![]() ![]() ![]() When the player creates a general and begins training his troops, the army enters a muster mode and it cannot move while in this stance. Players have the ability to name their armies and navies, and to change their emblems. This system has been implemented to make battles more decisive and for them to have a bigger impact on a war between two factions. A faction can gain more power by conquering more regions and filling its coffers with gold. There is also a cap on the number of armies and navies a faction can have at any time, based on the faction's power. Armies and navies in Rome II can be made up of a maximum of 20 units and must have a general or admiral to lead them. These stances are called "Forced March" which enables an army to march further, but which will also tire out its men and reduce their fighting ability "Defensive Stance" that enables the player to place stakes and build temporary forts "Ambush Stance", which enable the army to remain hidden and attack the enemy with traps such as rolling balls of flaming hay and finally "Raiding Stance" which lowers the range that the army can march but greatly lowers its upkeep cost. These stances determine many things, among them total movement points per turn or the ability to deploy traps for an ambush. Unless you are playing with Sparta, I would rush for Hellenisation asap, since units such as Thorax Swordsmen and Thureos Spears have javelins, which are more deathly than the mere spears and the high melee defense of the hoplites.Armies and navies also have changeable stances on the campaign map. Moreover, using formations such as oblique order, fake retreats, you can defeat the enemy in detail even though you have less infantry. With the proper micromanagement is way more efficient than fielding a lot of infantry. In my opinion, the best thing, not only for Hellenics but for every faction, is having cavalry and missile superiority with an infantry core strong enough to hold meanwhile the others carry out their work. ![]() ![]() (There are mods which somehow make up for this). Nevertheless, they are good for begineers since the AI simply crush itself against the sarissas in lieu of carrying out a surrounding approach. I am not a fan of pikes in this game since I don't feel them properly done and efficient. I normally have 4 slingers and an archer if it is possible. Moreover, AI tends to spam missiles, so it is always good to match them at least. For me personally I would normally use 8-10 anvil orientated troops with the additional 2-4 being used on screening troops to draw enemies into the anvil or protect the Anvils flanks.īring more long range missiles in order to force the enemy to rush against you, that's what you want as an Hellenic faction. If you line Hoplites up against Pikemen in Phalanx, you will lose, even to inferior quality soldiers.Īs for army composition it all depends what you are up against and how you like to fight. In a nut shell they are stronger for the same reason the Greeks Hoplites defeated Persia in the iconic 300 (they have longer pokey sticks and can stab enemies approaching from the front before they can be stabbed back). Since Philip of Macedon's army reforms Phalangists (pikemen) began to constitute the Anvil segment of the classic Greek hammer and Anvil strategy. I would say that although not named accurately, Pikemen are an indomitable force on the battle field and provide a much more reliable core than Hoplites. As much as I respect the player using Hoplites, they are hard work and much harder to cheese than Pikemen. ![]()
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