Rome Total War Barbarian Invasion - Nodrm

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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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PRIMA

OFFICIAL

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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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f TOTAL WARBARBARIAN INVASION

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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1 TOTAL WAR BARBARIAN INVASION

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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

II

RATTACK.

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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

63

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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

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,

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

PR1MAGAMES.COM

TOTAL WAR BARBARIAN INVASION

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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TOTAL WAR BARBARIAN INVASION

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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

ROM E

TOTAL WAR BARBARIAN INVASION

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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

PRIMAGAMES.COM

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TOTAL WAR BARBARIAN INVASION

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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 —

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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

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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

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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

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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

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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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TOTAL WAR barbarian invasion

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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1

ROM E

TOTAL WAR BARBARIAN INVASION

»«' m

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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TOTAL WAR barbarian invasion

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

PRIMAGAMES.COM

ROM E

TOTAL WAR barbarian invasion

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

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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

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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

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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

PRIMAGAMES.COM

ROM E •TOTAL WAR

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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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

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.

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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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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

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r TOTAL WAR barbarian invasion

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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

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I

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R

BARBARIAN INVASION

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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

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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