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Total war attila western roman empire strategy.Battle Strategy to Defeat Attila (Western Rome)

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Total war attila western roman empire strategy.

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Quick Links.Attila Total War: Western Roman Empire Strategy Guide | Tragicocomedia

 

The Western Roman Empire is on the very edge of catastrophe. Its Emperor dances to the tune of a half-Vandal general, its powerless Senators idle on vast, poorly-managed estates. Most cruelly of all, Rome, mother of the Empire, has been neglected in favour of a more practical capital at Mediolanum. Since the division of the Empire the flaws besetting the West have rapidly become apparent. Oct 16,  · Attila Total War: Western Roman Empire Strategy Guide. October 16, by Professor Rollmops. Playing the Western Roman Empire (hereafter WRE) in Total War: Attila can be a pretty tough assignment, and, some would say, nigh impossible. For the most part, everyone is out to get you and they will combine forces to take you down on many ted Reading Time: 8 mins. Feb 20,  · Total War: ATTILA. All Discussions That strategy works for one army but I’m getting attacked by two or three sometimes with about units each and I’m no tactical mastermind. As I said it might just be because I suck at this:) Im playing as the Western Roman Empire and I have no money and not enough men in the army. We are using.

 

Total war attila western roman empire strategy.Battle Strategy to Defeat Attila (Western Rome) — Total War Forums

Attila- Holy crap! (Western Roman Empire) Attila. So I got total war Attila a day or so after release, and it was my first total war game. I was pretty much only interested in the vikings forefathers, and played countless campaigns as the Jutes. (Raiding everything). I decided to give the Western Roman Empire campaign a Feb 20,  · Total War: ATTILA. All Discussions That strategy works for one army but I’m getting attacked by two or three sometimes with about units each and I’m no tactical mastermind. As I said it might just be because I suck at this:) Im playing as the Western Roman Empire and I have no money and not enough men in the army. We are using. A subreddit for the Total War strategy game series, made by Creative Assembly. Discussions, strategies, stories, crude cave-drawings, and more for Medieval 2, Empire, Shogun 2, Rome 2, Attila, Thrones of Britannia, Warhammer, Three Kingdoms and others.
 
 
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Attila Total War: Western Roman Empire Strategy Guide
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October 16, by Professor Rollmops. For the most part, everyone is out to get you and they will combine forces to take you down on many fronts. The opponents you will face initially, however, are as nothing compared to what the Huns bring later in the game. So, the one thing you need to bear in mind is that you have until around AD to get your house in order before Attila descends on Europe.

This is, in fact, plenty of time. The following strategy guide offers some important tips on how to survive and, indeed, prosper as the Western Empire. For fuller, general coverage, including a greater number of screenshots, see my review of the game. The first thing to do is study your empire in some detail. Take a good half hour to go through all your cities and regions and check out the position of your armies and the state of your economy.

The WRE begins with 68 regions, many of which are already in a state of rapidly declining order and on the brink of disease, but they also present huge possibilities with regard to economic development. Initially you need to focus on improving the amount of gold you earn per turn, otherwise, it will soon become impossible to fund armies and pay for vital city improvements.

One slightly radical way to do this is to destroy every single religious building in your empire in your first turn, except for the one in Rome itself which is already capable of building priests. This may sound counter-intuitive, but religious buildings cost money to maintain and are not really worth the investment — certainly not in the early stages of the game. The maximum religious penalty in regions in which the dominant religion is not strong — in this case, Latin Christianity — was recently increased to -6 per province, which is wearable, especially as it will take some time for Latin Christianity to decline significantly enough in those regions to give you a real headache.

You can far more easily suppress disorder through classical architecture — amphitheatres, theatres etc, which cost food to maintain, not money, and provide far larger bonuses to civil order than religious buildings. In the early game, food is much easier to come by while fertility is high and is the better option as a currency through which to maintain order. Demolishing the churches will not only hugely increase money immediately — as demolition puts the value of the buildings in money into your coffers, but it also removes significant maintenance costs for the buildings.

This money could be far better spent maintaining aqueducts and paying for other vital improvements. These cause you to forget earlier techs and thus lock out the construction of key infrastructure which is far more valuable, especially where sanitation is concerned.

Instead of being able to build amphitheatres and aqueducts, you will have to rely on expensive-to-maintain churches, which provide less happiness and nowhere near enough sanitation. Another problem with the religious sanitation buildings that can be constructed in the capital cities is that their effects are local only, and not shared with the other regions of the province, unlike the aqueducts.

Again, this might sound like a radical suggestion, but you can skip these techs altogether and it will not hamper your game, indeed, quite the opposite. A long front line — spearmen in the desert. The first time I played the WRE I practically crippled myself by losing the ability to build aqueducts and tier three or four entertainment buildings.

But the top tier religious building in a regional capital — the Patriarchal See, costs per turn to maintain. A far cheaper way to improve sanitation, not something you can afford to do without. That is not just an outrageous price, it is a total rip-off considering they offer fewer bonuses. It is, purely and simply, much easier to play without them altogether. As might be gleaned from the above, Sanitation is a key focus early on in the game.

This should be your first priority when it comes to construction. You need to build as many waterworks as possible in your capital cities until every province has healthy sanitation levels. If necessary, break down any military buildings in capitals that lack waterworks — in the early stages, your basic troops types will be sufficient against mostly tier 1 enemies, and you can find enough cheap to maintain barbarian archers, slingers and cavalry to supplement the testudo-capable spearmen, which are the bedrock of the Roman army.

The one thing you really might need to build early on is a carpenter in one of your capitals. This will allow you to build onagers, and personally, I think every army should have at least one, as it allows for an immediate assault on a walled city and can be used to destroy forts when an enemy has bunkered down.

Sanitation issues will kill you early on because disease causes a huge loss of income and punishing happiness penalties, which become cumulatively worse as other cities in the region succumb; disease spreads from city to city and can also be carried by armies. If it gets into your troops, they will suffer attrition for a random number of turns, which can seriously weaken your forces and make them incapable of garrisoning without spreading the disease further.

If disease gets out of hand, it can cripple your economy and will hamper your ability to solve the problems, thus creating a vicious circle. It is generally easier to build the major sanitation buildings in your capitals and not worry about fountains and bathhouses in the other towns — these are only really useful where you do not control the capital and, anyway, you will want those slots in the minor towns for food and the like.

It is worth mentioning that however hard you try, you will suffer a lot of disease early on. This is because it springs up surprisingly often and then it spreads along roads and trade-routes from city to city, so it gets around. This game seems to make the unluckiest of dice-rolls and those percentages are at best misleading and at worst, completely fictional.

Once you have your sanitation in place, the disease will gradually disappear from your empire except for occasional outbreaks. This will make maintaining happiness and income far easier going forward. Just make sure you pay attention to sanitation levels in each region when building improvements, as you will also need to upgrade your sanitation accordingly.

On the economic front, I would recommend focussing as much as possible on generating money. Thus, you should initially favour economic techs over military. This will both improve your income and also improve the standard of your baseline troops — allowing upgrades of the Limitanei Border Guards to Comitatensis Spears, which will be your key frontline unit throughout most of the game, as well as reducing their maintenance costs.

Defensive formations are key, especially against cavalry armies. Save your cavalry for flanking attacks and mopping up. Charge, retreat, rinse, repeat. Initially you can probably ignore the siege-related technologies, and, on the economic side, those relating to religion as noted above. After sharing between military and economic techs in the first tier of the technologies, you should primarily focus on economic techs for a good while.

The reason is that your unit types will be sufficiently advanced to withstand your enemies for a good twenty-odd years, and later you can begin to research high-level military techs. Roman cavalry is generally not great, and I tend to rely primarily on barbarian mercenaries anyway, so you can ignore developing this line until much later.

The key areas of focus really should be — Military techs which improve the baseline infantry troops and reduce maintenance costs, and economic techs which improve tax rate and income from buildings, primarily focussing on animal husbandry.

If your total production is negative across all provinces, your armies will all suffer attrition and will not replenish. When it comes to food, the Romans are a little hard done by compared to others.

Initially, many of your provinces will have wheat farms, as wheat produces by far the most food — when you have a fertility bonus to a region. However, the baseline food production of wheat is the lowest. Cattle Herds and Sheep Pens, on the other hand, produce more baseline food than wheat, but less bonus food, though they also produce more income.

This means that while, initially, wheat farms will produce a lot of food, their output will gradually decrease and you will eventually have to switch them for cattle and sheep. It might be better to focus on cattle and sheep from the start, because these should still provide enough food for you, but also they produce more much needed income.

Once a region reaches zero fertility, you can convert all the wheat to cattle, etc, which will ultimately be less food than when fertility was high, but will likely get you over the line so far as feeding the region is concerned.

Food markets in the capital, fishing ports and special resources can supplement food hugely, so bear them in mind. Always bear in mind the food costs of any building you construct in your provincial capitals and, as with sanitation, plan accordingly to get the balance right. So, do the maths and plan well. In some provinces you will not be able to maintain a surplus, and it is often a good idea to dedicate one whole province to military improvements, for example, and rely on the overall surplus of food across the board.

If, as I would recommend, you ultimately rely on animal husbandry buildings, then it is wise to pair these with tanners and leather-workers in the local industry building tree. These not only produce significant income themselves, but also add an incremental percentage increase to the wealth generated by the cattle, sheep and horse farms.

Another good way to make money early on is to build trade wharfs in every coastal city in which the region can maintain a food surplus without fishing. Trade wharfs are the lowest hanging fruit so far as income is concerned — the tier 2 building produces gold per turn, and they also provide naval garrisons, as do all port-related improvements.

Trade Ports are a great way to increase income. This is largely because I prefer to prioritise food, sanitation and happiness improvements first, including garrison encampments, and there is rarely enough space to accommodate any industrial buildings. In an ideal world, industrial development could begin earlier, but being on top of the other areas is more important early on and enough money can be made from food, trade and specialist markets such as wine markets.

In the later game, I tend to invest a lot more in industrial buildings. As to military buildings for constructing more advanced units, again it might seem counter-intuitive to say so, but I rarely build them at all.

Indeed, it is possible to dedicate a single region to military buildings for constructing different unit types, and have your armies fan out from there. This is not exactly practical, but in truth the armies already stationed in provinces can definitely make do in the early game with the baseline spear units and barbarian archers and cavalry.

Cavalry are also vital for mopping up after a battle. Most enemies use their cavalry suicidally, charging them onto turtled-up spearmen. The remnants can be picked off by your own cavalry, without much harm to them. It is worth mentioning that when you win a battle, be sure to take the time to wipe out as many routing enemy units as possible.

This is not necessary if they have no retreat option, but if they can retreat and you let their routing units get away, it means you will have to fight them again.

When the white flag is up they cannot harm your units further, so hit the maximum speed button, switch to the strategy map, and chase down as many as possible. It can get a bit tedious, but this is especially important when your own troop numbers are low. Sometimes, you can destroy the entire enemy force in this manner.

Just be careful not to shoot your own troops with archers and artillery, or towers, in the process. It is also a good idea, despite the negative effect on experience, to replenish your own troops at the end of a battle with captured enemies. This is a particularly vital way — indeed, the only way — to replenish when in hostile territory, and becomes especially important when you may need to fight again the following turn.

Very close indeed, thank goodness for that fort…. Moving on to all matters military and strategic, the key thing in defending the WRE is to keep your enemies at the frontier, and limit the number of frontiers you need to defend.

Once armies get deep within your empire, it can be difficult to chase them down and this requires moving armies into the interior rather than keeping them at the frontiers where you will need them to keep out the enemies who will pour across the Rhine and Danube.

Your very first move as the WRE should be to take care of the Suebians, who begin inside your borders in Gaul. This will likely lead to favourable relations within a few turns, as the gift of a region causes a huge diplomatic boost. Within just a few turns you will be able to trade with them and shortly after, form a defensive alliance.

Once they become engaged in fighting the same enemies, the diplomacy system will ensure very positive relations henceforth. They could provide a very useful ally to bolster defences along the Rhine.

The same option is available with the Vandals, who will likely appear inside your borders in Pannonia. Pannonia is a difficult place to defend initially and it makes sense to sacrifice one region to a faction who will, as above, likely become a defensive ally and trade partner within a few turns.

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