUR ABILITY TO BRING IN THE YEARS HARVEST.
FIGHT,
up enemy formations,
fight against other (lighter) cavalry,
and pursue
fleeing
62
2
1
1
UNIT (GUIDE BERBER AXEMEN
BERBER LANCERS
Available To: Berbers, Rebels
Available To: Berbers, Rebels
Training Time:
Training Time:
1
1
Training Cost: 252
Training Cost: 405
Wages: 96
Wages: 180
Unit Size: 40
men
Melee Attack:
Unit Size: 27
Charge Bonus:
Charge Bonus:
3
Armor:
Weapon Type:
Light
Total Defense:
1
Armor:
Skill: 7
Shield: 4
Shield: 3
Hit Points:
1
Fatigue Penalty:
Berber
3
Defense
Skill: 6
Hit Points:
Light
Total Defense: 14
3
Defense
8
Missile Attack:
Missile Attack:
Weapon Type:
men
Melee Attack: 4
8
Axemen
1
Fatigue Penalty:
-
are recruited
from among desert
-
Special Abilities •
Combat
modifier against elephants: -4
through an enemy
•
Combat
modifier against camels: -4
formation. This job requires a good deal of raw courage
•
Can
dwellers
and
are given basic training with axes
shields. It is their task to
hack
a path
and
and bloody-mindedness. Berber Axemen have excellent stamina in the
field,
use wedge formation
Berber Lancers charge onto the battlefield with cavalry
but they are seriously overmatched
spear in hand. This
by cavalry, so keep these units matched to enemy
and horse behind
ground troops.
target provides
armored 1
weapon
places
all
man human how thick the
the weight of
a single sharp point, so a
little
resistance,
no matter
breastplate.
_
AFTER A BERBER LANCER IMPALES AN ENEMY WITH HIS SPEAR, HE IS VULNERABLE TO
COUNTERATTACKS FROM GROUND TROOPS WITHIN THE RADIUS OF THE EXTENDED WEAPON. IF THE MAJORITY OF ENEMIES ARE NOT KILLED IN THE INITIAL CHARGE. BREAK OFF THE FIGHT, REFORM. AND ATTEMPT ANOTHER CHARGE. RATHER THAN STAY AND FIGHT IN CLOSE QUARTERS.
I
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GUID
BOSPHORAN INFANTRY
BRITISH LEGIONARIES
Available To: Sarmatians, Roxolani
Available To: Romano-British
Training Time:
Training Time:
1
1
Training Cost: 540
Training Cost: 737
Wages: 200
Wages: 319
Unit Size: 40
men
Unit Size: 40
Melee Attack:
Melee Attack: 9
Charge Bonus:
men 7
Charge Bonus:
4
2
Missile Attack:
Missile Attack: 9 pilum (range: 45;
Weapon Type: Spearmen
Weapon Type: Heavy
Total Defense: 22
Total Defense: 23
Armor:
Armor:
8
Defense
Skill: 9
Hit Points:
1
1
Fatigue Penalty: 3
Fatigue Penalty: 6
Special Abilities
Special Abilities
•
Sappers
•
•
Hardy
British Legionaries are
Bosphoran Infantry are capable of acting
flexible addition to
clever fighters
They
any battle
who add
are
line.
infantry
as
The Bosphorans
power
to the
are
a
own
equipped as "proper" Romans.
are hard, dedicated warriors
Roman
who
see themselves
rather than British. Although not as skilled
as Caesar's legions, the British Legionaries prefer fighting
are
shoulder-to-shoulder, and their disciplined formations
Sarmatian
work
good all-around troops, allowing the
Sarmatians to concentrate on their
Sappers
They
spearmen
making them
or going toe-to-toe with other infantry,
armies.
2)
Shield: 6
Shield: 6
Hit Points:
ammo:
8
Defense
Skill: 8
i
strengths as
well against less-experienced Barbarian
ground
troops.
horsemen.
Historically, Britannia
Army before
the
was abandoned by the Roman
emperor severed formal military
ties
A variety of local warriors filled the void, some of whom were every bit as effective as true with the island.
Roman
64
legions.
7
1
UNIT (GUIDE BURGUNDIAN LANCERS
BUCELLARII Available To: Western Romans, British,
Roman
Western
Training Time:
Romano-
Available To: Alemanni, Lombardi,
Burgundii
Rebels
Training Time:
1
1
Training Cost: 500
Training Cost: 657
Wages: 218
Wages: 199
Unit Size: 40
men
Unit Size: 27
men
Melee Attack: 7
Melee Attack:
Charge Bonus:
Charge Bonus:
2
Missile Attack: 7 crossbow (range: 85;
Weapon Type: Total Defense:
Armor:
ammo:
Weapon Type: Heavy
Missile
Total Defense:
1
Armor:
1
6
Defense
Skill: 8
Skill: 7
Shield: 4
Shield:
Hit Points:
10
Missile Attack:
20)
3
Defense
7
Hit Points:
1
1
Fatigue Penalty: 2
Fatigue Penalty: 4
Special Abilities
Special Abilities
•
Sappers
•
Combat
modifier against elephants: -4
•
Swimming
•
Combat
modifier against camels: -4
•
Can
Bucellarii are paid,
certain military
armed
retainers directly
commanders. Rich men
employed by
in the
Roman
use wedge formation
Burgundian Lancers are best used to charge into enemy
world have always needed protection, but the custom of
formations in an attempt to break the formations
keeping armed retainers has grown within the empire.
through shock and impact. Like
Bucellarii are usually
well-armed and
skilled
all
cavalry, they are
vulnerable against the defensive wall of spear-armed
with missile
and hand-to-hand weapons.
infantry.
A
event. If
enemies are
cavalry charge with lances still
is
a
one-time
standing, the best tactic
is
to
break off the charge, reform, and make another run. Staying to fight allows experienced
enemy ground
troops to fight inside the length of the lance, extracting
heavy casualties in the process.
65
PR1MAGAMES.COM
*"b*S*lp
,
TOTAL WAR BARBARIAN INVASION
PRIMA
GUIDE
OFFICIA
CAMEL RAIDERS
CARRIAGE BALLISTAE
Available To: Sassanids, Berbers, Rebels
Available To: Western Romans, Eastern
Training Time:
Romans, Western Roman
1
Training Cost: 351
Roman
Wages: 141
Training Time: 2
Unit Size: 27
men
ItyjiM
Training Cost: 925
Unit Size: 6
5
men +
Melee Attack:
Weapon
Charge Bonus:
Type: Light
3 carriage ballistae
4 5
Total Defense: 14
Missile Attack: 21 scorpion (range: 140;
Armor:
Weapon Type:
3
ammo:
36)
Missile
Total Defense: 9
Skill: 7
Armor:
Shield: 4
Hit Points:
,\$m
Rebels, Eastern
Rebels
Missile Attack:
Defense
~
Wages: 431
Melee Attack: 6
Charge Bonus:
\
1
3
Defense
1
Fatigue Penalty:
Skill: 6
Shield:
Hit Pomts: Special Abilities
1
Fatigue Penalty:
1
•
Combat
•
Horse +2
Carriage Ballistae are small artillery pieces carried on
•
Frightens cavalry
carts into battle.
•
Hardy
point to lay
modifier against elephants: -4
Camel Raiders
and then
are swift, tough warriors intended to
replace cavalry in desert conditions. Like cavalry, they are best used to chase scattered
main
mounted weapon
enemies or screen the
The
enemy
a versatile
beasts, so they
reduced. Camels are ill-tempered
need careful handling. However, they can
be a very effective
force, if
uses twisted sinew ropes to create
powerful tension in the
smell of camel urine, so the normal effectiveness of is
a crisis
gets too close. Like stationary ballistae, this carriage-
force in battle. Horses cannot stand the strange
cavalry
They can advance quickly to
down heavy missile fire on enemy troops, move back out of trouble if enemy infantry
not quite as disciplined as
other cavalry.
66
bow
for launching the fire bolts.
additional mobility provided by the cart
support weapon.
makes
this
UNIT (GUIDE CATAPHRACTS
CATHOLIC PRIEST
Available To: Sassanids
Available To: Western Romans, Western
Training Time: 2
Roman
Training Cost: 1,390
Training Time:
Wages: 337
Training Cost: 237
Unit Size: 27
men
Rebels, Franks 2
Wages: 108
Melee Attack: 6 (Secondary Melee Attack:
Unit Size:
9)
1
2
men
Charge Bonus: 9
Melee Attack:
Missile Attack:
Charge Bonus:
1
Weapon Type: Heavy
Missile Attack:
Total Defense: 36
Weapon
Armor:
18
Total Defense: 3
Defense
Skill: 14
Armor: Defense
Shield: 4
Hit Points:
Type: Light
Skill: 3
Shield:
1
Hit Points:
Fatigue Penalty: 3
1
Fatigue Penalty:
1
Special Abilities •
Combat modifier
against elephants: -4
Special Abilities
•
Combat modifier
against camels: -4
•
Swimming
•
Can
•
Can chant
use wedge formation
Cataphracts are superheavy cavalry, with both horse armored from head to toe.
They
man and
are relatively
Priests inspire
nearby troops to acts of great bravery
through their prayers and blessings. However,
on the
slow-moving, but few can withstand their devastating
extent of their contribution
lance charge. Despite their power, Cataphracts are not
engage priests in battle or they quickly
the answer to every tactical problem. for breaking
are superb
enemy formations, but they cannot be used
for typical light cavalry duties
screening.
They
such as pursuit and
battlefield.
support the doctrine that the Pope in
die.
this
Do
These
Rome
supreme authority on matters of faith. This
is is
is
the
not priests
the
hotly
disputed by the Patriarchs of the East and the followers
of Arius. Despite such divisions, ordinary soldiers find peace and inspiration in the promise of personal salvation
and
a place in the afterlife.
ALTHOUGH A DOCTRINE OF WAR HAS STARTED TO EMERGE FROM THE SCHOLARS OF THE CHURCH, THIS DOES NOT EXTEND TO PRIESTS INITIATING COMBAT EXCEPT IN SELF-DEFENSE. THESE MEN ARE EXPECTED TO ENCOURAGE NOT FIGHT.
PRIMAGAMES.COM
3
TOTAL WAR barbarian invasion
PRIMA
OFFICIAL
GAME GUIDE
CHOSEN ARCHERS
CHOSEN AXEMEN
Available To: Alemanni, Lombardi,
Available To: Alemanni, Lombardi, Burgundii, Saxons, Rebels
Burgundii
Training Time:
Training Time:
1
1
Training Cost: 405
Training Cost: 450
Wages: 105
Wages: 134
Unit Size: 40
men
Melee Attack:
Unit Size: 40
Charge Bonus:
bow
(range: 130;
ammo:
Weapon Type: Heavy Total Defense: 14
1
Armor: 6
Armor: 6 Defense
5
Missile Attack:
30)
Missile
Total Defense:
14
Charge Bonus:
4
Missile Attack: 7
Weapon Type:
men
Melee Attack:
8
Defense
Skill: 7
Skill: 8
Shield:
Shield:
Hit Points:
Hit Points:
1
1
Fatigue Penalty: 4
Fatigue Penalty: 4
Special Abilities
Special Abilities •
Combat modifier against
•
Combat
+6 +6
elephants:
modifier against chariots:
•
Sappers
•
Hardy
Can
war
•
Expert at hiding
•
•
Hardy
Chosen Axemen
•
Swimming
two-handed axes can turn
Chosen Archers
on the
are excellent
battlefield,
and they
bowmen. They move
are
the best fighters in their respective tribes
Unfortunately, the self-bow
is
are
and
among
not a great weapon.
from the
less likely to
East, but
conditions.
it is
Chosen Archers
on the
are
battlefield, equally
Axemen on
It is
compound bow used by some be damaged by wet
one of the most adept
at
cry
to devastate the
clans.
not as powerful as the
use
are big, scary,
versatile
ranged and
melee fighting.
68
and very mean. Their
skull,
into a pile of kindling with
swiftly
armed with self-bows
and melee weapons. As Chosen men, they
units
A
breastbone, and armor
one swipe.
enemy with brute
the front line.
When you
force, place
need
Chosen
UNIT (GUIDE CHOSEN WARLORD
CLIBINARII
Available To: Alemanni, Lombardi,
Available To: Sassanids
Burgundii, Rebels
Training Time: 2
Training Time:
Training Cost: 1,430
3
Training Cost: 1,314
Wages: 300
Wages: 201
Unit Size: 27
Unit Size: 12
men
men
Melee Attack: 6
Melee Attack: 13
Charge Bonus:
Charge Bonus: 6 Missile Attack:
bow Weapon Type: Heavy
Weapon Type: Heavy
Total Defense: 29
Total Defense: 20
Armor: 20
7
Missile Attack: 7
Armor: 6
Defense
Defense
Shield:
Skill: 10
(range: 100;
ammo:
30)
Skill: 9
Shield: 4
Hit Points:
Hit Points: 2
Fatigue Penalty: 3
1
Fatigue Penalty: 4
Special Abilities Special Abilities •
•
Combat modifier Combat modifier
•
against elephants: -4
•
against camels: -4
•
Combat modifier against elephants: Combat modifier against camels: -4 Can use wedge formation
•
General unit
•
Hardy
The
•
Powerful charge
and horses armored from head
When
utilizing his charge
bonus, the warlord
the top five strongest melee units
warlord leads an
elite
is
is
one of
battlefield.
is
to toe.
Although not well-suited for quick
Armored
strikes
the Clibinarii will rumble through an
expensive and time-consuming,
a fighting force that has
Clibinarii are superheavy cavalry, with both
men cavalry
dates back to the "iron warriors" of the Parthians.
A
personal force of able and fierce
warriors. Their training
but the result
on the
-4
a severely
weakened
and
enemy
force for infantry to
pursuits,
line, leaving
mop
up.
few equals
in battle.
69
PR1MAGAMES.COM
7
ROM E
TOTAL WARBARBARIAN INVASION
PRIMA
OFFICIA
i
a GUIDE
CLIBINARII IMMORTALS
COASTAL LEVIES
Available To: Sassanids
Available To: Romano-British, Rebels
Training Time: 4
Training Time:
Training Cost: 1,700
Training Cost: 437
Wages: 217
Wages: 184
Unit Size: 12
men
Melee Attack:
Unit
40
men
Melee Attack: 4
10
Charge Bonus:
Charge Bonus: 6 Missile Attack: 11
Size:
1
bow
(range: 130;
ammo:
1
Missile Attack:
30)
Weapon Type: Spearmen
Weapon Type: Heavy Total Defense: 33
Total Defense:
Armor: 20
Armor:
Defense
Defense
Skill: 13
1
6 Skill: 5
Shield:
Shield: 6
Hit Points: 2
Hit Points:
Fatigue Penalty: 3
Fatigue Penalty: 5
1
Special Abilities
Special Abilities •
Combat
modifier against elephants: -4
I
•
•
Combat
modifier against camels: -4
I
Coastal Levies are recruited to protect the shores of
Sappers
•
General unit
Romano-British lands against the threat of foreign,
•
Hardy
barbarian invaders. They are the descendants of the
•
Powerful charge
A
Limitanei of the
Sassanid general has a personal guard of able and
fierce Clibinarii
well trained
Immortals. These "iron horsemen" are
and they are brutally
Few other warriors can hope
attack by these superheavy cavalry.
efficient in
to stand against
The
Empire, border units that were
up the
fight.
Levies are fairly well equipped with \
an
Clibinarii
Immortals lack the speed for pursuits and skirmish charges. Focus their attacks
Roman
charged with holding back the barbarian invasions until heavier troops could take
and better armored than almost every other
soldier in the world, battle.
-
on bunched enemy armies,
but watch out for spearmen.
70
helmets, spears, and large shields.
The Coastal
good chain
mail,
1
1
UNIT (GUIDE COMITATENSES FIRST
COMITATENSES Available To: Western Romans, Eastern
COHORT
Romans, Western Roman
Available To: Western Romans, Eastern
Roman
Rebels, Eastern
Romans, Western Roman
Rebels
Training Time:
Roman
1
Training Cost: 850
Training Time:
Wages: 369
Training Cost: 1,500
Unit Size: 40
Unit Size: 60
8
Charge Bonus:
2
Wages: 680
men
Melee Attack:
Rebels, Eastern
Rebels
men
Melee Attack: 10
3
Missile Attack: 9 pilum (range: 45;
ammo:
Charge Bonus: 4
2)
Weapon Type: Heavy
Missile Attack: 11 pilum (range: 45;
Total Defense: 29
Weapon Type: Heavy
Armor: 10
Total Defense: 3
Defense
Armor:
Skill: 13
Hit Points:
2)
1
Defense
Shield: 6
ammo:
Skill: 14
Shield: 6
1
Hit Points:
Fatigue Penalty: 5
1
Fatigue Penalty: 5 Special Abilities •
Special Abilities
Sappers
1TE
•
Sappers
•
Hardy
•
Command
•
Legionary
name
Comitatenses are the mobile forces of the
FOR A FULL DESCRIPTION. SEE COMITATENSES FIRST COHORT.
Empire.
It is
their task to
rather than garrison a
may,
it
meet enemies
Roman
late
Roman
in the field,
lime (pronounced LEE-
was a wall marking the boundary of the empire).
The Comitatenses owe
their existence to the military
reforms of Constantine the Great.
He
divided the
army
into
two types of troops: the Comitatenses made up one
half,
and the other half of the system was the Limitanei,
or frontier troops. Originally, the Comitatenses to
were personally attached
the emperor. However, the needs of imperial defense
required the Comitatenses to deploy across the territory.
The
strategy
would allow enemies
to penetrate the limes
while being delayed by the Limitanei. Finally, the
Comitatenses would sweep in to destroy the enemies that temporarily breached the
Roman
borders.
I
71
PRIMAGAMES.COM
1
ROME barbarian invasion
PRIMA
OFFICIAL
GAME GUIDE
DESERT ARCHERS
DESERT ARCHERS
Available To: Berbers, Rebels
(SASSANID)
Training Time:
i
1
Training Cost: 234
Wages: 96 Unit
Size: 40
men
Melee Attack:
Training Time:
Wages: 120 Unit Size: 40
men
Melee Attack:
1
Missile Attack: 5
bow
(range: 120;
ammo:
1
Training Cost: 380
5
Charge Bonus:
Weapon Type:
Available To: Sassanids
3
Charge Bonus:
30)
1
Missile Attack: 7
Missile
Total Defense: 10
Weapon Type:
Armor:
Total Defense: 8
Defense
3
Armor:
Skill: 7
Hit Points:
ammo:
30)
Skill: 5
Shield:
1
Fatigue Penalty:
(range: 160;
3
Defense
Shield:
bow
Missile
Hit Points:
-
1
Fatigue Penalty: Special Abilities •
Expert at hiding
Special Abilities
•
Swimming
•
Combat
modifier against elephants:
•
Combat
modifier against chariots:
•
Sappers
•
Swimming
+6
+6
These hardy desert folk make excellent bowmen, as they cannot afford to waste a single shot when hunting. The Desert Archers are tough and resilient from years of
enduring the unforgiving sands and rocks of the
Keep these units
far
from the front
lines
where
desert.
their
ranged attacks are most productive. Desert Archers are
one of the weakest melee fighting units
in
Barbarian
Invasion, so don't allow them to become trapped in a close-quarters fight.
72
1
1
DESERT CAVALRY
DESERT CHIEFTAIN
Available To: Berbers, Rebels
Available To: Berbers, Rebels
Training Time:
Training Time: 3
1
Training Cost: 468
Training Cost: 1,170
Wages: 165
Wages: 197
Unit Size: 27
men
Melee Attack:
Unit Size: 12
5
Missile Attack: 8
Total Defense:
Armor:
bow
(range: 120;
ammo:
Missile Attack:
40)
Weapon Type: Heavy
Missile
Total Defense: 24
1
Armor:
3
Defense
8 (Secondary Melee Attack: 9)
Charge Bonus: 6
Charge Bonus: 4
Weapon Type:
men
Melee Attack:
6
Defense
Skill: 8
Skill: 14
Shield: 4
Shield:
Hit Points:
Hit Points: 2
1
Fatigue Penalty:
Fatigue Penalty:
-
Special Abilities
Special Abilities •
Combat modifier
against elephants: -4
•
Combat
modifier against elephants: -4
•
Combat modifier Hardy
against camels: -4
•
Combat
modifier against camels: -4
•
General unit
•
Hardy
•
Desert Cavalry are lightly armored archers
who
are
A
tenacious and skilled in battle. Their dependable self-bows are well-suited to the desert's heat
and
Although the self-bow lacks the power of a compound bow,
it is
durable, requires
resistant to
little
maintenance, and
chieftain leads a personal guard of his fiercest warriors.
Although not
dust.
as powerful as a warlord, this unit carries
the prestige of an
elite force,
and
it is
capable of wreaking
heavy damage with a secondary melee bonus.
is
moisture damage.
73
PRIMAGAMES.COM
7
1
1
2
ROME
TOTAL WAR BARBARIAN INVASION
PRIMA
OFFICIAL
DROMEDARII
DRUIDS
Available To: Eastern Romans, Eastern
Available To: Celts
Roman
Training Time: 2
Rebels
Training Time:
Training Cost: 687
Wages: 154
Wages:
Unit Size:
3
1
Unit Size: 27
men
Total Defense:
1
5
Missile Attack:
5
Weapon Type: Heavy Total Defense:
Light
1
Armor: 4
1
Armor: 6
Defense
Defense
Shield: 3
Skill: 7
Skill: 5
Hit Points:
Shield: 4
Hit Points:
men
Charge Bonus:
Missile Attack:
Weapon Type:
2
1
Melee Attack:
Melee Attack: 6
Charge Bonus:
i
Training Cost: 279
1
1
Fatigue Penalty:
1
3
Fatigue Penalty: 3
Special Abilities Special Abilities •
Combat modifier
'
Horse +2
•
Frightens cavalry
•
Can
•
against elephants: -4
•
•
Expert at hiding
Can chant Swimming
Druids are Celtic
use wedge formation
:
Dromedarii are auxiliary troops recruited to patrol the
Druids' practical
desert provinces of the Eastern Empire. These light units
allow
are
most useful
as screening
and scouting
cavalry,
due
ened
among
'
the local desert tribesmen, Dromedarii solve the
problem of
fielding light cavalry along a frontier
them
skills
with sickles and
to hold their
Christianity, this
to the horse's negative
response to the smell of camels. Recruited from
who
inspire nearby
own
sacrificial
new
their beliefs.
many Celtic
religion
knives
in a close-quarters fight.
Although the Druids are threatened by the
forces.
Dromedarii also carry a special attack bonus against
enemy horse
spiritual leaders
friendly units to greater efforts. Unlike priests, the
seems
arrival
of
to have strength-
The Druids provided
links to the
gods, and they served the people as healers,
wizards, judges, advisors, and tutors. As keepers of Celtic
under
lore,
ever-increasing barbarian attack.
they preserved the stories of heroes and magic for
future generations.
74
UNIT (GUIDE EASTERN ARCHERS
ELEPHANTS
Available To: Eastern Romans, Eastern
Available To: Sassanids
Roman
Training Time: 2
Rebels
Training Time:
Training Cost: 1,790
1
Wages: 369
Training Cost: 712
Unit Size:
Wages: 268 Unit Size: 40
men
bow
(range: 160;
ammo:
8
(range: 130;
ammo:
30)
Total Defense: 17
Missile
Armor:
Armor:
Defense
8
9 Skill: 8
Shield:
Skill: 4
Hit Points:
Shield:
Hit Points:
6 elephants
5
bow Weapon Type: Heavy
30)
Total Defense: 12
Defense
men +
Missile Attack: 8
2
Missile Attack: 9
Weapon Type:
8
Charge Bonus:
Melee Attack: 4
Charge Bonus:
1
Melee Attack:
1
Fatigue Penalty:
1
1
Fatigue Penalty: 4
Special Abilities Special Abilities •
Sappers
The
style
of the Eastern Empire's archers
modeled on the enemies
that
Rome
is
closely
has faced from the
East over the centuries, including the Parthians
Sassanids. a
and
Most Eastern peoples use the compound bow,
laminated weapon
sinew. This
bow
is
made of wood, horn, and animal
very powerful for
its size.
susceptible to
this
is
fall
Roman
modifier against chariots:
Combat
modifier against camels:
•
Can run amok
•
Frightens infantry
•
Frightens cavalry
+8
+2
men and
war these days but
are a rarity in
terrifying to face
is
on the
battlefield.
horses and intimidate
are
still
They can trample
many just by their
appearance. Unfortunately, they cannot always be relied
apart. Fortunately,
upon
not an issue in the dry conditions that dominate
the eastern half of the
Combat
•
Swimming War Elephants
dampness, causing the weapon to
malfunction or completely
Horse +4
•
•
However,
the animal glue used to keep the layers together
•
to
do what they
are told,
and they sometimes run
wild in battle, crushing friend and foe
world.
reason, each elephant driver
is
into the base of the elephant's skull) that he can
kill
his
mount
if
alike.
For
this
given a spike (to drive
and
a mallet, so
necessary.
For sheer power, combine a unit of War Elephants with Cataphracts to devastate enemy infantry or batter
down
75
gates
and wooden defenses.
PRIMAGAMES.COM
6
TOTAL WAR BARBARIAN INVASION
PRIMA
OFFICIAL
GAME GUIDE
EQUITES AUXILIA
EQUITES CATAFRACTARII
Available To: Eastern Romans, Eastern
Available To: Eastern Romans, Eastern
Roman
Roman
Rebels, Rebels
Training Time:
Rebels
Training Time: 2
1
Training Cost: 675
Training Cost: 1,637
Wages: 301
Wages: 476
Unit Size: 27
men
Unit Size: 27
Charge Bonus:
Charge Bonus:
5
Total Defense:
Armor:
Weapon Type: Heavy
Light
Total Defense: 35
1
5
Defense
Skill: 7
Armor:
18
Defense
Skill: 13
Shield: 4
Shield: 4
Hit Points:
Hit Points:
1
1
Fatigue Penalty: 2
Fatigue Penalty:
Special Abilities
Special Abilities
•
Combat
modifier against elephants: -4
•
Combat
modifier against camels: -4
•
Swimming
•
Can
•
•
I*
Equites Auxilia units are light cavalrymen used by the
Roman Army heavily
and
for screening
armored and thus
missile troops.
modifier against elephants: -4
Combat
modifier against camels: -4
Can
and scouting. Auxilia
(assis-
use wedge formation
heavily
units of the \
nonlegionary troops. They are not particularly
5
Combat
The
use wedge formation
tants) are
7)
8
Missile Attack:
Missile Attack:
Weapon Type:
men
Melee Attack: 4 (Secondary Melee Attack:
Melee Attack: 6
armored Equites
Roman Army.
Catafractarii are the prestige
These "iron horsemen" are
covered with armor from head to terrifying front
toe,
when approaching
presenting a
a line of infantry.
Although they are one of the slowest cavalry units on
are well suited to harass light
Avoid prolonged contact with enemy
the battlefield, they are virtually unstoppable
heavy cavalry or spearmen.
charging.
The
when
Catafractarii are too slow for pursuit or
skirmishing, but they will scatter an ordered line in
short order.
armored
Few
soldiers in the
world are
as well
as the Equites Catafractarii; however, they are
not invulnerable, nor or they the most powerful cavalry unit
on the
battlefield
—
that distinction goes to the
Sarmatian Noble Cavalry.
76
EQUITES CLIBINARII
EQUITES SAGITTARII
Available To: Eastern Romans, Eastern
Available To: Western Romans, Western
Roman
Roman
Rebels
Training Time:
Training Cost: 1,737
Training Cost: 762
Wages: 469
Wages: 312
Unit Size: 27
men
Melee Attack:
Unit Size: 27
Charge Bonus:
1
men
Melee Attack:
5
7
Charge Bonus: 4
5
Missile Attack:
Missile Attack: 6
Weapon Type: Heavy
Weapon Type:
Total Defense: 18
Armor: 20
Armor:
Defense
Defense
Skill: 8
bow
(range: 130;
ammo::30)
Missile
Total Defense: 32
5 Skill: 13
Shield:
Shield: 4
Hit Points:
I
Rebels
Training Time: 2
Hit Points:
1
1
Fatigue Penalty: 5
Fatigue Penalty: 2
Special Abilities
Special Abilities
•
Combat modifier
against elephants: -4
•
Combat
modifier against elephants: -4
•
Combat modifier
against camels: -4
•
Combat
modifier against camels: -4
•
Can
•
Swimming
use wedge formation
The Equites
Equites Sagittarii are the armored horse archers of the
Clibinarii are the heaviest cavalry available
any Roman general, with even more iron covering man and horse than the Catafractarii. This armor protects against most melee attacks and many missile
Western
weapons. The Clibinarii are too slow and heavy to use
light
to
for charging.
their
melee
Simply direct them to an enemy
abilities are devastating.
heavy armor, spearmen are
still
line
Roman
Empire. Rome's enemies fielded strong
armies of horse archers, so the Sagittarii
where
demand
was strong. This cavalry unit
for Equites
is
best suited for
skirmishing and patrol; however, they are more
than capable of melee fighting
if
necessary.
However, even with
a danger, so
choose your
attack carefully.
77
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PRIMA
OFFICIAL ;ame guide
FOE DE RATI CAVALRY
FOEDERATI INFANTRY
Available To: Western Romans, Western
Available To: Western Romans,
Roman
British,
Rebels, Rebels
Training Time:
Roman
Western
Training Time:
1
1
Training Cost: 587
Training Cost: 500
Wages: 304
Wages: 235
Unit Size: 27
men
Unit Size: 40
Charge Bonus:
5
2
Missile Attack:
Missile Attack:
Weapon Type:
men
Melee Attack: 6
Melee Attack: 6
Charge Bonus:
Weapon Type: Spearmen
Light
Total Defense: 14
Total Defense: 19
Armor:
Armor:
3
Defense
Romano-
Rebels, Rebels
5
Defense
Skill: 7
Shield: 4
Skill: 8
Shield: 6
Hit Points:
Hit Points:
1
1
Fatigue Penalty: 3
Fatigue Penalty: 3
Special Abilities
Special Abilities
•
Combat
modifier against elephants: -4
•
Sappers
•
Combat
modifier against camels: -4
'
Hardy
'
Hardy
As the number of Romans signing up
•
Swimming
service steadily declined,
•
Can
on the
use wedge formation
command
of
Roman
officers. Tribal
Roman
borders, where entire units were absorbed into the as allies.
The Foederati agreed
for the right to settle in
lands.
fifth
century,
Roman
completely dependent the Foederati
who
military strength
upon
eventually turned against the
blow
to the last
Roman
support.
By
was almost
Foederati units.
defeated Artila the
It
was
largely
Hun, although they
Romans, dealing
a death-
emperor, Romulus Augustulus.
The addition of Foederati Cavalry adds mobility normally infantry-heavy
Roman
useful for scouting, screening,
to the
armies. These units are
and chasing down
officers.
are barbarian
These barbarian
Although not heavily armored, these
spearmen can be important contributors, given adequate
Rome in return Rome subsidized
the barbarians in exchange for their military service. the
earlier centuries.
army
to fight for
Roman
The Foederati Infantry
warriors are the equivalent of the auxiliary forces of
migrations brought
an increasing number of barbarians inside the
Foederati.
spearmen organized by Roman
horsemen under the
Foederati Cavalry are barbarian
for military
Rome became more dependent
fleeing
enemies.
78
7
1
UNIT (GUIDE FRANCISCA HEERBANN
GALLOWGLASSES
Available To: Franks
Available To: Celts, Rebels
Training Time:
Training Time:
1
1
Training Cost: 585
Training Cost: 450
Wages: 163
Wages: 124
Unit Size: 40
men
Melee Attack:
Unit Size: 40
Melee Attack:
1
Charge Bonus:
13
Charge Bonus:
5
Missile Attack: 6 francisca (range: 40;
ammo:
5
Missile Attack:
2
Weapon Type: Heavy
Weapon Type: Heavy Total Defense: 20
Total Defense:
Armor:
Armor:
7
Defense
JL
men
Defense
Skill: 7
1
7 Skill: 10
Shield:
Shield: 6
Hit Points:
Hit Points:
1
1
Fatigue Penalty: 4
Fatigue Penalty: 5
Special Abilities
Special Abilities
+6
•
Combat modifier
against elephants:
•
Combat modifier
against chariots:
•
Sappers
Gallowglasses are Celtic warrior aristocrats
•
Hardy
double-handed Scot battle-axes and armored
•
Can
use
+6
The Francisca Heerbann throwing
axe.
are
famous
is
As
a
weapon, the francisca it is
use
war
cry
is
expert.
Historically, the style
changed
to initiate flank
armed with in chain
in flight, so
it is
little
enemy
heads of their
battle line.
of warfare in Scotland and Ireland
over the centuries. Tribes were fragmented,
so there was always a need for mercenary warriors like
not terribly
the Gallowglass to swear their allegiance to a clan chief-
The heavy handle causes
wobble unpredictably
in battle, taking the
victims as they hack through an
capable of splitting a man's skull open
when thrown by an the axe to
are lightly
to force a gap in an
enemy formation, allowing other troops accurate, but
Can
sometimes go berserk
for the francisca, a
The Heerbann
armored warriors whose job
attacks.
Sappers
•
mail to the knees. They are fierce and courageous and
war cry
specialized
•
difficult
to avoid.
tain.
History suggests the Gallowglass came from the
Isles,
Hebrides, and Western Highlands, where Norse
influence
79
may
have inspired the use of the battle-axe.
PRIMAGAMES.COM
2
3
TOTAL WAR BARBARIAN INVASION
PRIMA
OFFICIA
ME GUIDE
GOTH HORSE ARCHERS
GOLDEN BAND
1
Available To: Alemanni, Lombardi,
Burgundii
Training Time:
2
Training Cost: 387
Wages: 105
Available To: Goths, Ostrogoths, Rebels
Training Time:
Wages: 149 Unit Size: 27
men
Unit Size: 40
Melee Attack:
men
Melee Attack:
Weapon Type:
Weapon Type: Heavy
Total Defense:
Total Defense:
Armor:
1
Defense
5
Defense
bow
(range: 120;
ammo:
1
5 Skill: 8
Hit Points:
Shield:
1
Fatigue Penalty:
1
Fatigue Penalty: 3
Special Abilities •
Combat
modifier against elephants: -4
•
Sappers
•
Combat
modifier against camels: -4
•
Hardy
•
Very hardy
•
Can
•
Swimming
•
Can
Special Abilities
use
war
Golden Bands values
its
cry are legendary heroes in a culture that
heroes above
celebrated in songs
and
sacrifice
all else.
and
epics,
with each
men
tale
horsemen who
of battle
new generation of
well-equipped, the Golden
the
how bleak. Although
expect
armor on the
them
to carry a
substantial charge
and
efficient in battle.
most out of their composite bows, and
skills
their riding
are unparalleled.
Band does not possess the :
strongest
are highly skilled, lightly armored,
are both tenacious
Although they lack substantial armor, these archers get
are expected to answer the call to
any situation, no matter
use Cantabrian circle attack
Goth Horse Archers
Their victories are
designed to inspire a
warriors. These battle in
40)
Missile
Shield:
Skill: 7
Hit Points:
4
Missile Attack: 8
6
Missile Attack:
Armor:
5
Charge Bonus:
12
Charge Bonus:
1
Training Cost: 567
battlefield.
However, you can
melee attack to the enemy, and a
bonus makes them
a formidable foe.
I
80
t: AGAINST ENEMY ARCHERS. THE CANTABRIAN CIRCLE ATTACK WILL REDUCE YOUR CASUALTIES. HOWEVER DON'T STAY IN THIS FORMATION TOO LONG OR YOUR ARCHERS WILL TIRE. LEAVING THEM VULNERABLE TO A MELEE ATTACK.
5
UNIT (GUIDE GOTH LANCERS
GOTH NOBLE WARRIORS
Available To: Goths, Ostrogoths
Available To: Goths, Ostrogoths
Training Time:
Training Time:
1
1
Training Cost: 567
Training Cost: 873
Wages: 153
Wages: 204
Unit Size: 27
men
Melee Attack:
Unit Size: 27
men
Melee Attack:
5
10
Charge Bonus: 10
Charge Bonus:
Missile Attack:
Missile Attack:
Weapon Type: Total Defense:
Weapon Type: Heavy
Light
Total Defense: 22
1
Armor: 6
Armor:
Defense
Defense
Skill: 5
Hit Points:
Combat modifier Combat modifier Can
Special Abilities against elephants: -4
•
Combat
modifier against elephants: -4
against camels: -4
•
Combat
modifier against camels: -4
•
Hardy
•
Can
I
use wedge formation
Goth Lancers are cavalry best used
to
break an enemy
\
armored with greaves,
cuirass, helmet,
Rumbling forward on massive
infantry.
is
and
However, the lancer
draft horses, the force of
is
tack after the initial charge, so
and reform, rather than stay with lance extended.
in the
important to retreat
middle of the melee
armed and armored,
men do not charge home; way through enemies with swords.
pieces. Unlike lancers, these
armored
vulnerable to counterat-
it is
are heavily
enabling them to charge into enemies and hack them to
shield.
devastating, even against
use wedge formation
Goth Noble Warriors
formation with a vicious charge. They are heavily
the lancer's spear
1
Fatigue Penalty: 2
1
Special Abilities
•
Skill: 9
Hit Points:
1
Fatigue Penalty:
•
9
Shield: 4
Shield: 4
•
6
instead they cut their
men
down enemies who have
I
These
;
already weathered an attack.
I
other cavalry but are probably too heavy to
I
effective screen against light cavalry or
I
horse archers.
81
are best used to cut
They can be used
against
make an
pursue fleeing
PRIMAGAMES.COM
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PRIMA
OFFICIAL
GAME GUIDE
GOTH RAIDERS
GOTHIC SPEARMEN
Available To: Goths, Ostrogoths, Rebels
Available To: Goths, Ostrogoths, Rebels
Training Time:
Training Time:
1
1
Training Cost: 486
Training Cost: 405
Wages: 167
Wages: 163
Unit Size: 40
men
Melee Attack:
Charge Bonus:
men 7
Charge Bonus:
2
Missile Attack: 9
Weapon Type:
Unit Size: 40
Melee Attack:
7
bow
(range: 160;
ammo:
3
Missile Attack:
30)
Weapon Type: Spearmen
Missile
Total Defense: 14
Total Defense: 20
Armor:
Armor:
6
Defense
6
Defense
Skill: 8
Skill: 8
Shield: 6
Shield:
Hit Points:
Hit Points:
1
Fatigue Penalty:
1
Fatigue Penalty: 2
1
Special Abilities
Special Abilities
Can
•
Expert at hiding
•
'
Hardy
Goth Spearmen
•
Swimming
members of a
Goth Raiders melee
are expert archers
and highly competent
Their defensive
are excellent,
fighters.
their special hiding ability
the
field.
skills
makes them very
The Goth Raiders
and sent
are recruited
tribe.
They
are
from the young or lowly
handed
a spear
and
shield
to the front lines. Despite their ordinary status,
spearmen wield the power
and
to bring a cavalry charge to a
screeching halt. By holding their ground against a
versatile in
charge, spearmen give other
are a well-balanced fighting
unit that can be confidently deployed
use schiltrom formation
more mobile
units the
opportunity to move into position. Because of their
anywhere on the
battlefield.
stationary fighting stance,
spearmen are vulnerable
to
ranged attacks, so keep cavalry units nearby to chase
enemy
82
archers away.
UNIT (GUIDE GOTHIC WARRIORS
GRAAL KNIGHTS
Available To: Goths, Ostrogoths, Rebels
Available To: Romano-British
Training Time:
Training Time: 2
1
Training Cost: 504
Training Cost: 1,312
Wages: 189
Wages: 358
Unit Size: 40
men
Unit Size:
1
6
men
Melee Attack: 10
Melee Attack:
Charge Bonus: 4
Charge Bonus:
12 (Secondary
Missile Attack:
Missile Attack:
Weapon Type: Heavy
Weapon Type: Heavy
Total Defense: 20
Total Defense: 32
Armor:
Armor:
14
Defense
Skill: 14
7
Defense
Skill: 7
Shield: 4
Shield: 6
Hit Points:
Hit Points:
1
1
Fatigue Penalty: 2
Fatigue Penalty: 6
Special Abilities
Special Abilities
•
Sappers
•
Can
use
war cry
I
Armed with heavy weapons and
strong armor, Gothic
Warriors are dependable melee fighters
from a
Melee Attack: 13)
7
fight.
who
never run
These warriors are the core of a Gothic
Army, although they lack the power to dominate a battlefield. Protect these units
cavalry so they can
I
\
;
with archers and heavy
do what they do best
—
•
Combat
modifier against elephants: -4
•
Combat
modifier against camels: -4
•
Hardy
•
Can
use wedge formation
Graal Knights are heavy cavalry drawn from the
Romano-British
society.
from Britannia, the
As Roman
locals
forces
elite
have organized their
own
defenses, with the Graal Knights leading the way.
kill! :
of
withdraw
They
have religious right and might on their sides as they
defend the land from the advance of paganism. Trained
by the Romans, the Graal Knights can thank the I
Sarmation
I
cavalrymen. Use these units to charge and dominate
enemy -
forces.
With
a
heavy
secondary melee attack bonus,
they can be relied upon to stay the fight until the
enemy
83
auxiliaries for their considerable skills as
last
has fallen.
PR1MAGAMES.COM
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i
Mfe
GUIDE
PRIM,
HEAVY ONAGERS
HEAVY ONAGERS
Available To: Western Romans, Eastern
(SASSANIDS)
Romans, Romano-British, Western Roman
Roman
Rebels, Eastern
Training Time:
[7
Available To: Sassanids
Training Time: 2
Rebels
Wages: 225
Training Cost: 1,112
Unit Size: 16
Wages: 336 Unit Size: 16
men +
Melee Attack:
2
ammo:
Weapon Type:
36)
Armor:
Defense
3 Skill: 5
36)
Skill: 3
Hit Points:
1
Fatigue Penalty:
1
1
Heavy Onagers
are
huge
artillery
boulders and incendiary pots SEE
ammo:
Missile
Shield:
Shield:
Fatigue Penalty:
1
Total Defense: 3
Missile
Total Defense: 8
Hit Points:
Heavy Onagers
Missile Attack: 61 big boulder (range: 300;
Armor:
Defense
2
2
Charge Bonus: 1
Missile Attack: 61 big boulders (range: 300;
Weapon Type:
men +
Melee Attack:
Heavy Onagers
5
Charge Bonus:
-
Training Cost: 810
2
defenses.
HEAVY ONAGERS (SASSAN1DS) FOR A COMPLETE DESCRIPTION.
They
at
weapons
that lob massive
enemy formations and
require large crews
and
are vulnerable to
swift-moving enemies. These weapons are best used in siege warfare,
where
their battering
power can bring
.",
down
the strongest walls.
holes in close-packed
These
They can
also be used to batter
enemy formations with deadly fire. named after the fast-running
artillery pieces are
wild ass (onager) of Asia, a beast reputed to have a
tremendous kick and bad temperament.
Heavy Onager
is
powered by
Similarly, the
a thick, twisted rope of
animal sinew. The single throwing arm
is
cocked, loaded
with a boulder or firepot, and released toward the
84
target.
1
1
.*>
\.
HERDSMEN (HUN)
HERDSMEN
Available To: Huns, Rebels
Available To: Sarmatians, Roxolani, Rebels
Training Time:
Training Time:
1
1
Training Cost: 288
Training Cost: 243
Wages: 119
Wages: 105
Unit Size: 49
men
Unit Size: 39
men
Melee Attack: 4
Melee Attack: 4
Charge Bonus: 4
Charge Bonus: 4 Missile Attack:
Missile Attack:
Weapon Type:
Weapon Type:
Light
Light
Total Defense: 7
Total Defense: 7
Armor:
Armor:
Defense
2
Defense
Skill: 5
2 Skill: 5
Shield:
Shield:
Hit Points:
Hit Points:
1
Fatigue Penalty:
1
Fatigue Penalty:
-
-
Special Abilities
Special Abilities •
Combat modifier
against elephants: -4
•
Combat
modifier against elephants: -4
•
Combat modifier
against camels: -4
•
Combat
modifier against camels: -4
•
Swimming
•
Swimming
Herdsmen
are tough, hardy
men who
on horseback. Although not trained fight
when they must. Surviving
and other training.
tribes
is
look
like
peasants
for war, they can
against wolves, raiders,
SEE
certainly not a substitute for military
HERDSMEN (HUN) FOR A COMPLETE DESCRIPTION.
However, these nomads possess enough
personal strength to hold their own, despite a lack of
heavy weapons or armor.
85
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TOTAL WAR BARBARIAN INVASION
PRIMA
GUIDE
OFFICIA,
HILLMEN
HIPPO TOXOTA1
Available To: Berbers, Rebels
Available To: Eastern Romans, Eastern
Training Time:
Roman
1
Rebels
Training Cost: 333
Training Time:
Wages: 115
Training Cost: 850
Unit Size: 60
men
Melee Attack:
1
Wages: 312 Unit Size: 27
7
men
Melee Attack:
Charge Bonus: 4 Missile Attack: 11 javelin (range: 50;
ammo:
5
Charge Bonus: 4
3)
Weapon Type: Spearmen
Missile Attack: 8
Total Defense: 12
Weapon Type:
Armor:
Total Defense:
2
Defense
Armor:
Skill: 7
Hit Points:
(range: 120;
ammo:
40)
1
6
Defense
Shield: 3
bow
Missile
Skill: 9
Shield:
1
Fatigue Penalty: -2
Hit Points:
1
Fatigue Penalty:
3
Special Abilities •
Expert at hiding
•
Hardy
Special Abilities
Hillmen are irregular
light warriors,
disciplined but brave
enough
to follow orders.
recruited from the outlying regions
and
wild and
where
ill-
They
life is
are
Combat
modifier against elephants: -4
Combat
modifier against camels: -4
•
Hardy
Hippo Toxotai
hard
short. Their skills are rough, but they have the killer
instincts necessary to finish the job.
•
•
Empire, a
style
are the horse archers of the Eastern
of warrior copied from the Eastern enemies
of Rome. Fighting against the Parthians and Sassanids
These warriors do
not have the necessary weaponry, armor, or training to
showed Roman commanders the value of horse
lead your army, but
particularly against
if
you encounter
a unit of peasants
slow-moving
Hippo Toxotai
or herdsmen, a volley of javelins from the Hillmen will
Eastern originals,
clear a path.
equipped with composite bows. This unit,
armored and is
a
left
your archers.
enemy
are
potent ranged alone on the
Keep heavy cavalry or infantry nearby
deflect charging
86
are
but not powerful enough to be
battlefield.
archers,
infantry. Like the
units before they reach
to
1
HOUNDS OF CULANN
HUN LANCERS
Available To: Celts
Available To:
Training Time:
Training Time:
2
Huns 1
Training Cost: 62
Training Cost: 792
Wages: 180
Wages: 203
Unit Size: 16
men
Melee Attack:
Unit Size: 33
men
Melee Attack:
1
Charge Bonus: •
1
5
Charge Bonus:
7
1
Missile Attack:
Missile Attack:
Weapon Type: Heavy
Weapon
Total Defense: 5
Total Defense: 18
Armor:
Armor:
Defense
Type: Light
9
Defense
Skill: 5
Skill: 5
Shield:
Shield: 4
Hit Points: 2
Hit Points:
Fatigue Penalty: 2
Fatigue Penalty: 2
Special Abilities
Special Abilities
1
•
Frightens infantry
•
Combat
modifier against elephants: -4
•
Very hardy
•
Combat
modifier against camels: -4
•
Swimming
•
Can
•
Can
use
war
best to live that
up
Hun horsemen were
cry
Hounds of Culann
are crazed berserkers
who do
to the Celtic legend of a vicious
driving themselves into a state of blind rage, will attack
hound
savage fighting
no pain or
fear,
and they
the concept of mercy.
certainly
fying melee attacks are to turn
enemies
enough
to cause
enemy
and Southern
who
Huns had enemies
half
believing
man, half horse. Hun Lancers
wedge formation
against demoralized
have already endured a ranged attack.
Their light lances are perfect weapons for sticking a
do not understand
man, pulling back, and then moving on down the
The Hounds of Culann do not
wear armor, but their bloodcurdling war cries and
—
are best utilized in a
feel
the
style,
they were centaurs
Hounds of
anyone who stands nearby. They
the terror of Eastern
Europe. Using their lifelong experience with horses and
their
guarded Culann, a wealthy master smith. After
Culann
use wedge formation
line.
terri-
infantry
and run.
87
PRIMAGAMES.COM
TOTAL WAR BARBARIAN INVASION
PRIMA
E GUIDE
HUNNIC ARCHERS
HUNNIC
Available To: Huns, Rebels
Available To:
Training Time:
Training Time:
1
ELITE 2
Training Cost: 693
Training Cost: 810
Wages: 180
Wages: 193
Unit Size: 33
men
Melee Attack:
Missile Attack: 8
10
Charge Bonus:
Charge Bonus: 4
Weapon Type:
men
Unit Size: 33
Melee Attack:
5
bow
(range: 120;
ammo:
6
Missile Attack: 9
40)
Weapon Type:
Missile
bow
ammo:
(range: 130;
Total Defense: 19
Armor: 6
Armor: 6
Defense
Defense
Skill: 13
Shield:
Shield:
Hit Points:
Hit Points:
1
Fatigue Penalty:
1
Fatigue Penalty:
1
1
Special Abilities
Special Abilities
•
Combat
modifier against elephants: -4
•
Combat
modifier against camels: -4
•
Very hardy
Swimming
•
Can
Can
Hunnic
•
Combat modifier
•
Combat
•
Very hardy
•
•
against elephants: -4
modifier against camels: -4
use Cantabrian circle attack
Hunnic Archers
are highly skilled, lightly
horsemen who make the most of their designed composite bows. The
bows
30)
Missile
Total Defense: 14
Skill: 8
WARRIORS
Huns
to be shorter
swiftly load
for arrows.
and
on
fire
armored
to
the bottom, allowing riders to
first
while other archers were fumbling
blow was
effective
when
their
bows and capable of aggressive
fighting. Their reputation preceded
to the point that
their
surround or pursue isolated
Warriors are master horsemen, accurate
hand-to-hand
enemy armies were
struck.
Hunnic
Elite
them,
defeated before the
Warriors are most
archers set the stage with a ranged attack,
allowing the warriors to sweep in and finish the job.
Use the speed and ranged power of your
Hunnic Archers
Elite
and deadly with
specially
Huns designed
use Cantabrian circle attack
units.
88
UNIT (GUIDE HUNTERS
HUNNIC HEAVY CAVALRY Available To:
Huns
Training Time:
'
I
'>
,
;
j
Training Time:
1
1
Training Cost: 990
Training Cost: 270
Wages: 236
Wages: 105
Unit Size: 33
|
Available To: Saxons, Franks, Rebels
men
Unit Size: 40
men
Melee Attack: 10
Melee Attack: 6
Charge Bonus: 6
Charge Bonus:
Missile Attack:
Missile Attack: 7
Weapon Type: Heavy
Weapon Type:
Total Defense: 22
Total Defense:
Armor: 9
Armor:
Defense
Defense
Skill: 9
Hit Points:
30)
1
Skill: 8
against elephants: -4
Combat modifier
against camels: -4
I
Hardy
I
use wedge formation is
quite as intimidating as a
wedge of Hunnic
Heavy Cavalry marching toward your unprotected
and hack through
moving back and forth
enemy
lies
in the
I
dead. But
all
is
just too
modifier against elephants:
Combat
modifier against chariots:
•
Expert at hiding
•
Hardy
Swimming Armed with
+6
+6
only a self-bow and traveling without
close quarters '
is
if
bowmen who
their ability to strike, hide, forces.
and
chase archers or light cavalry.
for food.
the ,
89
Huns
A
in
lifetime of
strike again, frustrating
Legend has
migrated to Eastern Europe on
overloaded to
can also fight
necessary. However, their best attribute
slow-moving enemy
of that armor has a price,
and the Hunnic Heavy Cavalry
Combat
•
armor, Hunters are light
a line with swords,
middle of the fray until
•
•
These horsemen are so well armored, they can
take their time
1
Special Abilities
Combat modifier
every
ammo:
Fatigue Penalty: 2
Special Abilities
infantry.
(range: 120;
2
Hit Points:
1
Fatigue Penalty: 2
Nothing
bow
Missile
Shield:
Shield: 4
Can
5
foot,
moving through
for battlefield stealth
it
that
Huns
drawn by the hunt forests prepared
and concealment,
enabling them to close in on prey unnoticed.
PRIMAGAMES.COM
1
ROME
—— TOT A W A —
-
R"
I
barbarian invasion
PRIMA
OFFICIAL
GAME GUIDE
GERMAN BODYGUARD
IMPERIAL Western
Roman
Training Time:
i
Rebels 3
Training Cost: 2,262
Wages: 391 Unit Size:
1
2
men
Melee Attack:
11
Charge Bonus:
HOUSEHOLD BODYGUARD IMPERIAL
Available To: Western Romans,
Available To: Eastern Romans, Eastern
Roman
Rebels
Training Time:
3
Training Cost: 2,275
Wages: 390
men
Unit Size: 12
(Secondary Melee Attack: 12)
Melee Attack:
6
(Secondary Melee Attack: 10)
11
Charge Bonus: 6
Missile Attack:
Weapon Type: Heavy
Missile Attack:
Total Defense: 3
Weapon Type: Heavy
Armor:
12
Total Defense: 29
Defense
Skill: 15
Armor:
12
Shield: 4
Defense
Skill: 13
Hit Points: 2
Shield: 4
Fatigue Penalty: 4
Hit Points: 2
Fatigue Penalty: 4
Special Abilities •
Combat
modifier against elephants: -4
Special Abilities
•
Combat
modifier against camels: -4
•
Combat
modifier against elephants: -4
•
General unit
•
Combat
modifier against camels: -4
•
Hardy
The Imperial German Bodyguard within the Western
Roman
security for the emperor.
more
are a foreign elite
field
is
safety of generals
armies assembled
These
German Bodyguard; their continued survival depends upon it. As barbarian foreigners they have few, if any,
to
form devious
and family members on campaign.
are comites
dominorum nostrorum
lords),
sworn to protect the person;
the traditional guardians of the emperors, but they were
Roman political arena. Unlike the old, disbanded Praetoria who had a tendency to sell their
far too willing to kill their
financial gain.
Under the
nostrorum assumed
German
loyal to the end, unwilling
loyal
of the Eastern Imperial household. The Praetorians were
friends in the
Bodyguard remain
men
(companions of our
a necessity for the Imperial
allegiance to the highest bidder, the Imperial
are an elite force,
only to the Eastern Emperor. They are charged with the
for imperial military expeditions.
Loyalty to the emperor
Hardy
equipped and trained to the highest standards and
than personal bodyguards.
These units form the nucleus of
General unit
•
The Imperial Household Bodyguards
army, providing additional
However, these troops serve
as elite troops, rather
'
and unable
alliances.
political
many of the
and
dominorurr
Praetorians' duties.
The
Imperial Household Bodyguards are formidable melee fighters,
with primary and secondary attacks and
impressive defensive
90
employers for
tetrarchy, the comites
skills.
UNIT (GUIDE KERNS
KURDISH JAVELINMEN
Available To: Celts, Rebels
Available To: Sassanids, Rebels
Training Time:
Training Time:
1
Training Cost: 260
Wages: 67
Wages: 108
Unit Size: 40
men
Unit Size: 40
Melee Attack:
Charge Bonus: 4
Charge Bonus:
Weapon Type:
ammo:
6)
Weapon Type:
Light
Total Defense: 10
Armor:
Hit Points:
1
1
Fatigue Penalty:
Special Abilities
Special Abilities
+6
•
Combat
modifier against elephants:
•
Combat
modifier against chariots:
Expert at hiding
•
Expert at hiding
Hide
•
Sappers
•
Hardy
•
Swimming
•
Combat modifier
against elephants:
•
Combat modifier
against chariots:
•
•
+6
in long grass
Kerns are lightly armed skirmishers used by the Celtic tribes to harass
and wear down
armed with small
their enemies.
and thus are more
than the peasant stock from
recruited. to
javelins,
They
weaken or
are best
distract
employed
whom
enemies. Keep
on the battle
are
Kurdish Javelinmen are
from the harsh
rather than placing
swift,
tough skirmishers recruited
regions of the Sassanid Empire.
The
have a long history of irregular warfare. Like the Kerns,
battle.
down
hill
+6
+6
Kurds do not readily accept foreign overlords, so they
as a screening force,
an enemy before the main
them moving
line in
They
effective in
they are
J Kerns also have sufficient stamina to chase (
Skill: 7
Shield:
Fatigue Penalty: 2
battle
6)
3
Defense
Skill: 5
ammo:
Light
Armor:
Hit Points:
f(
2
Missile Attack: 8 javelin (range: 55;
Shield: 3
I
5
Total Defense: 8
Defense
j
men
Melee Attack: 6
Missile Attack: 9 javelin (range: 55;
*
1
Training Cost: 216
the Kurdish Javelinmen are suited to harassing enemies
fleeing
them
in
heavy hand-to-hand combat.
advance of the main attacking
effectively
similarly
91
force.
They can
fight
hand-to-hand, but only against
armed
units.
PRIMAGAMES.COM
5
1
5
I TOTAL.
WAR
E GUIDE
BARBARIAN INVASION
Available To: Eastern Romans, Eastern
LEVY SPEARMEN (FRANKISH)
Roman
Available To: Franks, Saxons, Rebels
LEGIO LANCIARII Rebels
Training Time:
Training Time:
1
Training Cost: 600
Wages:
Wages: 268
Melee Attack:
Unit Size: 40
men
ammo:
Total Defense:
3)
Defense
Type: Spearmen
5
Defense
1
•
Shield: 6
Armor:
2
Shield: 3
Fatigue Penalty: 2
1
Can
use shield-wall formation
Levy Spearmen are recruited from the low-status 1
a tribe.
Fatigue Penalty: 3
They
are given a spear,
then rushed into
battle.
some
men
basic training,
Use these units to form
of
and
a strong
defensive line against advancing cavalry. Unlike the
Special Abilities •
2
Special Abilities
Skill:
Hit Points:
1
Skill: 7
Hit Points:
Total Defense: 22
Armor:
men
Charge Bonus: 4
(range: 50; ammo: 3) Weapon Type: Spearmen
2
Missile Attack: 10 javelin (range: 50;
Weapon
Unit Size: 60 7
Missile Attack: 11 javelin
Melee Attack: 6
Charge Bonus:
Training Cost: 333
1
1 1
Sassanid Levy Spearmen, the Frankish unit can also
Sappers
throw
Legio Lanciarii carry small oval shields, spears, and multiple javelins, making
them
Roman commander. The
Lanciarii
quality to them, probably
from
a versatile force for
seem
any
their javelins.
LEVY SPEARMEN (SASSANID)
to have an elite
their time as part of the
Available To: Sassanids, Rebels
extended imperial guard after the dissolution of the
Training Time:
Praetorians.
1
Training Cost: 400
men
Wages: 216
Unit Size: 60
Melee Attack: 6
Charge Bonus:
Defense
1
Skill: 8
Hit Points:
1
Weapon Type: Spearmen
Missile Attack:
Total Defense:
2
Armor:
3
Shield: 4
Fatigue Penalty:
1
Special Abilities •
Sappers
The Sassanid Levy Spearmen
are capable defenders, but
they lack a ranged attack, so do not leave them without infantry or cavalry support. Levies are useful for keeping
cavalrymen
92
in
check with
a line
of spears.
UNIT (GUIDE
LIMITANEI
LOMBARD ARCHERS
Available To: Western Romans, Eastern
Available To: Alemanni, Lombardi,
Romans, Western Roman
Roman
Burgundii, Rebels
Rebels, Eastern
Training Time:
Rebels, Rebels
Training Time:
Training Cost: 475
Wages: 105
Wages: 173
Unit Size: 40
Unit Size: 40
men
men
Melee Attack:
5
Charge Bonus:
Melee Attack: 4
Charge Bonus:
1
Training Cost: 342
1
2
Missile Attack: 8
1
Missile Attack: 8 javelin (range: 50;
ammo:
Weapon Type:
3)
Weapon Type: Spearmen
Total Defense: 9
Total Defense: 19
Armor:
Armor: 6
Defense
Defense
Shield:
Skill: 7
Hit Points:
(range: 140;
ammo:
30)
3 Skill: 6
Hit Points:
Shield: 6
bow
Missile
1
Fatigue Penalty: 3
1
Fatigue Penalty: 4
Special Abilities Special Abilities •
Sappers
Combat
modifier against elephants:
•
Combat
modifier against chariots:
Limitanei are the frontier border troops of the late
•
Expert at hiding
Roman
•
Hardy
•
Swimming
Empire. They are light troops used to delay
barbarian invaders until heavier,
more mobile armies
+6 +6
•
bowmen. They them to move enemy forces. The
can reach the battlefield. As part of sweeping military
Lombard Archers
reforms by Constantine the Great, the Limitanei extended
carry the lightest possible armor, enabling
the
life
of the
Roman Empire by
are deadly long-range
quickly and quietly as they stalk
securing the borders.
These units garrison the "limes" (pronounced LEE-
Lombard Archers
mays) or frontier posts, providing security for the towns.
combat bonus against chariots and elephants.
are
one of the few units that receive a
However, with recruit numbers dropping rapidly, the best of the Limitanei are often pulled
away
to join the
Comitatenses.
93
PRIMAGAMES.COM
;
TOTAL WAR barbarian invasion
PRIMA
OFFICIAL
f
W#
GAME GUIDE
LOMBARD BERSERKERS
MONKS
Available To: Alemanni, Lombardi,
Available To: Romano-British
Burgundii
Training Time: 2
Training Time: 2
Training Cost: 225
Training Cost: 729
Wages: 108
Wages: 188
Unit Size:
Unit Size: 16
men
2
men 1
Charge Bonus:
Melee Attack: 14
Charge Bonus:
1
Melee Attack:
Missile Attack:
7
Missile Attack:
Weapon Type:
Weapon Type: Heavy
Total Defense: 3
Total Defense: 9
Armor:
Armor:
Defense
Defense
2
Light
Skill: 3
Shield:
Skill: 7
Shield:
Hit Points:
Hit Points: 2
Fatigue Penalty: 2
1
Fatigue Penalty: 2
Special Abilities Special Abilities
•
Swimming
•
Frightens infantry
•
Very hardy
Can chant Monks inspire nearby
•
Swimming
their prayers
•
Can
war
use
Lombard
•
and
troops to acts of bravery through
blessings.
They
and they provide the promise of
cry
Berserkers use drugged brews, stimulants, or
warriors
who spend most of their time facing death. Monks on the battlefield because they lack
potions to whip themselves into a frenzy before entering
Protect your
the battlefield. After achieving the proper state of mind,
the skills to protect themselves.
they
wade
into the fight without fear or the slightest bit
of mercy for their enemies.
an enemy
line,
there
is
When
no more
it
comes
to charging
terrifying or
more
powerful sight than a berserker unit. Their combined attack
and charge value
is
the highest of any unit in
Barbarian Invasion.
94
believe in Christianity, eternal salvation to
1
UNIT (GUIDE MOORISH RAIDERS
MOUNTAIN MEN
Available To: Berbers, Rebels
Available To: Berbers, Rebels
Training Time:
Training Time:
1
Training Cost: 297
Wages: 172
Wages: 96
Unit Size: 27
men
Unit Size: 40
men
Melee Attack: 7
Melee Attack:
Charge Bonus: 4
Charge Bonus: 4
7
Missile Attack:
Missile Attack:
Weapon Type:
Weapon Type: Spearmen
Light
Total Defense: 16
Total Defense: 14
Armor:
Armor:
3
Defense
Hit Points:
Hit Points:
1
1
Fatigue Penalty:
-
Special Abilities
Special Abilities
Combat modifier
against elephants: -4
I
•
Sappers
Combat modifier
against camels: -4
I
•
Hardy
Moorish Raiders carry
light
weapons and even
armor, but they are skilled horsemen
down
Skill: 5
Shield: 6
Fatigue Penalty:
•
3
Defense
Skill: 9
Shield: 4
f
1
Training Cost: 387
who
Mountain Men
lighter
can chase
fleeing troops or provide screening for
are brutal fighters recruited
distant reaches of the territory
on toughness and
advancing
infantry.
light
resilience.
from the
where survival depends
Mountain Men carry only
armor and possess average melee
skills,
so they
should not be allowed to wander freely on the i
:
However, working
battlefield.
combination with heavy cavalry
or infantry, they have the ability to chase eliminate fleeing
95
in
enemy
down and
units.
PRIMAGAMES.COM
1
1
ROME
»• PRIMA
TOTAL WAR BARBARIAN INVASION
OFFICIA,
E GUIDE
MOUNTAIN SLINGERS
MOUNTED ARIAN
Available To: Sassanids, Rebels
Available To: Vandals, Slavs
Training Time:
Training Time:
1
1
Training Cost: 230
Training Cost: 324
Wages: 96
Wages: 130
Unit Size: 40
men
Melee Attack:
Unit Size:
Charge Bonus:
2
men 3
Charge Bonus:
1
Missile Attack: 3 sling (range: 80;
Weapon Type:
1
Melee Attack:
3
ammo:
2
Missile Attack:
40)
Weapon
Missile
Type: Light
Total Defense: 10
Total Defense: 7
Armor:
Armor:
2
Defense
PRIESTS
2
Defense
Skill: 5
Skill: 5
Shield:
Shield: 3
Hit Points:
Hit Points:
1
Fatigue Penalty:
1
Fatigue Penalty:
-
Special Abilities
-
Special Abilities
•
Combat
modifier against elephants:
•
Combat
modifier against chariots:
•
+6
•
Combat
modifier against elephants: -4
•
Combat
modifier against camels: -4
Expert at hiding
•
Swimming
•
Sappers
Priests provide religious inspiration for
•
Hardy
battlefield,
•
Swimming
A
sling
deadly
a primitive
Mountain
a
fire
run
is
it
becomes
and although most
down and
is critical,
to the action.
in the
|
because they can be
men on
the
priests are pacifists, the
man and
into several different sects. Arianism
that
their
word of
who
lived
was originated by
and taught
God
the Father and the
He
in
taught
Son were not always
contemporary, believing that Jesus was
mark, the damage
a divine
being
created by the Father. Hence, Christ was not part of
horse. For this reason, the
slingers earn a substantial attack
priests spread the
religion that has already splintered
Alexandria, Egypt, in the early 4th century.
eliminated.
and when they find
new
Arius, a Christian priest
Slingers use bags of cast lead bullets as
devastating to
These
Christianity, a
a source of
that can turn the tide of a battle. Protecting
Mountain projectiles,
weapon, but when
Slinger,
these units with cavalry easily
Can chant
•
Arians are on horseback, so they can afford to get closer
may be
hands of
+6
God
or the Trinity. This idea was viewed as heretical by the
bonus against chariots
traditional churches of
and elephants.
However, salvation soldier,
in
Rome. any form was appealing to the
and many found comfort
in the
Arian teachings.
Like other priests, the Arians must be protected battlefield.
resort.
They
Take advantage of the Arian
visiting
but this
Priests'
on the
is
a last
mobility by
your armies in need, and then galloping out of
harm's way.
96
will fight if necessary,
UNIT (GUIDE MOUNTED NOBLES
NIGHT RAIDERS
Available To: Saxons
Available To: Alemanni, Lombardi,
Training Time:
Burgundii
1
Training Cost: 873
Training Time:
Wages: 229
Training Cost: 342
Unit Size: 27
men
Wages: 126
men
Melee Attack: 10
Unit Size: 40
Charge Bonus:
Melee Attack:
6
12
Charge Bonus: 6
Missile Attack:
Weapon
Type: Heavy
Missile Attack:
Total Defense: 22
Weapon Type:
Armor: 9
Total Defense: 9
Defense
Armor:
Skill: 9
Light
2
Defense
Shield: 4
Hit Points:
1
Skill: 4
Shield: 3
1
Hit Points:
Fatigue Penalty: 5
1
Fatigue Penalty: 2 Special Abilities •
Combat modifier against
elephants: -4
Special Abilities
•
Combat modifier against
camels: -4
•
Expert at hiding
•
Hardy
•
Hardy
•
Can
•
Swimming
The
use wedge formation
origins of
knighthood are obscure, but they may
•
Can
Ordo Equestria (order of mounted
•
Frightens infantry
date back to the
nobles) of ancient elite
horsemen
armor is
Rome. Saxon Mounted Nobles
in a
use
war
Night Raiders
are the
Saxon Army. Their weaponry and
is
fearsome.
cry
may be
lightly
armed, but their appearance
When combined with ambush
can send an enemy army scattering in
are light but are of the highest quality. This unit
all
tactics,
best used against other light cavalry or to
run down
Take care not to march the Night Raiders into a
sometimes an
issue with
sustained fight, because they will be too vulnerable
rattled
these all
enemies. Discipline
mounted
nobles, so
is
you must avoid spearmen
against heavily
at
armed
they
directions.
infantry.
costs.
97
PR1MAGAMES.COM
ROM E TOTAL WAR
,
E GUIDE
NOBLE CLANSMEN
NOBLE WARRIORS
Available To: Celts
Available To: Franks
Training Time:
Training Time:
1
Training Cost: 873
Wages: 210
Wages: 229
Unit Size: 27
men
Melee Attack:
Unit Size: 27
men
Melee Attack:
10
Charge Bonus:
10
Charge Bonus:
6
6
Missile Attack:
Missile Attack:
Weapon Type: Heavy
Weapon Type: Heavy
Total Defense: 19
Total Defense: 22
Armor: 6
Armor:
Defense
Defense
Skill: 9
Shield: 4
«
1
Training Cost: 729
9 Skill: 9
Shield: 4
Hit Points:
Hit Points:
1
1
Fatigue Penalty: 4
Fatigue Penalty: 5
Special Abilities
Special Abilities
•
Combat
modifier against elephants: -4
•
Combat
modifier against elephants: -4
•
Combat
modifier against camels: -4
•
Combat
modifier against camels: -4
•
Hardy
•
Hardy
•
Can
•
Can
use wedge formation
Noble Clansmen are proud of face each battle with courage
of
fear.
As nobles,
are excellent
the Noble
and
their
horsemen.
Clansmen
their birthright,
and with
war gear
is
a
and they
complete lack
first-rate,
use wedge formation
Like the Noble Clansmen, Noble Warriors are an r
group that values
their birthright
bravery on the battlefield.
and they
Armed with heavy weapons,
Armed
they have the ability to break
are suited for cavalry skirmishes
light cavalry
pursuit.
as the
and
98
with heavy weapons,
enemy
lines or
fleeing foot soldiers.
pursue
Avoid spearmen,
Noble Warriors' lack of discipline
confusion and casualties.
elite
and tradition of
will cause
1
UNIT (GUIDE NOMAD ARCHER
ONAGERS (ALEMANNI)
CAVALRY
Available To: Alemanni, Lombardi,
Available To: Sassanids, Rebels
Burgundii, Franks
Training Time:
Training Time:
1
Training Cost: 576
Wages: 185
Wages: 126
Unit Size: 27
men
Melee Attack:
Unit Size: 12
Charge Bonus: 4 Missile Attack: 8
Weapon Type: Total Defense:
Armor:
(range: 120;
ammo:
40)
2 onagers
2
Charge Bonus:
bow
1
Missile Attack: 51 boulder (range: 300;
Weapon Type:
Missile
ammo:
30)
Missile
Total Defense: 5
1
Armor:
3
Defense
men +
Melee Attack:
5
m\
1
Training Cost: 520
2
Defense
Skill: 8
Shield:
Skill: 3
Shield:
Hit Points:
Hit Points:
1
Fatigue Penalty:
1
Fatigue Penalty:
Special Abilities •
Combat modifier
against elephants: -4
•
Combat modifier
against camels: -4
SEE •
Very hardy
•
Swimming
•
Can
DESCRIPTION OF
MORE
ROMAN ONAGERS FOR DETAILS.
use Cantabrian circle attack
Nomad
Archer Cavalry consist of steppe horsemen
who
have spent a lifetime in the saddle. They use composite
bows to
that are light
and powerful (although vulnerable
moisture damage). Keep these units moving and well
away from heavy cavalry and infantry. They are accurate
bowmen
but lack sufficient armor and firepower for
extended melees.
99
PRIMAGAMES.COM
ROME —
TOTAL WAR BARBARIAN INVASION
E GUIDE
ONAGERS (ROMAN)
ONAGERS (SASSANID)
Available To: Western Romans, Eastern
Available To: Sassanids
Romans, Romano-British, Western Roman
Training Time:
Roman
Rebels, Eastern
Training Time:
Wages: 154
1
men +
Training Cost: 837
Unit
Wages: 231
Melee Attack:
Unit Size:
1
2
men +
Melee Attack:
Size:
Weapon Type:
1
Missile Attack: 51 boulders (range: 300;
ammo:
Defense Shield:
3
30)
1
Fatigue Penalty: 1
Fatigue Penalty:
1
SEE is
a postclassical
name from
Roman
siege engine, deriving
the kicking action of the machine, similar
to that of a wild ass (onager).
The machine
that uses the torsion supplied
by
is
a catapult
thick, twisted ropes of
animal sinew. The onager consists of a frame on the
ground and another of solid timber. is
ammo:
Missile
Skill: 3
Hit Points:
Skill: 5
Shield:
its
1
Armor:
Armor:
The onager
2 onagers
2
Total Defense: 3
30)
Missile
Total Defense: 8
Hit Points:
2
Missile Attack: 51 boulders (range: 300;
Charge Bonus:
Defense
1
Charge Bonus:
2 onagers
5
Weapon Type:
1
Training Cost: 600
Rebels
A
vertical section that secures
used to launch a
The onagers of the Roman Empire sling are capable of is
spoke
projectile.
seizing forts or settlements.
flaming firepots
an axle
sling attached to a single center
Huge
are mainly used for
rocks placed in the
knocking down
walls.
The use of
even more destructive against enemy
troops inside a settlement.
On
are excellent at suppressing
the battlefield, onagers
enemy
artillery or disrupting
advancing infantry.
100
DESCRIPTION OF
MOEW
ROMAN ONAGERS FOR DETAILS.
UNIT (GUIDE ^Q^pp^^^i''
ORTHODOX
PALADIN BODYGUARD
PRIEST
Available To: Eastern Romans, Eastern
Available To: Franks, Rebels
Roman
Training Time: 4
Rebels
Training Time: 2
Training Cost: 1,557
Training Cost: 237
Wages: 240
Wages: 108
Unit Size:
Unit Size: 12
men
Melee Attack:
1
2
t
men
Melee Attack:
(Secondary Melee Attack: 14)
11
Charge Bonus: 9
1
Charge Bonus:
Missile Attack:
Missile Attack:
Weapon Type: Heavy
Weapon Type:
Total Defense: 29
Light
Total Defense: 3
Armor:
Armor:
Defense
Defense
9 Skill: 16
Shield: 4
Skill: 3
Hit Points: 2
Shield:
Hit Points:
Fatigue Penalty: 5
1
Fatigue Penalty:
1
Special Abilities Special Abilities •
Can chant
Orthodox have the
Priests believe that the Eastern Patriarchs
last
word on
that does not
sit
all
matters of religion, a stance
well with the
Pope and the followers of
Arius. Despite these splits, soldiers are inspired priests
by the
and comforted with the promise of peace and
Followers of Christ have accepted the need to embrace
if left
ultimate
modifier against elephants: -4
Combat
modifier against camels: -4
•
General unit
•
Very hardy
The Paladin Bodyguards warlord.
They
are elite warriors attached to a
are expected to demonstrate bravery
and
leadership in every battle and are thus under great
Berserkers
when
it
is
exceeded only by Lombardi
comes
to charging power. Protect
your Paladin Bodyguard from being overwhelmed by
war, especially in their struggle against the pagans.
and
Combat
•
scrutiny. This unit
salvation in the afterlife.
However, the Orthodox Priests are not inclined to
•
fight,
alone on the battlefield, they will suffer the
heavy cavalry and infantry, and you can roam the battlefield splitting the
enemy ranks
at will.
fate.
101
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PRIMA
OFFICIAL
GAME GUIDE
PALADINS
PEASANTS (BERBERS)
Available To: Franks
Available To: Berbers, Rebels
Training Time: 2
Training Time:
Training Cost: 1,026
Training Cost: 72
Wages: 259
Wages: 14
Unit Size: 27
men
Melee Attack:
Unit Size: 60
Charge Bonus:
men
Melee Attack:
10 (Secondary Melee Attack: 13)
2
Charge Bonus:
10
1
1
Missile Attack:
Missile Attack:
Weapon Type: Heavy
Weapon Type:
Total Defense: 27
Total Defense: 5
Armor: 9
Armor:
Defense
Defense
Skill: 14
Light
Skill: 5
Shield:
Shield: 4
Hit Points:
Hit Points:
1
1
Fatigue Penalty: 5
Fatigue Penalty: -2
Special Abilities
Special Abilities
•
Combat
modifier against elephants: -4
•
Combat
modifier against camels: -4
•
Hardy
•
Can
•
i' :::'.
use wedge formation
SEE
Paladins are a sledgehammer capable of smashing ene-
mies anywhere on the
battlefield. Inspired
Imperial Guards of the
Roman
by the
Empire, the Paladins
have few equals in battle (only the Lombardi Berserker has a higher melee
+ charge
rating).
Paladin on horseback will have But, even the
from flank
its
A
formation of
way with most enemies.
most powerful unit must be protected
attacks.
Swimming
The Paladin have
a severe fatigue
penalty, so they are not well-suited for chase-and-destroy
missions. Leave this to your light cavalry.
102
~~
~i'-l~
-
::
'::_
~
~
r
;
~
~
.
'\~-'^_^
'.
:;
DESCRIPTION OF
ROMAN
MORE
DETAILS.
PEASANTS FOR
1
UNIT (GUIDE PEASANTS (ROMAN) Available To: Western Romans, British,
Roman
Western
Training Time:
PEASANTS (SASSANID)
Romano-
Rebels, Rebels
1
Training Cost: 100
Wages: 25 Unit Size: 60
I
men
Melee Attack:
Roman
Rebels, Rebels
Wages: 18 Size: 60
men 2
Charge Bonus:
1
1
Training Cost: 80
Melee Attack:
1
Missile Attack:
Missile Attack:
Weapon Type:
Eastern
Training Time:
Unit
2
Charge Bonus:
Available To: Sassanids, Eastern Romans,
Weapon Type:
Light
Light
Total Defense: 5
Total Defense: 5
Armor:
Armor:
Defense
Defense
Skill: 5
Skill: 5
Shield:
Shield:
Hit Points:
Hit Points:
1
Fatigue Penalty:
Special Abilities Sappers
•
Sappers
•
Swimming
•
Swimming
life
-
Special Abilities
•
The
1
Fatigue Penalty:
1
of a peasant has always been hard, but in the
Roman
waning days of the
Crop
failures,
taxes
made
life
is
it
was much worse.
unbearable, and the ever-present specter
of war removed
A peasant
Empire,
devaluation of currency, and increasing
hope of
all
a peaceful existence.
certainly strong
enough
to fight, but
without weapons, armor, or training, there for survival
on the
battlefield.
peasants into battle
is
your
is little
hope
Sending an army of
last resort.
103
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mtfM
PRIMA
GUID
CROSSBOWMEN
PEASANTS (VANDALS)
PICTISH
Available To: Vandals, Slavs, Goths,
Available To: Celts, Rebels
Ostrogoths, Rebels
Training Time:
Training Time:
Training Cost: 3 1
1
Training Cost: 8
Wages: 105
Wages: 33
Unit Size: 40
Unit Size: 60
men
Melee Attack:
Charge Bonus:
Weapon Type:
Armor:
Defense
20)
3 Skill: 6
Shield:
Skill: 5
Hit Points:
Shield:
1
Fatigue Penalty: 3
1
Fatigue Penalty:
ammo:
Missile
Total Defense: 9
Light
Armor:
Hit Points:
2
Missile Attack: 6 crossbow (range: 70;
2
Total Defense: 5
Defense
5
Charge Bonus:
Missile Attack:
Weapon Type:
men
Melee Attack:
3
*
1
-
Special Abilities Special Abilities •
Swimming
SEE
DESCRIPTION OF
MORE
ROMAN DETAILS.
PEASANTS FOR
•
Combat
modifier against elephants:
•
Combat
modifier against chariots:
•
Expert at hiding
•
Swimming
The Romans
+6
+6
called this pre-Celtic people Pictii, or
"painted." This
name came from
historical accounts of
the Picts tattooing their bodies with designs. For centuries, the Picts were
be ruled by Pictish
Rome
known
as a
many
people unwilling to
or any other foreign invader.
Crossbowmen
are light troops
armed with
slow-firing but accurate crossbows. Although not as
advanced as a
that
is
easy to load.
of the Picts' weapons makes infantry or cavalry support. short, so this unit
it
This allows them to
chariots, taking
104
The slow
firing rate
imperative they have
The crossbow's range
must move
cover. Fortunately, the Pictish at hiding.
crossbow employs
later versions, the Pictish
wooden bow
in, fire,
is
and then find
Crossbowmen
ambush
are adept
elephants and
advantage of a significant combat bonus.
1
5
UNIT (GUIDE PICTISH SPEARMEN
PLUMBATARII
Available To: Celts, Rebels
Available To: Western Romans, Eastern
Training Time:
Romans, Western Roman
1
!_
Training Cost: 3 1
Wages: 115
men
Unit Size: 60
Melee Attack:
Roman
Training Time:
1
Training Cost: 850
men
Unit Size: 40
Missile Attack:
Melee Attack:
Weapon Type: Spearmen
Charge Bonus:
3
Total Defense:
Missile Attack:
11
1
Hit Points:
1
Fatigue Penalty: 3
Armor:
10
Defense
Skill: 13
Hit Points:
14)
1
Fatigue Penalty: 5
use schiltrom formation
These stout, Celtic warriors for their lack of training
They
ammo:
Shield: 6
Special Abilities
Can
plumbatarii (range: 70;
Total Defense: 29
Skill: 5
Shield: 3
•
8
Weapon Type: Heavy
3
Defense
1
Wages: 369
6
Charge Bonus: 4
Armor:
Rebels, Eastern
Rebels
will
do
rely
on bravery
to
make up
and poor-quality weaponry.
their best to slow
down enemy
cavalry,
but
Special Abilities •
Sappers
'
Hardy
they need the support of cavalry and infantry to survive
Plumbatarii are
for very long.
darts.
These
Roman
darts, or
legionaries
armed with iron
plumbatae, are
made
clipped to the back of a soldier's shield.
designed to arc and then
fall
rapidly, gaining
speed to penetrate enemy armor. range than a crossbow. is
When
It
is
enough
has slightly longer
close quarters fighting
required, the Plumbatarii are
charging a line of heavy
of iron and
The dart
enemy
up
to the task, but
infantry
is
beyond
their
capabilities.
105
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PRIMA
OFFICIAL
GAME GUIDE
PRAEVENTORES
RAIDERS
Available To: Western Romans, Western
Available To: Franks, Rebels
Roman
£
Rebels
Training Time: 2 Training Cost: 412
Wages: 273 Unit Size: 20
men
Melee Attack:
Wages: 146 Unit Size: 27
Missile Attack:
Weapon Type: Total Defense:
Light
Total Defense: 16
Armor:
Armor: 4
Defense
Defense
Shield: 3
Skill: 9
Light 1
3 Skill: 5
Hit Points:
Shield: 3
Hit Points:
men
Charge Bonus: 6
3
Missile Attack:
Weapon Type:
1
Training Cost: 342
Melee Attack: 6
12
Charge Bonus:
Training Time:
1
Fatigue Penalty: 3
1
Fatigue Penalty: 2
Special Abilities •
Combat
modifier against elephants: -4
•
Expert at hiding
•
Combat
modifier against camels: -4
•
Hide anywhere
•
Swimming
•
Very hardy
Frankish Raiders are light cavalrymen best suited for
•
Swimming
Special Abilities
rattling
Praeventores are covert fighters and spies
Rome's enemies
far
who
beyond the borders. They
the Praeventores' only real
weapon
is
little
missile units or chasing
down
fleeing
enemies. Protect your infantry with Frankish Raiders,
are
but take care not to expose them to heavy cavalry. Their
experts at hiding, carrying out assassinations, or
ambushing unsuspecting enemies. With
enemy
seek out
armor and firepower
armor,
stealth.
106
are too light for extended melees.
UNIT (GUIDE REPEATING BALLISTAE
REPEATING BALLISTAE (ROMAN)
(SASSANIDS)
Available To: Western Romans, Eastern
Available To: Sassanids
Romans, Romano-British, Western Roman
Training Time: 2
Roman
Rebels, Eastern
Training Cost: 510
Rebels
Wages: 226
Training Time: 2
men +
Training Cost: 725
Unit Size:
Wages: 332
Melee Attack:
Unit Size: 12
men +
Melee Attack:
Weapon
1
Missile Attack: 26 Repeating Ballistae (range: 180;
ammo:
Defense Shield:
3
1
Fatigue Penalty:
Hit Points:
1
Fatigue Penalty:
1
glance, a ballista looks like a giant crossbow.
However,
its
operation
is
much
different.
Two
SEE
When
the machine.
stored energy
REPEATING iiBiaaa
"_""
used to launch the bolt (single-firing
is
Roman
Ballistae
by adding a cam that moves a magazine of at a
ROMAN
FOR MORE INFORMATION.
these ropes are pulled back, the
ballista).
—one
DESCRIPTION OF
BALLISTAE
twisted,
animal-sinew ropes are threaded through the arms of
is
80)
Skill: 3
Hit Points:
Skill: 5
Shield:
bolts
ammo:
Type: Missile
Armor:
Armor:
first
1
Total Defense: 3
80)
Missile
Total Defense: 8
At
2 Repeating Ballistae
2
Missile Attack: 26 Repeating Ballistae (range: 180;
Charge Bonus:
Defense
2
Charge Bonus:
2 Repeating Ballistae
5
Weapon Type:
1
technicians developed the Repeating
time
—
similar to the early
into firing position.
American
gattling
The concept
guns of the 19th
century.
The Repeating stream of well
fire is
enough
Ballistae
deadly,
is
and
not very accurate, but the if
the crew can be protected
to maintain the attack, the resulting
enemy
casualties are dramatic.
MOVING A TIME.
BALLISTAE TAKES A GREAT DEAL OF DON'T WAIT UNTIL THE LAST SECOND
TO RETREAT FROM ADVANCING ENEMY UNITS OR THE CREW WILL BE OVERRUN.
107
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TOTAL WAR BARBARIAN INVASION
PRIMA
GAME GUIDE
OFFICIAL
r^0
Available To: Sarmatians, Roxolani, Huns,
SARMATIAN ARMORED ARCHERS
Goths, Ostrogoths, Rebels
Available To: Sarmatians, Roxolani
Training Time:
Training Time: 2
RUNAWAY
SLAVE SPEARMEN
1
Training Cost: 270
Training Cost: 738
Wages: 150
Wages: 183
Unit Size: 60
men
Unit Size: 27
Melee Attack: 6
Charge Bonus:
men
Melee Attack:
7
Charge Bonus:
2
4
Missile Attack:
Missile Attack: 8
Weapon Type: Spearmen
Weapon Type:
Total Defense:
Armor:
Armor: Defense
Skill: 7
their
Skill: 13
name
suggests,
given whatever
weapon
Runaway
Slave
is
handy and
where they are more than
choice do they have but to fight?
Spearmen
are
If
Combat
modifier against elephants: -4
•
Combat
modifier against camels: -4
What
•
Very hardy
catch them,
•
Can
likely to die.
Romans
down
extra support to survive
cavalry, but this unit will
beyond the
first
Special Abilities •
are then forced
they will be killed on the spot. Spearmen are always useful for slowing
1
Fatigue Penalty: 2
-
not the highest priority on the battlefield. They are
into battle,
40)
9
Hit Points:
1
Fatigue Penalty:
As
ammo:
Shield:
Shield: 3
Hit Points:
(range: 120;
Total Defense: 22
1
2
Defense
bow
Missile
charge.
need
use Cantabrian circle attack
The Sarmatian Armored Archers were developed
to
counter the overwhelming attacks of Scythian Archers.
The Sarmatian warriors and
their horses
were protected
with armor consisting of bronze or iron plates sewn
onto leather garments. They use the perfect
weapon
for experienced
Sarmatian archers to
away from
108
fire quickly,
their enemies.
compound bow,
horsemen.
It
a
enables the
even when galloping
1
UNIT G U SARMATIAN AUXILIA Available To: Western Romans, British,
Western
Training Time:
Roman
Available To: Sarmatians, Roxolani
Training Time:
Rebels, Rebels
Training Cost:
1
Wages: 227
Wages: 383
Unit Size: 27
men
1
1
,026
men
Melee Attack:
12
Melee Attack: 10
Charge Bonus:
Charge Bonus: 6
Missile Attack:
Missile Attack:
Weapon Type: Heavy
7
Weapon Type: Heavy
Total Defense: 2
Total Defense: 22
Armor: 9
Armor: 9
Defense
Defense
Shield: 4
Skill: 9
Skill: 8
Hit Points:
Shield: 4
Hit Points:
ID) IE
SARMATIAN NOBLE CAVALRY
Romano
Training Cost: 1,100
Unit Size: 27
11
1
Fatigue Penalty: 2
1
Fatigue Penalty: 4
Special Abilities •
Combat
modifier against elephants: -4
Combat modifier
against elephants: -4
•
Combat
modifier against camels: -4
Combat modifier Hardy
against camels: -4
•
Hardy
•
Can
Special Abilities •
•
•
•
Can
use wedge formation
The Sarmatians were centuries, until
a
thorn in Rome's side for
culture
Marcus Aurelius brought the area
under control through a
series
"Sarmatian Knights," or auxilia, were sent to Britain to
highly skilled fierce fighting
for
its
is
the
elite
segment within
horsemanship and
are
armored horsemen whose reputation
for their horses.
A
a
fierce fighting.
unit of Sarmation Noble Cavalry
intimidating sight on the battlefield.
this time, the first
The Sarmatian Auxilia
known
Sarmatian cavalry understand the need for armor, even
of bloody wars that lasted
from mid-AD 160 to 180. During
serve along Hadrian's Wall.
use wedge formation
Sarmatian Noble Cavalry
to effectively charge
most enemy
is
an
They have
the abiHty
and the
resolve to
lines
engage in close combat to finish the job.
for
was renowned.
109
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PRIMA
OFFICIAL
GAME GUIDE
Available To: Sarmatians, Roxolani
SARMATIAN VIRGIN FOOT ARCHERS
Training Time:
Available To: Sarmatians, Roxolani
SARMAT1AN VIRGIN CAVALRY 1
Training Cost: 414
Training Time:
Wages: 126
Training Cost: 342
Unit Size: 27
Wages: 111
women
Melee Attack:
Unit Size: 40
7
Charge Bonus:
women
Melee Attack:
7
3
Charge Bonus:
Missile Attack:
Weapon Type:
1
1
Missile Attack: 7
Light
Total Defense: 12
Weapon Type:
Armor:
Total Defense: 8
3
Defense
Armor:
Skill: 5
Defense
Shield: 4
Hit Points:
bow
(range: 160;
ammo:
30)
Missile
3 Skill: 5
Shield:
1
Hit Points:
Fatigue Penalty:
1
Fatigue Penalty: Special Abilities •
Combat
modifier against elephants: -4
Special Abilities
•
Combat
modifier against camels: -4
•
Expert at hiding
•
Swimming
•
Swimming
•
Can
Sarmatian Virgin Foot Archers use
use wedge formation
Warrior
women
considerable
women
are not just fantasy figures. There are a
number of graves
were buried with their
ornaments of war. frequently
in
which Sarmatian
own weapons and
Historically, the
outnumbered by
Sarmatians were
their neighbors,
order to survive, they needed to recruit their armies.
other
and
women
and
had
marry
had
until she
to
is
man
in battle.
fully
capable of matching
women
women, and they mobile
men
in
and
possess the stamina to
battlefield tactics
is
a
long-range attack unit, so there
move them
too close to the action where
ITE FOR MORE INFORMATION ON SARMATIAN WOMEN IN MILITARY SERVICE. SEE SARMATION VIRGIN CAVALRY.
Hence, the
combat. The
are fierce fighters
to
compound bows,
any male archer on
in
into
Sarmatian Virgins are an all-female corps of warriors,
Sarmatian
no need
to
they are in danger of being charged.
remain a virgin and could not
killed a
comparable
the battlefield. This
According to Herodotus and other writers,
a Sarmatian girl
their skills are
skilled horse-
implement the
of the Sarmatian forces.
no
1
SJ***^3
SAXON HEARTH TROOPS
SAXON KEEL
Available To: Saxons
Available To: Saxons, Rebels
Training Time:
Training Time:
2
1
Training Cost: 513
Training Cost: 342
Wages: 220
Wages: 115
Unit Size: 40
Unit Size: 40
men
Melee Attack:
men
Melee Attack:
1
7
Charge Bonus: 4
Charge Bonus:
Missile Attack:
Missile Attack:
Weapon Type: Heavy
Weapon Type: Spearmen
Total Defense: 23
Total Defense: 16
Armor: 7
Armor:
Defense
Defense
Skill: 10
4 Skill: 6
Shield: 6
Shield: 6
Hit Points:
4
Hit Points:
1
1
Fatigue Penalty: 4
Fatigue Penalty: 5
Special Abilities •
Special Abilities
pirates.
Hardy
•
1
Can
Saxon Hearth Troops are heavily armed and armored, what one might expect from warriors sworn to protect their lord to the death. They are experienced melee
and possess great stamina
Keel
is
a collection of cutthroats, bandits,
Equipped with
light
and
weapons and armor, they
are best suited as a quick-strike raiding force.
use shield-wall formation
fighters
use shield-wall formation
A Saxon
Sappers
•
Can
Do
not place a Saxon Keel unit in the middle of a heavy infantry melee, or they will quickly
fall
susceptible to
concentrated attacks.
for the long fight.
Ill
PRIMAGAMES.COM
1
TOTAL WAR BARBARIAN INVASION
PRIMA
E GUIDE
OFFICIAL
SAXON SEA RAIDERS
SCHOLAE PALATINAE
Available To: Saxons, Rebels
Available To: Western Romans, Eastern
Training Time:
Romans, Western Roman
1
Training Cost: 432
Roman
Wages: 160
Training Time: 2
Unit Size: 27
men
Melee Attack:
Training Cost: 1,250
Wages: 435
7
Charge Bonus:
Unit Size: 27
7
men
Melee Attack:
Missile Attack:
Weapon Type:
8
Charge Bonus: 6
Light
Total Defense: 12
Missile Attack:
Armor:
Weapon Type: Heavy
3
Defense
Total Defense: 2
Skill: 5
Armor:
Shield: 4
Hit Points:
9
Defense
1
Fatigue Penalty: 3
Skill: 8
Shield: 4
Hit Points:
Special Abilities •
Combat
modifier against elephants: -4
Combat
modifier against camels: -4
•
Swimming
Special Abilities
Saxon Sea Raiders represent the crew of a single keel
pirates,
much
On
the water, they are cutthroats, bandits,
and murderers.
On
horseback they are pretty
the same. This light cavalry unit
scattering skirmishers or chasing
is
perfect for
down panicked
skills,
the Saxon Sea Raiders should stay
from melees against heavy infantry or
cavalry.
•
Combat
modifier against elephants: -4
•
Combat
modifier against camels: -4
•
Hardy
•
Can
use wedge formation
As palace architecture was adapted staff attached to the palace also
enemies. With extremely light armor and below-average defensive
1
Fatigue Penalty: 4
•
(ship).
Rebels, Eastern
Rebels
away
for military use, the
endured changes. The
chief officer of the palace, the Praetorian prefect, gave
up
his politically corrupt Praetorian
way
Guards
to
make
for the Scholae Palatinae, a well-trained, seriously
equipped
cavalry. Unlike their predecessors, this
guard was to be monitored very closely for allegiances.
The
arrival of
its
horsemen attached
palace was a major change in
itself,
new
political
to the
as palace guards
Scholae Palatinae
and defensive
skills,
palace guard unit.
112
had
Armed with heavy weapons, the was especially known for its hardiness
always been infantry.
important characteristics for a
SCORPIONS
SCOTTI CHARIOTS
Available To: Western Romans, Eastern
Available To: Celts
Romans, Western Roman
Training Time:
Roman
Rebels, Eastern
Training Time:
Wages: 189
1
men +
Training Cost: 437
Unit Size: 18
Wages: 211
Melee Attack:
men +
Unit Size: 12
Melee Attack:
Weapon Type:
1
ammo:
ammo:
6)
Light
Total Defense: 7
50)
Armor:
Missile
3
Total Defense: 12
Defense
Armor:
Shield:
3
Skill:
Hit Points:
Skill: 9
4
1
Fatigue Penalty: 3
Shield:
Hit Points:
1
Fatigue Penalty:
The Roman
Special Abilities
1
Scorpion
looks like a large
bow
is
a
laid
sinew-powered weapon that
t
over previous ballista weapons.
curved design
wood
range of any to screen
is
stronger and
design.
The use of curved and
weapon on
and
protect.
more
the battlefield,
making
it
easier
an early Celtic tribe from Ireland, used
light
AD 400.
Chariots are swift, maneuverable, and they carry two
new
the longest
against elephants: -8
modifier against camels: -4
Scottis,
warriors
—
a driver
and
a fighter.
The
chariot can be
used for ranged javelin attacks or as a delivery vehicle
accurate than the
The scorpion has
Combat modifier
Combat
chariots during frequent raids into Britain in
tapered arms, set at angles to each other, altered the old design of using an arch. Like a traditional bow, the
•
•
The
sideways on a frame. Designed
by Vitruvius, the scorpion had several improvements
straight
7
Missile Attack: 9 javelin (range: 55;
Missile Attack: 41 scorpion (range: 250;
Weapon Type:
9 chariots
5
Charge Bonus:
2 scorpions
5
Charge Bonus:
Defense
1
Training Cost: 360
Rebels
for a .
melee
fighter.
Speed
is
the greatest asset of the
chariot, an important consideration because the vehicle is
only lightly armed and susceptible to concentrated
attacks.
113
PR1MAGAMES.COM
1
ROME barbarian invasion
PRIMA
OFFICIAL
GAME GUIDE
Training Time:
WARBAND
SPEAR
SLINGERS
Vj^
Available To: Celts, Rebels
Available To: Alemanni, Lombardi,
Training Cost: 207
Training Time:
Wages: 76
Training Cost: 315
Unit Size: 40
men
Melee Attack:
Unit Size: 60
men
Melee Attack:
1
Missile Attack: 3 sling (range: 80;
Weapon Type:
1
Wages: 115
3
Charge Bonus:
ammo:
6
Charge Bonus: 4
40)
Missile Attack:
Missile
Total Defense: 10
Weapon Type: Spearmen
Armor:
Total Defense:
2
Defense
Armor:
Skill: 5
1
3
Defense
Shield: 3
Hit Points:
M
Burgundii, Rebels
1
Skill: 5
Shield: 3
1
Hit Points:
Fatigue Penalty: 2
1
Fatigue Penalty: 3
Special Abilities
+6
•
Combat
modifier against elephants:
•
Combat
modifier against chariots:
•
Expert at hiding
Spear Warbands are recruited from the young of the
•
Swimming
lowest-status
Special Abilities
+6
•
These hardy mountain warriors make the most of natural cover, so they are well-suited for
and elephants. They are only care not to
let a slinger
unit
ambushing chariots
lightly
wander
armored, so take into a heavy melee.
Can
use schiltrom formation
strength
is
men
in a tribe.
off against cavalry.
The warbands
FORMATION.
SEE
(hedgehog) formation
course, they cannot
—forming
move
advancing cavalry are
MOUNTAIN
enemy
a solid circle, they in
all
directions.
while in this tight
likely
114
and
employ the schiltrom
circle,
Of but
to back away, rather than
impaling themselves on the spear points.
SLINGERS.
spears, their
lack discipline
experience, but they can effectively
present their spears to the
1TB
Armed with
which usually means they are facing
defense,
3
1
3
UNIT (GUIDE STEPPE HEAVY SPEARMEN (VANDALS)
STEPPE HEAVY
SPEARMEN (HUNS) Huns
Available To:
Training Time:
Available To: Vandals, Slavs
Training Time:
1
1
Training Cost: 5 1
Training Cost: 5 1
Wages: 189
Wages: 189
Unit Size: 40
men
Melee Attack:
Unit Size: 40
men
Melee Attack: 9
9
Charge Bonus: 4
Charge Bonus: 4
Missile Attack:
Missile Attack:
Weapon Type: Spearmen
Weapon Type: Spearmen
Total Defense: 21
Total Defense: 2
Armor: 7
Armor:
Defense
Defense
Skill: 8
Shield: 6
7 Skill: 8
Shield: 6
Hit Points:
Hit Points:
1
1
Fatigue Penalty: 2
Fatigue Penalty: 2
Special Abilities
Special Abilities
•
Sappers
•
Sappers
•
Hardy
•
Hardy
Any
unit
armed with
spears can have
some level of Heavy Spearmen
success against cavalry, but the Steppe take this attribute to a
much
armed with heavy
spears,
are
pounding, enabling them to
higher
and
level.
more
exciting
FOR MORE INFORMATION. SEE STEPPE HEAVY SPEARMEN (HUNS).
fight effectively in close
quarters or withstand a missile attack. are certainly
These warriors
their shields can take a
on the
Heavy cavalry
battlefield,
but the
combination of heavy cavalry and heavy spearmen has the potential to dominate the fight.
115
PRIMAGAMES.COM
5
ROM E •TOTM. WAR
-
BARBARIAN INVASION
PRIMA
OFFICIAL
GAME GUIDE
STEPPE HORSE ARCHERS
STEPPE LANCERS
Available To: Vandals, Slavs, Rebels
Available To: Vandals, Slavs
Training Time:
Training Time:
1
1
Training Cost: 612
Training Cost: 567
Wages: 156
Wages: 153
Unit Size: 27
men
Melee Attack:
Unit Size: 27
bow
Missile Attack: 8
(range: 120;
ammo:
Missile Attack:
40)
Weapon Type:
Type: Missile
Total Defense: 14
Total Defense:
Armor:
Armor: 6
6
Defense
5
Charge Bonus: 10
Charge Bonus: 4
Weapon
men
Melee Attack:
5
Defense
Skill: 8
Light 1
Skill: 5
Shield: 4
Shield:
Hit Points:
Hit Points:
1
Fatigue Penalty:
1
Fatigue Penalty:
1
1
Special Abilities
Special Abilities •
Combat
modifier against elephants: -4
•
Combat
modifier against elephants: -4
•
Combat
modifier against camels: -4
•
Combat
modifier against camels: -4
•
Very hardy
•
Can
•
Swimming
Although Steppe Lancers carry
•
Can
very effective at breaking through
use Cantabrian circle attack
Steppe Horse Archers combine excellent horsemanship with adeptness exercise
made
at firing the
easier
bow
The Steppe Horse Archers
(except spearmen).
The
light
weapons, they are
enemy
A
stirrup.
are lightly armored, but their
strike that finds
spear
is
its
extended in
mark
is
always
battle, the
fatal,
horseman
speed and mobility keep them out of harm's way, allowing
counterattack. For this reason,
them
strategy to strike, break off the attack,
to execute quick strikes against
enemy
units.
The
archer's
more-powerful
weapon of choice
is
a
compact,
bow that is specially designed for mounted The ends of the bow curve away from the
composite warriors. archer,
making
it
easier to navigate the
infantry
cavalry spear benefits from the
power and speed generated by a warrior on horseback.
while riding hard, an
by the development of the
use wedge formation
it is
the
is
but while the susceptible to
recommended and reform
for
another charge. Staying in the middle of a melee does not play to the strength of a mounted lancer.
brush or forest
of the steppes.
116
3
UNIT (GUIDE STEPPE NOBLES
STEPPE RAIDERS
Available To: Vandals, Slavs
Available To: Vandals, Slavs, Rebels
Training Time:
Training Time:
1
Training Cost: 450
Wages: 204
Wages: 156
Unit Size: 27
men
Unit Size: 40
men
Melee Attack: 10
Melee Attack:
Charge Bonus: 6
Charge Bonus:
Missile Attack:
Missile Attack: 9
Weapon Type: Heavy
Weapon Type:
Total Defense: 22
Total Defense:
Armor: 9
Armor:
Defense
Defense
Skill: 9
Shield: 4
7
2
bow
ammo:
30)
1
5 Skill: 8
Hit Points:
1
1
Fatigue Penalty: 2
Fatigue Penalty:
Special Abilities
Special Abilities
•
Combat modifier
•
Combat modifier against
•
•
against elephants: -4
•
Expert at hiding
•
Hardy
Hardy
•
Swimming
Can
Steppe Raiders are expert archers armed with
camels: -4
use wedge formation
A perfect
follow-up to a cavalry charge
Steppe Nobles hacking their
is
way through
a unit of
the remaining
finishing off
weakened, demoralized opponents. This
heavy cavalry unit, so don't send them off to chase
light cavalry
or horse archers. They will quickly
leaving a valuable unit vulnerable to attack.
tire,
compound
-
bows. They can fight hand-to-hand in a pinch, but they
-
are better off using their
enemies. Heavily armored and armed, this unit revels in
a
(range: 160;
Missile
Shield:
Hit Points:
:
1
Training Cost: 873
marksmanship
skills
from
a
distance. After generations of living in the rugged
steppes, these archers are especially skilled at blending
is
;
into their surroundings.
combined with enough
117
a
A
concealed missile attack
heavy cavalry charge
to bring a
is
tough enemy unit to
more than
its
knees.
PRIMAGAMES.COM
ROME
TOTAL WAR BARBARIAN INVASION
PRIMA
GAME GUIDE
OFFICIAL
SWORDSMEN
STEPPE SPEARMEN
STEPPE
Available To: Huns, Vandals, Slavs, Rebels
Available To: Huns, Vandals, Slavs, Rebels
Training Time:
Training Time:
1
Training Cost: 324
Wages: 167
Wages: 122
Unit
Size: 60
men
Melee Attack:
Unit Size: 40
men
Melee Attack: 9
5
Charge Bonus:
Charge Bonus:
2
5
Missile Attack:
Missile Attack:
Weapon Type: Spearmen
Weapon Type: Heavy
Total Defense: 13
Total Defense: 15
Armor:
Armor:
3
Defense
5
Defense
Skill: 7
Skill: 7
Shield: 3
Shield: 3
Hit Points:
Hit Points:
1
1
Fatigue Penalty:
Fatigue Penalty:
Special Abilities
Special Abilities
•
Can
use schiltwm formation
Steppe Spearmen rank about as low as you can get on the status scale, but battlefield,
M
1
Training Cost: 297
even an
when 60 elite
spears are lined
•
Sappers
•
Can
use
war
cry (Vandal
and Slav
versions only)
Steppe Swordsmen are core infantry, with enough armor
up on the
and weaponry
unit of cavalry will pause before
to
overpower
light units,
but they are not
charging forward. This unit consists of young, inexperi-
quite ready to challenge heavy infantry. Use this unit to
enced warriors, so
clear a force of
Protect
it is
best to play to their strengths.
them with infantry and
cavalry,
and
let
Steppe Spearmen provide a solid wall to keep the
from gathering momentum.
stubborn spearmen from the
battlefield
before bringing your cavalry into play. If heavy infantry
the
enemy
I
or cavalry
is
in the vicinity,
for the Steppe
118
you must provide support
Swordsmen or they
will
fall.
UNIT (GUIDE STEPPE WARRIORS
SUGHDIAN WARRIORS
Available To: Vandals, Slavs
Available To: Sassanids
Training Time:
Training Time: 2
1
Training Cost: 792
Training Cost: 610
Wages: 174
Wages: 264
Unit Size: 27
men
Melee Attack:
Unit Size: 40
7
Charge Bonus:
men
Melee Attack: 10 7
Charge Bonus: 4
Missile Attack:
Missile Attack:
Weapon Type: Heavy
Weapon
Total Defense: 18
Total Defense: 19
Armor: 9
Armor:
Defense
Defense
Skill: 5
Shield: 4
Type: Heavy
7 Skill: 9
Shield: 3
Hit Points:
1
Hit Points:
1
Fatigue Penalty: 2
Fatigue Penalty:
Special Abilities
Special Abilities
•
Combat
modifier against elephants: -4
•
Combat
modifier against camels: -4
•
Hardy
unit.
•
Can
Sughdians bring a
•
1
Sappers
Sughdian Warriors are the Sassanid's strongest infantry
use wedge formation
Armed
with heavy weapons and well armored, the level
of professionalism to the ranks
Steppe Warriors are classic heavy cavalry, capable of
of Eastern armies. They are disciplined and more than
dominating most infantry
willing to stand
units, especially after they
have been disrupted by arrow
fire.
This unit
is
up
to the best
Rome
has to
offer.
armed
with the best weaponry available and protected with the smith's best armor. Despite their overall strength, Steppe
when they
Warriors do best unit's
weakened
state,
take advantage of an
and then
enemy
retreat to wait for the
next opportunity.
119
PRIMAGAMES.COM
i TOTAL WAR barbarian invasion
PRIMA
OFFICIAL
GAME GUIDE
SWORD HEERBANN
TRIBAL CAVALRY
Available To: Franks, Rebels
Available To: Huns, Rebels
Training Time:
Training Time:
1
Training Cost: 459
Training Cost: 459
Wages: 144
Wages: 143
Unit Size: 40
men
Melee Attack:
Unit Size: 33
Charge Bonus:
men
Melee Attack:
9
7
Charge Bonus:
5
7
Missile Attack:
Missile Attack:
Weapon Type: Heavy
Weapon Type:
Total Defense: 20
Total Defense: 12
Armor:
Armor:
7
Defense
Skill: 5
Shield: 4
Shield: 6
Hit Points:
Light
3
Defense
Skill: 7
9k}
1
Hit Points:
1
Fatigue Penalty:
1
Fatigue Penalty:
5
Special Abilities
Special Abilities •
Sappers
•
Combat
modifier against elephants: -4
•
Can
•
Combat
modifier against camels: -4
•
Hardy
and even
•
Swimming
take special
•
Can
use shield-wall formation
The Sword Heerbann
is
a stalwart unit of a Frankish
Army, with good hand-to-hand fighting better defensive capabilities.
skills
The Heerbann
use wedge formation
pride in their swords, even to the point of deriving a real
A
or imagined magical strength from their weapons. This
either fight for the
can sometimes be a detriment, keeping the Heerbann in
recruits, they are
the fight long after they should pull back
and regroup.
recruit for the Tribal Cavalry has a simple choice:
training.
Huns
or die by their swords. As
rushed into battle with very
However,
life
toughness that carries to the units
may
battlefield. Tribal
a certain
Cavalry
not be as skilled or as disciplined as the Huns,
but they will fight hard to the end of every
120
little
on the steppes imparts
battle.
1
UNIT (GUIDE VIRGIN HORSE ARCHERS
WARHOUNDS
Available To: Sarmatians, Roxolani
Available To: Alemanni, Lombardi,
Training Time:
Burgundii
1
Training Cost: 468
Training Time: 2
Wages: 141
Training Cost: 477
Unit Size: 27
women
Melee Attack:
Wages: 150 Unit Size: 12
5
Missile Attack: 8
Weapon Type: Armor: Defense
bow
(range: 120;
ammo:
Charge Bonus:
40)
24 wardogs 10)
2
Missile Attack:
Missile
Total Defense:
men +
Melee Attack: 4 (Secondary Melee Attack:
Charge Bonus: 4
Weapon Type:
1
Light
Total Defense: 10
3
Armor:
Skill: 8
Defense
Shield:
Hit Points:
4 Skill: 6
Shield:
1
Hit Points:
Fatigue Penalty:
1
Fatigue Penalty: 3 Special Abilities •
Combat
modifier against elephants: -4
•
Combat
modifier against camels: -4
•
Very hardy
Warhounds
•
Swimming
unlike the characteristics that are coveted in
•
Can
Special Abilities •
use Cantabrian circle attack
Sarmatian Virgins are an all-female unit of skilled warriors, every bit the equal of their male enemies. are experienced
with the
horsewomen and
They
are deadly accurate
compound bow. Sarmatians
are
known
for
Swimming are bred for size, strength,
and
brutality,
not
human
-
warriors. These beasts were originally used for hunting
-
wild boar and bears in the tangled forests of Germania.
:
Now, on
the field of battle,
man, armored or
not.
They
warhounds will
will attack
any
even attack cavalry
horses from underneath, where the armor cannot reach.
mobility and precision in war, and the Virgin Horse
Archers keep pace anywhere on the battlefield.
121
PRIMAGAMES.COM
*.—*|Sf^
WARLORD (SAXON)
WARLORD
(ROMANO-BRITISH)
Available To: Saxons, Celts, Huns,
Available To: Romano-British
Sarmatians, Roxolani, Vandals, Slavs,
Training Time: 2
Goths, Ostrogoths, Rebels
Training Cost: 1,500
Training Time: 3
Wages: 381
Training Cost: 1,503
Unit Size: 12
men
Melee Attack:
11
Wages: 210
(Secondary Melee Attack: 12)
Unit Size:
1
men
2
Charge Bonus: 6
Melee Attack:
Missile Attack:
Charge Bonus: 6
13
Weapon Type: Heavy
Missile Attack:
Total Defense: 28
Weapon Type: Heavy
Armor: 9
Total Defense: 23
Defense
Armor: 9
Skill: 15
Shield: 4
Defense
Hit Points: 2
Shield: 4
Fatigue Penalty: 5
Hit Points: 2
Skill: 10
Fatigue Penalty: 5 Special Abilities •
Combat
modifier against elephants: -4
Special Abilities
•
Combat
modifier against camels: -4
•
Combat
modifier against elephants: -4
•
General unit
•
Combat
modifier against camels: -4
•
Hardy
•
General unit
•
Hardy (Huns, Sarmatians, Roxolani,
When Magnus Maximus from Britannia
in
AD
Empire, the land was sions by the Picts largely ignored, strife, local
383 to conquer the Western left
and
and
abruptly pulled out his legions
unprotected, triggering inva-
•
Rome
A
Scots. Cries to
after
for help
were
enduring a period of constant
warlords began a violent struggle for control
of Britannia. Despite being abandoned by Rome, the
people
still
yearn for a
"Roman"
respond positively to a warlord
Roman ways
of warfare.
A
state,
who
certainly has the military experience
political
and
social
so they will
sticks to the old
Romano-British Warlord
his troops, but does he have
and
skills to
Vandals, Slavs,
Goths, Ostrogoths: Very hardy)
Powerful charge
Saxon Warlord leads
personal guards.
A
a small but elite force of 12
Saxon Warlord has achieved almost
legendary status on the battlefield, and he must to this reputation every day. His decision
without peer.
A
willing to lay
lead
an understanding of the
needs of his people?
122
Saxon Warlord prefers
and
lead,
down
his
battle to fight,
up
is
to survive every
another day, but he
life.
live
making
is
always
UNIT GUI or WOLFHOUNDS Available To: Celts
Training Time: 2 Training Cost: 477
Wages: 150 Unit Size: 12
men +
24 wardogs
Melee Attack: 4 (Secondary Melee Attack:
Charge Bonus:
10)
2
Missile Attack:
Weapon Type:
Light
Total Defense: 10
Armor: 4 Defense
Skill: 6
Shield:
Hit Points:
1
Fatigue Penalty: 3
Special Abilities •
Swimming
Originally bred to hunt
Wolfhounds
down and
They have endless stamina and [any
man
kill
wolves, the
are as brutal as any trained animal can be.
foolish
enough
to turn
will gladly chase
down
and run. Like Warhounds,
they will also attack the underbellies of cavalry horses to i
bring
down
horse and rider.
123
PRIMAGAMES.COM
TOTAI WAR
BARBARIAN INVASION
PRIMA
OFFICIAL )AME GUIDE
CASTRUM
EUROPEAN BARBARIAN
(LEVEL FOUR)
BUILDINGS we review the buildings available to your barbarian kingdom. The sections are arranged in the In this chapter
same way the buildings appear
in the
Tech Trees
at the
back of the guide. This provides a quick visual reference for each building, including notes
and
on
•
Trains Peasants, Diplomats
•
Enables construction of Level 5 buildings
•
Law bonus 2
•
Construction Time: 6
•
Cost: 6,400
their functions
benefits.
WALLS
GOVERNMENT
WOODEN
BUILDINGS
Tower Level
Happiness bonus
WARRIOR'S HOLD •
Trains Peasants
•
Enables construction of Level
•
Construction Time:
'
Cost:
1
Construction Time: Cost:
1
PALISADE (LEVEL ONE)
1
buildings
STOCKADE (LEVEL TWO)
1
400
WARLORD'S HOLD (LEVEL ONE) •
Trains Peasants, Diplomats
•
Enables construction of Level 2 buildings
•
Construction Time: 2
•
Cost:
•
Wooden
•
Happiness bonus
•
Construction Time: 2
•
Cost:
gate, towers 1
800
STONE WALL (LEVEL THREE)
800
HIGH KING'S HALL
•
Tower Level Strength
(LE
1,
Gate Defenses
Law bonus
•
Happiness bonus
•
Construction Time: 3
•
Enables construction of Level 3 buildings
•
Cost: 1,600
•
Construction Time: 3
•
Cost: 1,600
GREAT HALL (LEVEL THREE)
1,
•
Tower Level
•
Happiness bonus
1,
Gate Defenses 1,
Trains Peasants, Diplomats
•
Construction Time: 5
Enables construction of Level 4 buildings
•
Cost: 3,200
•
Construction Time: 4
•
Cost: 3,200
1
124
2,
Law bonus
•
Law bonus 2
Gate
LARGE STONE WALL (LEVEL FOUR)
•
•
1,
1
Trains Peasants, Diplomats
•
i^Bk
1
400
1
Gate Strength 2
IE
EPIC STONE Tower Level
•
Happiness bonus
•
Construction Time: 6
•
Cost: 6,400
1,
(0)
P IE A N B A R B A R A N B U L D I N G S
2,
II
II
WALL (LEVEL
Gate Defenses
•
2,
UR
PALATINE BARRACKS
FIVE)
(LEVEL FIVE)
Gate Strength 2
•
Law bonus 2
Trains Spear Warband, Spearmen,
Levy Spearmen, Gallowglass, Axe
Heerbann, Sword Heerbann,
Keel,
Chosen Axemen, Francisca Heerbann, Hearth Troops, Golden Band
BARRACKS MUSTER FIELD
(LEVEL ONE)
•
Construction Time: 7
•
Cost: 9,600
Warband
•
Trains Spear
•
Construction Time: 2
•
Cost:
STABLES
600
STABLES (LEVEL TWO) •
MEETING HALL
(LEVE
Wolfhounds, Scotti Chariots, Raiders,
Trains Spear
•
Construction Time: 3
'
Cost: 1,200
r°^^n
Sea Raiders
Warband
•
Trains Warhounds, Cavalry,
•
Construction Time: 3
'
Cost: 1,200
WARLORD'S STABLES (LEVEL THREE
HALL OF HEROES (LEVEL THREE
•
Wolfhounds, Scotti Chariots, Raiders,
Levy Spearmen, Gallowglass, Axe
Sea Raiders, Lancers, Noble Cavalry,
Noble Clansmen
Heerbann, Sword Heerbann, Keel Construction Time: 4
•
Construction Time: 4
Cost: 2,400
•
Cost: 2,400
HUNDREDMEN HALL •
Trains Warhounds, Cavalry,
Trains Spear Warband, Spearmen,
(LEVEL FOUR)
ROYAL STABLES (LEVEL FOUR) Trains Warhounds, Cavalry,
Trains Spear Warband, Spearmen,
Levy Spearmen, Gallowglass, Axe
Wolfhounds, Scotti Chariots, Raiders,
Heerbann, Sword Heerbann,
Sea Raiders, Lancers, Noble Cavalry,
Keel,
Chosen Axemen, Francisca Heerbann,
Noble Clansmen, Mounted Nobles
Hearth Troops
Construction Time: 6
•
Construction Time: 6
Cost: 4,800
•
Cost: 4,800
125
PRIMAGAMES.COM
ROME BARBARIAN INVASION
•
PRIMA
CIAL
C
GAME
GREAT KING'S STABLES
TRADE
(LEVEL FIVE) •
GUIC
TRADER
Trains Warhounds, Cavalry,
•
Wolfhounds, Scotti Chariots, Raiders, Sea Raiders, Lancers, Noble Cavalry,
Noble Clansmen, Mounted
Nobles,
Chosen Warlord, Noble Warriors, Paladin Bodyguard, Warlord •
Construction Time: 2
•
Cost:
Cost: 9,600 •
MISSILES PRACTICE RANGE (LEVEL TWO) •
Trains Archers, Slingers, Hunters, Kerns
•
Construction Time: 3
•
Cost: 1,200
^*^
Kerns, Chosen Archers
Construction Time: 4
•
Cost:
Trade Base Income bonus
2,
Population Growth bonus
1
•
Construction Time: 3
•
Cost: 1,200
•
•
TWO)
Trains Spy, Assassin
Trade Base Income bonus
3,
Population Growth bonus
1
•
Construction Time: 4
•
Cost: 2,400
2400
GUILDHALL (LEVEL FOUR)
mm
•
•
Construction Time: 6
'
Cost: 4,800
Kerns, Chosen Archers, Onagers,
Crossbowmen, Ballistae Construction Time: 6
•
Cost: 4,800
SIEGE ENGINEER (LEVEL FIVE) Trains Archers, Slingers, Hunters,
BLACKSMITH (LEVEL TWO •
Handheld Weapon bonus
'
Construction Time: 3
•
Cost: 1,200
Crossbowmen, Ballistae Construction Time: 7
•
Cost: 9,600
4,
WEAPONRY
Kerns, Chosen Archers, Onagers,
•
Trade Base Income bonus
•
Trains Archers, Slingers, Hunters,
•
Trains Spy, Assassin
Population Growth bonus 4
CATAPULT RANGE (LEVEL FOUR)
•
(LEVEL
Enables recruitment of Spies
Trains Archers, Slingers, Hunters,
•
•
^3N
600
GREAT MARKET (LEVEL
ARCHERY RANGE (LEVEL THREE) •
1
•
• •
1,
Population Growth bonus
MARKET
Construction Time: 7
(LEVEL ONE)
Trade Base Income bonus
126
1
EUROPEAN BARBARIAN BUILDINGS WEAPONSMITH •
Handheld Weapon bonus
Weapon bonus •
•
1,
(LEVEL THREE)
HEALTH
Missile
CESSPIT (LEVEL TWO)
Armor bonus
1
(LEVEL FIVE)
Handheld Weapon bonus 2,
2,
Missile
Armor bonus
Population Health bonus
•
Construction Time: 2
•
Cost:
1
800
CESSPOOL (LEVEL THRE •
Improves health of population
•
Population Health bonus
2,
Bladed bonus 2
•
Improves health of population
•
Cost: 2,400
Weapon bonus
•
•
Construction Time: 4
FOUNDRY •
1,
1,
Population Growth bonus
Construction Time: 6 '
Construction Time: 3
•
Cost: 1,600
Cost: 6,400
1
NAVAL
OPEN SEWER (LEVEL FOUR)
PORT (LEVEL TWO)
•
Improves health of population
'
Population Health bonus 2
•
Construction Time: 5
•
Cost: 3,200
•
•
Enables production of boats
Trade Fleet bonus
Income bonus
1,
Trade Base
1
•
Construction Time: 2
•
Cost:
LARGE OPEN SEWER (LEVE
800
FIVE)
SHIPWRIGHT (LEVEL THREE)
•
Improves health of population
'
Population Health bonus 3
•
Construction Time: 6
•
Cost: 6,400
Enables production of boats and large boats
Trade Fleet bonus
2,
Trade Base
FARMING
Income bonus 2 •
Construction Time: 3
•
Cost: 1,600
DOCKYARD •
'
LAND CLEARANCE (LEVEL FOUR)
Enables production of boats
•
Farming Level
•
Construction Time: 2
•
Cost:
and
(LEVEL ONE)
1
600
large boats
Trade Fleet bonus
3,
Trade Base
Income bonus 2 Construction Time: 5 '
Cost: 3,200
127
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BARBARIAN INVASION
PRIMA
OFFICIAL
GAME GUIDE
COMMUNAL FARMING (LEVEL •
Farming Level 2
•
Construction Time: 3
•
MINES (LEVEL ONE) •
Mine Resource 4
•
Construction Time: 2
•
Cost: 2,000
Cost: 1,200
CROP ROTATION •
MINES
TWO)
(LEVE
MINES
Farming Level 3
•
Construction Time: 4
•
Cost: 2,400
LARGE FEUDAL ESTATE (LEVEL FOUR) •
Farming Level 4
'
Construction Time: 6
•
Cost: 4,800
1
(LEVEL
•
Mine Resource 7
•
Construction Time: 3
•
Cost: 3,500
RELIGIOUS BUILDINGS HERMITAGE (LEVEL THREE)
HUGE FEUDAL ESTATE (LEVEL FIVE)
Roman
•
Trains
•
Happiness bonus
•
Construction Time: 3
•
Cost: 1,600
1
Farming Level 5
•
Construction Time: 7
MONASTERY
•
Cost: 9,600
•
Trains
ROADS ROADS (LEVEL ONE) Basic road
•
Construction Time:
•
Cost:
400
PAVED ROADS (LEVEL TWO) Road
•
Construction Time: 3
•
Cost: 1,200
Level
Priest,
'
Happiness bonus 2
•
Construction Time: 5
•
Cost: 3,200
(LEVEL FOUR) Paladins
^xQsb^
ABBEY (LEVEL
1
•
Roman
ML
Priest
•
•
TWO
Roman
•
Trains
•
Happiness bonus 3
•
Construction Time: 6
•
Cost: 6,400
1
•^•"1
128
Priest,
FIVE)
Paladins
EUROPEAN BARBARIAN BUILDINGS GOIBHNIU SHRINES
DRINK TAVERN (LEVEL TWO) •
Happiness bonus
SHRINE TO GOIBHNIU (LEVEL ONE)
1
Cost:
Trains
•
Happiness bonus
800
bonus
BARDIC CIRCLE (LEVE •
Trains Night Raiders
•
Happiness bonus
2,
Religious Belief
Pagan bonus 2 •
Construction Time: 3
•
Cost: 1,600
Lombard
Trains
•
Happiness bonus
1,
Construction Time: Cost.
(LEVEL ONE)
Religious Belief
1
400
SACRED GROVE OF DONAR (LEVEL TWO) Lombard
Construction Time:
•
Cost:
1,
Religious Belief Pagan 2
Construction Time: 2
•
Cost:
800
SACRED GROVE OF GOIBHNIU TWO)
SACRED CIRCLE OF DONAR LEVEL THREE) Lombard
Trains
•
Happiness bonus
1,
bonus
Exp bonus
1,
Recruits
Simple Weapon 1,
Religious Belief Pagan 2 •
Construction Time: 2
'
Cost:
800
SACRED CIRCLE OF GOIBHNIU Hounds ofCulann
•
Trains
•
Happiness bonus
2,
bonus
Exp bonus
1,
Recruits
Simple Weapon 2,
Religious Belief Pagan 3 '
Construction Time: 3
•
Cost: 1,600
FRIGG SHRINES SHRINE TO FRIGG (LEVEL ONE)
2,
Recruits Morale
Religious Belief Pagan 3
Construction Time: 3
Happiness bonus
bonus
1,
1,
Farming Level
Religious Belief Pagan
•
Construction Time:
•
Cost:
Berserkers
Happiness bonus 2,
Hounds ofCulann
•
•
bonus
400
Recruits Morale
•
Trains
1
1
Berserkers
Happiness bonus 1,
Exp
(LEVEL THREE)
•
bonus
Recruits
(LEVEL
1
•
Trains
1,
Religious Belief Pagan
Berserkers
•
Pagan
DONAR
1,
•
DONAR SHRINES SHRINE TO
Hounds ofCulann
•
Construction Time: 2
1
1
400
SACRED GROVE OF FRIGG TWO)
(LEVEL •
Happiness bonus
2,
Farming Level
Cost: 1,600
bonus •
2,
Religious Belief Pagan 2
Construction Time: 2
'Cost: 800
29
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PRIMA
OFFICIAL
GAME GUIDE
SACRED CIRCLE OF FRIGG (LEVEL THREE) Farming Level
ULL SHRINES SHRINE TO ULL (LEVEL ONE)
•
Happiness bonus
•
Construction Time: 3
•
Trains Druids
•
Cost: 1,600
•
Happiness bonus
bonus
3,
3,
Religious Belief Pagan 3
bonus
COCIDIUS SHRINES SHRINE TO COCIDIUS (LEVEL ONE) •
Happiness bonus
•
Construction Time:
bonus
•
Cost:
1,
1,
Weapon
Missile
Religious Belief Pagan
•
Construction Time:
•
Cost:
Missile
2
1
SACRED GROVE OF ULL TWO)
(LEVEL
1 •
Trains Druids
•
Happiness bonus
1
2,
Weapon
Missile
400
SACRED GROVE OF COCIDIUS (LEVEL TWO) •
Trains Druids
•
Happiness bonus
•
Construction Time: 2
bonus
Cost:
Weapon
400
bonus
•
1,
Religious Belief Pagan
1,
2,
2,
Weapon
Missile
Religious Belief Pagan 3
2,
•
Construction Time: 2
'
Cost:
800
SACRED CIRCLE OF ULL (LEVEL THREE)
Religious Belief Pagan 2 •
Trains Druids
•
Happiness bonus
800
bonus
3,
3,
Weapon
SACRED CIRCLE OF COCIDIUS
•
Construction Time: 3
(LEVEL THREE)
•
Cost: 1,600
•
Trains Druids
•
Happiness bonus
bonus
3,
3,
Weapon
Missile
Religious Belief Pagan 3
•
Construction Time: 3
•
Cost: 1,600
Missile
Religious Belief Pagan 4
CHRISTIAN SHRINES & BUILDINGS CHRISTIAN SHRINE (LEVEL ONE) •
Happiness bonus Christianity
1,
Religious Belief
1
•
Construction Time:
•
Cost:
1
400
130
,
IE
UR
(0)
PEAN BARBAR AN BUILD N G S
CHRISTIAN CHAPEL (LEVEL TWO) Happiness bonus
•
Christianity
bonus
2,
2,
Religious Belief
Population Growth
Cost:
•
800
Happiness bonus Christianity
bonus
3,
3,
Religious Belief
'
Cost: 1,600
CHRISTIAN CATHEDRAL (LEVEL FOUR) Law bonus
1,
Happiness bonus
Religious Belief Christianity
•
3,
2,
Recruits
Exp
Religious Belief Pagan 2
Construction Time: 2
•
Cost:
800
SACRED CIRCLE OF THE
MORRIGAN Happiness bonus
•
bonus
Population Growth
Construction Time: 3
1,
•
2,
2,
(LEVEL THREE)
Recruits
Exp
Religious Belief Pagan 3
•
Construction Time: 3
'
Cost: 1,600
1
•
•
Happiness bonus
•
1
CHRISTIAN CHURCH (LEVEL THREE) •
SACRED GROVE OF THE MORRIGAN (LEVEL TWO) bonus
Construction Time: 2
•
II
11
WOTAN SHRINES SHRINE TO WOTAN (LEVEL ONE) •
Recruits
Pagan
4,
Exp bonus
1,
1
Religious Belief
I
Population Growth bonus 2
•
Construction Time:
Construction Time: 5
•
Cost:
400
Cost: 3,200
SACRED GROVE OF WOTAN TWO)
CHRISTIAN BASILICA
(LEVEL
(LEVEL FIVE)
•
Happiness bonus
3,
Law bonus
Religious Belief Christianity
2,
5,
Population Growth bonus 2 '
•
Recruits
Exp bonus
2,
Religious Belief
Pagan 2 •
Construction Time: 2
•
Cost:
800
Construction Time: 6
SACRED CIRCLE OF WOTAN
Cost: 6,400
(LEVEL THREE)
MORRIGAN SHRINES SHRINE TO THE MORRIGAN (LEVEL ONE) •
Happiness bonus
Pagan
1,
•
Happiness bonus
bonus
3,
1,
Recruits
Exp
Religious Belief Pagan 3
•
Construction Time: 3
'
Cost: 1,600
Religious Belief
1
•
Construction Time:
'
Cost:
1
400
PRIMAGAMES.COM
.
TOTAL WAR BARBARIAN INVASION
PRIMA
OFFICIAL
GAME GUIDE
HUN (CULTURE
ROYAL PALACE (LEVEL FOUR!
BUILDINGS In this chapter
we review
Hun kingdom. The way
the buildings available to your
sections are arranged in the
•
Trains Diplomats
•
Enables construction of Level 5 buildings
•
Law bonus
same
2,
Happiness bonus
Upgrade Bodyguard
the buildings appear in the Tech Trees at the back of
•
Construction Time: 6
the guide. This provides a quick visual reference for each
•
Cost: 6,400
building, including notes
on
their functions
and
benefits.
GOVERNMENT
WALLS
BUILDINGS
WOODEN
CHIEFTAIN'S •
Trains
HOLD
Enables construction of Level
•
Construction Time:
•
Cost:
1
buildings
1
400
WARLORD'S HOLD (LEVE. ONE) •
Trains Herdsmen, Diplomats
•
Enables construction of Level 2 buildings
•
Construction Time: 2
'
Cost:
(LEVEL
•
Enables construction of Level 3 buildings
'
Happiness bonus
•
Construction Time: 3
•
Cost: 1,600
Trains Herdsmen, Diplomats
•
Enables construction of Level 4 buildings
'
Law bonus
•
Construction Time: 4
•
Cost: 3,200
Happiness bonus
•
Happiness bonus
•
Construction Time:
•
Cost:
1
0,
[tiEWL
1
1
1
400
WOODEN WALL Gate Strength
•
Wall Level
'
Happiness bonus
•
Construction Time: 2
'
Cost:
1,
(LEVEL 1,
1
jM
1
800
Gate Strength
•
Wall Level
•
Happiness bonus
•
Construction Time: 3
•
Cost: 1,600
2,
TWO)
Tower
STONE WALL (LEVEL Level
GREAT HALL (LEVEL THREE) 2,
Wall Level
TWO)
1
•
Tower Level
•
Level
800
HIGH KING'S HALL
PALISADE
(LEVEL ONE)
Herdsmen
•
1,
1
1,
1
Tower
1 1,
Law bonus
1
BARRACKS MUSTER FIELD •
Trains Steppe Spearmen,
(LEVEL ONE)
Runaway
Slave Spearmen •
Construction Time: 2
-
Cost:
132
600
^£?H
.
!.-
' .
%
HUN CULTURE BUILDINGS MEETING HALL •
(LEVE
TWO)
Slave
•
Spearmen
•
Construction Time: 3
•
Cost: 1,200
Trains Steppe
Runaway
Spearmen Hun
1,
Slave Spearmen, Steppe
•
Construction Time: 4
•
Cost: 2,400
ROYAL STABLES (LEVEL FOUR) •
Swordsmen Hun •
•
Training of Tribal Cavalry, Lancers,
•
Stage races
Cost: 2,400
•
Construction Time: 6
•
Cost: 4,800
Trains Steppe
Runaway
Spearmen Hun
1
(requires
GREAT KING'S STABLES (LEVEL
1,
FIVE)
Slave Spearmen, Steppe
•
Spearmen Hun •
Construction Time: 6
Warriors,
•
Cost: 4,800
ROYAL BARRACKS (LEVEL Runaway
Spearmen
Hun
FIVE)
Hun
Trains Tribal Cavalry,
Hunnic Heavy
Trains Steppe
Roman faction)
(LEVEL FOUR)
Swordsmen Hun, Steppe Heavy
•
Hun
Hunnic Heavy Cavalry
Construction Time: 4
ARMY BARRACKS •
Training of Tribal Cavalry, Hunnic
Lancers
HALL OF HEROES (LEVEL THREE) •
WARLORD'S STABLES (LEVEL THREE)
Trains Steppe Spearmen, Runaway
Cavalry,
Lancers,
Hunnic
Elite
Hunnic Warlords
•
Stage races 2 requires
•
Construction Time: 7
•
Cost: 9,600
Roman faction
1,
Slave Spearmen, Steppe
Swordsmen Hun, Steppe Heavy
MISSILES
Spearmen Hun
PRACTICE RANGE (LEVEL TWO)
•
Construction Time: 7
•
Trains
•
Cost: 9,600
•
Construction Time: 3
•
Cost: 1,200
Hunnic Archers
STABLES STABLES (LEVEL TWO)
ARCHERY RANGE
Training of Tribal Cavalry
•
Trains
•
Construction Time: 3
•
Construction Time: 4
•
Cost: 1,200
•
Cost: 2,400
133
(LEVEL THREE)
Hunnic Archers
•
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GAME GUIDE
WEAPONSMITH
TRADE TRADER (LEVEL ONE) •
Trade Base Income bonus
1,
Population Growth bonus
1
•
Construction Time: 2
•
Cost:
•
TWO)
(LEVEL
•
Enables recruitment of Spies
•
Trade Base Income bonus Population Growth bonus
•
Construction Time: 3
•
Cost: 1,200
Missile
Weapon bonus
Construction Time: 4 Cost: 2,400
•
Simple Weapon Missile
2,
(LEVEL THREE)
Bladed Weapon
•
1,
Armor
Weapon bonus
Construction Time: 6
•
Cost: 6,400
2,
1,
1
(LEVEL FIVE)
Bladed Weapon
•
2,
Armor 2
1
FARMING LAND CLEARANCE (LEVEL ONE) •
•
1,
'
2,
BAZAAR (LEVEL THREE) •
Simple Weapon
SWORDSMITH
600
MARKET
I
Trains Spy, Assassin
Trade Base Income bonus
3, 1
Construction Time: 4
•
Cost: 2,400
1
Construction Time: 2
Population Growth bonus •
Farming Level
Cost:
600
COMMUNAL FARMING
GRAND BAZAAR •
Trains Spy, Assassin
•
Trade Base Income bonus
(LEVEL FOUR)
(LEVEL
Farming Level 2
•
Construction Time: 3
'
Cost: 1,200
4,
Population Growth bonus 2 •
Construction Time: 6
•
Cost 4,800
TWO)
•
ROADS ROADS (LEVEL ONE)
WEAPONRY BLACKSMITH (LEVEL TWO) •
Simple Weapon
•
Construction Time: 3
'
Cost: 1,200
1,
Bladed Weapon
•
Basic road
•
Construction Time:
•
Cost:
1
134
400
1
HUN (CULTURE BUILDINGS MINES
RAGREHS SHRINES
MINES (LEVEL ONE)
SHRINE OF RAGREHS (LEVEL ONE) Happiness bonus
•
Mine
•
Construction Time: 2
bonus
•
Cost: 2,000
Construction Time:
resource 4
Cost:
DRINK •
•
^3^^
800
CHINGLU SHRINES SHRINE TO CHINGLU (LEVEL ONE) Happiness bonus
400
1,
Recruits
Religious Belief Pagan
•
Construction Time: Cost:
Simple Weapon
Happiness bonus
1,
bonus
Exp bonus
Exp
1,
Recruits
•
Construction Time: 2
•
Cost:
2,
800
SACRED CIRCLE OF RAGREHS (LEVEL THREE) Happiness bonus
2,
Recruits
Exp
1,
bonus •
1
1
Religious Belief Pagan 2
• •
Exp
1
Construction Time: 2 Cost:
Recruits
SACRED GROVE OF RAGREHS TWO) •
Happiness bonus
1,
Religious Belief Pagan
(LEVEL
TAVERN (LEVEL TWO) •
1,
3,
Religious Belief Pagan 3
1 •
Construction Time: 3
'
Cost: 1,600
1
400
SACRED GROVE OF CHINGLU TWO)
(LEVEL •
Happiness bonus
bonus
1,
1,
Recruits
Exp
Simple Weapon bonus
1,
Religious Belief Pagan 2 •
Construction Time: 2
•
Cost:
800
SACRED CIRCLE OF CHINGLU (LEVEL THREE) •
Simple Weapon
Happiness bonus
2,
bonus
Exp bonus
1,
Recruits
2,
Religious Belief Pagan 3 •
Construction Time: 3
•
Cost: 1,600
135
PRIMAGAMES.COM
:«
r TOTAL WAR barbarian invasion
PRIMA
OFFICIAL
GAME GUIDE
ROMAN BUILDINGS In this chapter
we review
Roman kingdom. The
IMPERIAL PALACE (LEVEL FOUR) •
Trains Peasants, Diplomats
•
Enables construction of Level 5 buildings
the buildings available to your
sections are arranged in the
same •
way
Upgrade Bodyguard
1,
the buildings appear in the Tech Trees at the back of
Law bonus 2
(requires barbarians or Huns),
the guide. This provides a quick visual reference for each building, including notes
on
their functions
and
Happiness bonus
1
(requires Eastern
benefits.
Empire)
GOVERNMENT BUILDINGS Trains Peasants
•
Enables construction of Level
•
Construction Time:
•
Cost:
1
•
buildings
1
400
Trains Peasants, Diplomats
Construction Time: 2
•
Cost:
•
Happiness bonus
•
Construction Time:
•
Cost:
800
1
1
1
400
WOODEN Wall Level Level
GOVERNOR'S PALACE (LEVEL TWO) •
Wall Level
0,
m
PALISADE (LEVEL ONE)
Tower Level
•
•
Enables construction of Level 2 buildings
•
Cost: 6,400
WOODEN
GOVERNOR'S VILLA (LEVEL ONE) •
Construction Time: 6
•
WALLS
GOVERNOR'S HOUSE •
•
1,
HALL (LEVEL TWO)
Gate Strength
1,
Tower
1
•
Happiness bonus
•
Construction Time: 2
•
Cost:
1
fPfpr^
800
Trains Peasants, Diplomats
•
Enables construction of Level 3 buildings
•
Happiness bonus
1
(requires Eastern
STONE WALL (LEVEL THREE) •
Wall Level Defenses
Empire faction)
2,
Tower Level
Gate Strength
1,
Construction Time: 3
'
Happiness bonus
•
Cost: 1,600
•
Construction Time: 3
•
Cost: 1,600
PRO-CONSUL'S PALACE (LEVEL THREE) •
Trains Peasants, Diplomats
•
Enables construction of Level 4 buildings
•
Law bonus 2
{requires Huns),
Happiness bonus
1
(requires Eastern
Empire) •
Construction Time: 4
•
Cost: 3,200
Gate
1
Law bonus
•
1,
1,
1
LARGE STONE WALL (LEVEL FOUR) •
Tower Level
Wall Level
3,
Defense
Gate Strength 2
2,
Happiness bonus
•
Construction Time: 5
•
Cost: 3,200
136
Gate
Law bonus
•
1,
1,
1
ROMAN BUILDINGS EPIC •
STONE WALL Tower Level
Wall Level
4,
Defense
Gate Strength 2
2,
2,
(LEVE
URBAN BARRACKS
IVE)
Gate
•
(LEVEL FIVE)
Trains Limitanei, Legio Lanciarii,
Coastal Levies, Comitatenses,
Law bonus 2
•
Happiness bonus
•
Construction Time: 6
Comitatenses First Cohort, Auxilia
•
Cost: 6,400
Palatinii, Plumbatarii, Praeventores
1,
Foederati Infantry, British Legionaries,
BARRACKS BARRACKS (LEVEL ONE)
•
Construction Time: 7
•
Cost: 9,600
Trains Coastal Levies, Limitanei
STABLES
•
Construction Time: 2
STABLES (LEVEL TWO)
•
Cost:
•
600
•
Trains Equites Auxilia, Foederati
•
Construction Time: 3
•
Cost: 1,200
Cavalry, Sarmatian Auxilia
MILITIA BARRACKS (LEVEL TWO) •
Trains Coastal Levies, Limitanei, Legio
CAVALRY STABLES (LEVEL THREE)
Lanciarii, Foederati Infantry •
Construction Time: 3
'
Cost: 1,200
•
Trains Equites Auxilia, Foederati Cavalry, Sarmatian Auxilia,
Dromedarii
LEGION BARRACKS (LEVEL THREE) •
Trains Limitanei, Legio Lanciarii,
•
Construction Time: 4
•
Cost: 2,400
Coastal Levies, Comitatenses, Foederati Infantry, British Legionaries •
Construction Time: 4
•
Cost: 2,400
HIPPODROME •
(LEVEL FOUR)
Trains Equites Auxilia, Foederati Cavalry, Sarmatian Auxilia,
Dromedarii, Hippo Toxotai, Equites
ARMY BARRACKS •
(LEVEL FOUR)
Sagittarii
Trains Limitanei, Legio Lanciarii,
•
Stage Races
Coastal Levies, Comitatenses,
•
Construction Time: 6
Foederati Infantry, British Legionaries,
'
Cost: 4,800
1
(requires
Romans)
Auxilia Palatum, Plumbatarii,
Praeventores •
Construction Time: 6
•
Cost: 4,800
137
PR1MAGAMES.COM
ROM E IOTA
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I
-
...
R
BARBARIAN INVASION
PRIMA
CIRCUS MAX1MUS (LEVEL •
E GUIDE
OFFICIA
TRADE
FIVE)
Trains Equites Auxilia, Foederati
TRADER (LEVEL ONE)
Cavalry, Sarmatian Aaxilia,
•
Dromeciarii,
Hippo
Trade Base Income bonus
1,
Population Growth bonus
1
Toxotai, Equites
Sagittarii, Equites Clibinarii, Equites •
Construction Time: 2
•
Cost:
Catafractarii, Scholae Palatinae,
600
Graal Knights, Romano-British Warlords, Imperial
Household Bodyguard, Imperial German Bodyguard •
Stage Races 2 (requires
MARKET
Romans)
• •
Construction Time: 7
•
Cost: 9,600
•
MISSILES PRACTICE RANGE (LEVEL TWO)
(LEVEL
Trade Base Income bonus
2,
Population Growth bonus
1
•
Construction Time: 3
•
Cost: 1,200
FORUM
(LEVEL THREE)
•
Trains Archers
•
Trains Spy, Assassin
'
Construction Time: 3
•
Trade Base Income bonus
3,
•
Cost: 1,200
Population Growth bonus
1
ARCHERY RANGE
•
Construction Time: 4
•
Cost: 2,400
(LEVEL THREE)
TWO)
Enables recruitment of Spies
GREAT FORUM (LEVEL FOUR)
•
Trains Archers
•
Construction Time: 4
•
Trains Spy, Assassin
•
Cost: 2,400
•
Trade Base Income bonus
4,
Population Growth bonus 2
CATAPULT RANGE (LEVEL FOUR) •
Roman Roman Ballistae, Roman
Construction Time: 6
•
Cost: 4,800
Trains Archers, Bucellarii,
Onagers,
CURIA (LEVEL
Scorpion •
Construction Time: 6
•
Cost: 4,800
Roman Onagers, Roman Ballistae, Roman Heavy Onagers, Roman Repeating Ballistae, Carriage Ballistae, Roman
•
Trains Spy, Assassin
•
Trade Base Income bonus
Happiness bonus 2
Trains Archers, Bucellarii,
•
Construction Time: 7
-
Cost: 9,600
'££*
Scorpion •
Construction Time: 7
•
Cost: 9,600
FIVE)
Population Growth bonus
SIEGE ENGINEER (LEVEL FIVE) •
•
I
38
5, 2,
ROMAN BUILDINGS DOCKYARD
WEAPONRY BLACKSMITH (LEVEL TWO) Simple Weapon
•
1,
Bladed Weapon
1
Quinquiremes Trade Fleet bonus
•
Construction Time: 3
Simple Weapon
•
Missile
Bladed Weapon
1,
Armor
•
Construction Time: 4
•
Cost: 2,400
FOUNDRY •
1,
(LEVEL FIVI
2,
Bladed Weapon
Weapon
2,
Armor 2
•
Construction Time: 6
•
Cost: 6,400
2,
Construction Time: 5
•
Cost: 3,200
PORT (LEVEL TWO) •
Produces Naval Biremes
•
Trade Fleet bonus
1,
HEALTH •
Population Health bonus
•
Construction Time: 2
•
Cost:
Trade Base
1
•
Construction Time: 2
•
Cost:
•
Population Health bonus 2 (requires
•
Construction Time: 3
•
Cost: 1,600
AQUEDUCT •
(LEVEL FOUR)
Romans) Construction Time: 5
•
Cost: 3,200
PLUMBING (LEVEL
800
Produces Naval Biremes, Triremes
Trade Fleet bonus
2,
E)
Population Health bonus 3 (requires
•
SHIPWRIGHT (LEVEL THREE) •
800
PUBLIC BATHS (LEVEL
•
•
1
Romans)
NAVAL Income bonus
•
SEWERS (LEVEL TWO)
1
Simple Weapon Missile
Trade Base
(LEVEL THREE)
1,
Weapon
3,
Income bonus 2
Cost: 1,200
ARMORER
(LEVEL FOUR)
Produces Naval Biremes, Triremes,
•
Trade Base
FI\
Population Health bonus 4 (requires
Romans) •
Construction Time: 6
•
Cost: 6,400
Income bonus 2 •
Construction Time: 3
•
Cost: 1,600
139
PRIMAGAMES.COM
TOTAL WAR BARBARIAN INVASION
PRIMA
E GUIDE
OFFICIAL
PAVED ROADS (LEVEL TWO)
FARMING LAND CLEARANCE (LEVEL ONE) •
Farming Level
•
Road
•
Construction Time: 3
•
Cost: 1,200
1
Level
1
Construction Time: 2 Cost:
600
HIGHWAYS COMMUNAL FARMING •
(LEVEL
TWO)
Farming Level 2
•
Construction Time: 3
•
Cost: 1,200
(LEVEL THREE)
•
Road
•
Construction Time: 4
•
Cost: 2,400
Level 2
MINES CROP ROTATION (LEVEL THREE) •
•
•
MINES (LEVEL ONE) •
Mine Resource 4
•
Construction Time: 2
•
Cost: 2,000
Farming Level 3 Construction Time: 4 Cost: 2,400
MINES
1
(LEVEL
BUILDING IRRIGATION (LEVEL FOUR)
•
Construction Time: 3
•
Cost: 3,500
•
Farming Level 4
•
Construction Time: 6
•
Cost: 4,800
ACADEMIES
GREAT ESTATE (LEVEL
FIVE)
ACADEMY
(LEVEL THREE)
•
Farming Level 5
•
Law bonus
•
Construction Time: 7
•
Construction Time: 3
'
Cost: 9,600
•
Cost: 1,600
ROADS Road
•
Construction Time:
•
Cost:
1
SCRIPTORIUM (LEVEL THREE)
ROADS (LEVEL ONE) •
TWO
Mine Resource 7
•
•
Law bonus 2
•
Construction Time: 5
•
Cost: 3,200
Level 1
400
140