Macedon in RTW

Question: what does the wedge formation do?

You can play as Macedon. Go to the Rome Total War folder, then go to Rome - Total War/Data/world/maps/campaign/imperial_campaign and open descr_strat (you might want to back it up). There, you'll see three sections that the factions are organized in: playable, unlockable, and nonplayable. Then move Macedon or any other faction you want to play as into unlockable or playable (doesn't matter). When you open up Rome Total War it should be listed as a playable faction. When you select it, the map above it will look a bit weird because there is no file for it, but it will still work fine (although something strange might happen if you tried the Rebels or SPQR - I haven't tried that and don't plan to ).
I stated that i had played as macedon in the OP
Rebels dont work, they dont appear on the list. SPQR have a horrible deficit, and if you click on the senitorial positions button, the game crashes. They have no short campain goals. They do work technically though.
 
SB, the wedge formation concentrates the force of a charge at a single point: useful for breaking tightly packed formations. I personally rarely use it.
 
You're kidding, right? If anything, cavalry are overpowered in Rome. They're extremely fast, and good cavalry can plow through almost any infantry. They've been toned down in BI, and maybe later RTW patches, but cavalry are still a force.

Another reason not to use wedge--wedge puts the unit leader in the front, meaning he'd be one of the first to die. If it's a general/family member, you might be in trouble.
 
Not always! I dare you charge a Spartan Phalanx or a Gothic Schiltron!
 
I said cavalry were powerful, not idiotproof. ;)
 
Swiss Bezerker said:
Question: what does the wedge formation do?
It makes them form a sort of wedge (triangle) and so they can divide an enemy division into two ahlves. The point is, only the foremost unit will have the charge bonus, and it will prbably be one of the first to die, so the unit loses its leader. it´s not so good , after all, to charge with your general ina a wedge formation.
Dreadnought said:
I'll do it....from behind! :p
You can´t charge a schiltron from behind... it´s a circular formation (it points everywhere) :p :smug:
Cheezy the Wiz said:
You know what's idiot proof? Hashashin and the like. THeres almost no way to use them wrong
But with arcani/praeventores you can always make a mistake. you can put them into catapult range, for example.
 
Yep, BI has new formations: schiltron (sort of a hedgehog formation in a circle) good against cavalry and some infantry, but poor against archers, and the shield wall, which effectively locks you heavy inf against enemies but is too slow and can be surrounded and is vulnerable to attacks in the back and front.
 
Takhisis said:
Not always! I dare you charge a Spartan Phalanx...!

Spartans are great, but on campaign, why dont just make armoured hoplite, one turn build, half the price, makeable from the earlier turns, and they dont just look great they can turn into pieces anything the AI launches at you

Cavalry is good, but not that great on higher difficulty levels, if not used wisely they ll just rout after 10 seconds of fighting, and youll find yourself outnumbered and probably being flanked in the minute later.

My favorite unit is, for vanilla RTW, RTR and other mods the onager, heavy onager even better, make one city go for these, your capital why not, once you get 4 of them you can just sit back and enjoy the fireworks. It kills everything, allows you to take cities in turn that attacked, routs elephants, destroys moral, devastates enemy phalanx on heavy and dense defensive formations, and can become super accurate with the extra experience you obtain.

The least unit i tend to use is the elephant, too expensive, easily killed or routed, id probably consider hiring some as mercenaries, since on the begiining of the game they are not that bad as AIs troops tend to suck a bit.

In general the best units are the earlier, cheap and large phalanx formations, i tend to think 1 phalanx is worth 3 or more enemy units.
 
shortguy said:
You're kidding, right? If anything, cavalry are overpowered in Rome. They're extremely fast, and good cavalry can plow through almost any infantry. They've been toned down in BI, and maybe later RTW patches, but cavalry are still a force.QUOTE]

Play on the highest difficulty level, and you ll get to watch your precious expensive and probably time costly cavalry being wiped out by a full pack of gaul warbands and mercenaries.
 
RickFGS said:
My favorite unit is, for vanilla RTW, RTR and other mods the onager, heavy onager even better, make one city go for these, your capital why not, once you get 4 of them you can just sit back and enjoy the fireworks. It kills everything, allows you to take cities in turn that attacked, routs elephants, destroys moral, devastates enemy phalanx on heavy and dense defensive formations, and can become super accurate with the extra experience you obtain.
Onagers can´t defend themselves at close combat, you always have to protect them. Their aim is terrible unless they have at least 2 silver chevrons. And they don´t always scare elephants or chariots away.
The least unit i tend to use is the elephant, too expensive, easily killed or routed, id probably consider hiring some as mercenaries, since on the begiining of the game they are not that bad as AIs troops tend to suck a bit.
What? then it means you don´t know how to use them! Of course you have to keep them out of range until there´s a gap, or you can put them into the first line with some armored cavalry and/or chariots just behind, and make an all-out charge.
In general the best units are the earlier, cheap and large phalanx formations, i tend to think 1 phalanx is worth 3 or more enemy units.
the cheaper phalanxes are very vulnerable to missile weapons. A company of Greek Archers or Illirian mercs can get rid of half a hoplite company very fast.
 
Horse archers if used properly just kill everything.

As parthia i made a couple of all horse archer armies and just killed everything the seceluids and Egyptians threw at me.

Siege their cities, you'll find it difficult to ahh take them.
 
Takhisis said:
Onagers can´t defend themselves at close combat, you always have to protect them. Their aim is terrible unless they have at least 2 silver chevrons. And they don´t always scare elephants or chariots away.
What? then it means you don´t know how to use them! Of course you have to keep them out of range until there´s a gap, or you can put them into the first line with some armored cavalry and/or chariots just behind, and make an all-out charge.
the cheaper phalanxes are very vulnerable to missile weapons. A company of Greek Archers or Illirian mercs can get rid of half a hoplite company very fast.

Defend onagers? Let me think? Did i metioned phalanx? What else you need, besides if you keep killing them, you adversary will just have to attack you phalanxes, and thats just the best part of the day on any fight. Aim is bad? It can kill over 400 or more during a 10m period battle. You must be kidding, try using it more and on some lan or online battles, this unit is even banned on same game types because of its power. As far as experience, 3 bronze is more then enough, and thats as far as you can get on a costum battle for RTR gold 6.0, prob because people on RTR aknowlege the power of it :)

Onagers put on the P of pressure on your enemies minds.

They dont scare elephants away? Sorry you re right, they just melte them away, try using onagers on fire mode, youlll see what i talk about. Barbacue time!

I dont know how to use elephants? i once won a battle against rome by only using armoured elephants, was kind funny too, but on the highest level of difficulty, wich is the one i always play in, elephants are just waste of money and time, besides, by the time you´lll be able to build them, the necessary improvements arent that few you know, you ll have better units to build for far less money. Know if you use one elephant to instantly break a city gate, counting its not stone wall and better, this unit as its value for sure, but on a real and decisive batlle i tend to disagree. So for me elephants are for hire or for use in a 1 or 2 quantity at most.

Besides the best way to use elephants is after the troops engage, make them flank, and clicking them to attack the opposite unit on the enemies flank, the effect will be a mad elephant running across the field and making an highway just in front of your soldiers, but then again, on higher levels and vs good players this never happens.

As far as the cheaper phalanx, archer fire and illyrian mercenarians are good yes, but then again...not that good, if im in a well disposed formation, youll see my units arent droping like you re hoping, besides, in any phalanx army i tend to have cretan archers, heavy pelstats and some sweet onagers, join in a pair of cavalry and your arrows wont be doing much damage.

Give me something better then this:

Cheaper phalanx- 240 mens - very long spears - defense arent that good as standard phalanx, but then again, who need it, your v.long spears keep everyone else at bay, yes even spartans, did i mention they where cheap, like 300 gold! for that price i buy an iberian that cost 250, only have 160, and they re efficience is far worse. If you retrain them, or even better join them after batlles and then retrain them youll be getting cheaper phalanxes with silver experience in no time.

Talking about an all around troop ;)

As far as chariots, those amazons are mean, the sycthed arent that bad but others are just pure crap and waste of money.

PS: as posted by undefeatable in RTW heaven forums for using elephants:
 

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Small tip sugestion of how to use crapy units like town milita and others:
Lets say its the 10th turn of the game and you ve just been attacked by a full pack of angry gauls - warbands, swordsmen, barbarian cavalry and so on - and you find yourself having 10 town milita, some hastati/scutarii, some cavalry and skirmishers.

What do you do? A good way to deploy your army is to extend your town milita at its most lenght and then set up 5 rows of town milita close together in a column formation very close together and put them in guard mode - put another 5 row column next to the first and you have your own phalanx of crapy troops ready to hold the center for a nice and long period of time, giving you the chance to skirmish the enemy and flanking him with your cavalry and scuttari or other fast infantry.

This set up can even withstand a full charge cavalry attack, as the row is 5 inche deep (10 men) and all units are close together in guard mode.
 
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