athanaric
03-23-2010, 12:50
A Comprehensive Guide to Swêbōz Gameplay
Table of Contents
1 Tactics
2 Units
3 Strategy
1 - General tactical considerations
Contrary to popular belief, Germanic units are usually disciplined and have a very decent morale (although not as extreme as Dacian units). Due to these factors and to the abundance of spears among Germanic units, all of them are capable of defeating cavalry units in melee (of course you shouldn’t expect your archer-spearmen to win against cataphracts or the like…).
Germanic units are very melee-oriented and consequently, the Swêboz can field excellent assault troops as well as line holders. Even their skirmishers, being armed with spears (who would’ve guessed it?), can hold their own in melee for some time, being far superior in this respect to comparable light skirmishers of “civilized” factions.
The main disadvantages of Germanic units are their missile range, which is usually pathetic compared to Eastern or Hellenic units, and their light armour. The long range options for a Swêboz commander are limited, unless he or she manages to recruit some foreign troops. As for the armour, bear in mind that your most heavily armoured native units before 190 BC are the FM bodyguards, with an armour value of 9 (which is decent, but nothing special) and a relatively small shield.
To sum it up:
Advantages
Above average morale
Capable, disciplined line holder units
Every native Swêboz unit can, to some extent, be used in melee
Above average lethality of melee weapons
Great stamina
Vicious infantry charge
Good ambushers (second only to Lusotannan)
Combat boni in woods
Disadvantages
Inferior at ranged combat
Usually poorly armoured
Vulnerable to missiles
Weak economy cannot support as many armies as their adversaries
Limited cavalry choice
---
Read up on battlefield tactics here:
https://forums.totalwar.org/vb/showthread.php?p=2455175#post2455175
2 - Units
2.1 Recruitment
2.1.1 Factional units
This is an overview of all units that can be recruited in your native MICs, plus bodyguard infantry and two factional mercenary types:
https://img522.imageshack.us/img522/7212/swbozunitroster.jpg (https://img522.imageshack.us/i/swbozunitroster.jpg/)
Top row: Spearmen - Gaisofulxo Frijod, Dugunðiz, Dugunðiz Xathjiska, Druxtiz Xobugiska, Druxtiz Goudiska, Gaisolitho Aljod, Speudogordoz.
second: Armor-piercing units, irregulars, and skirmishers - Jugunðiz Xathjiska, Sloxonez, Worgozez (merc only), Druxtiz Basterniska, Woithiz Watha, Skuðjonez, Jugunðiz.
third: Swordsmen - Druxtiz Xeruska, Xerunoudozez, Dreugulozez Brunjadoi, Xosenthozez Xazdadoi (Bodyguard infantry).
fourth: Cavalry - Dreugulozez Exworeidondijoi (merc only), Reidonez, Marxolitho Wolxiskod, Xosenthozez Marxoreidondijoi.
Area of Recruitment for Germanic units, not counting Celto-Germanic ones:
http://europabarbarorum.heimstatt.net/pics/Maps/germanic%20infantry%20frankamannoz.jpg
All Germanic units are only recruitable from your factional MIC. Celto-Germanic Spearmen are recruitable from your factional MIC as well, which is why you should build these in Gaul and Britain (once conquered) - but only up to level 3. The Alpine and Central European Celtic regions provide Celto-Germanic Cavalry as well, available at level 4 factional MIC.
2.1.2 Regional units in your Expansion Regions:
Balts and Lugians/Oskywie Culture
(Left to right) Top: Zemjones, Kirwinikos, Lonkinikos, Medjinikos
Bottom: Korodrougos, Marslugoi Lugjiskoi
https://img30.imageshack.us/img30/3820/baltsandlugians.jpg (https://img30.imageshack.us/i/baltsandlugians.jpg/)
Celtic (incl. Belgian and Alpine) units
https://img51.imageshack.us/img51/8003/celtsandrhaetians.jpg (https://img51.imageshack.us/i/celtsandrhaetians.jpg/)
Area of Recruitment for all Baltic units:
http://europabarbarorum.heimstatt.net/pics/Maps/germanic%20infantry%20karas%20viras.jpg
Celtic and Baltic units are available in your regional MIC, and make formidable auxiliaries. The most instrumental ones are:
Baltic Frontiersmen, Celtic Slingers, Celtic Light Cavalry, and Celtic Axemen.
2.2 Unit descriptions
2.2.1 Germanic and Celto-Germanic units (factional MIC)
Gaisofulxo frijod
spear, shield
Germanic tribal spear militia; slightly tougher than the otherwise identical Lugoae. Note for non-Germanic factions: Preferable to other units of their class (Lugoae, Illyrioi Phyletichoi, Pantodapoi, Kavakaza Sparabara) because of better morale and charge.
+ huge unit size, cheap, decent shield
- unarmoured, no secondary weapon
Skudjonez
bow (15) + spear
Germanic archers. Good vs deer, but less so against Romans. Slightly better than Sotaroas (their Celtic counterparts), but still the third weakest archer unit in the game. Can pack a nasty surprise for cavalry though, due to being archer-spearmen.
+ decent secondary weapon (spear), very cheap
- unarmoured, no shield, small unit size, low ammunition supply (15 arrows)
Jugundiz
javelin (6) + spear, shield
Basic Germanic skirmishers. Cheap and flexible; useful against all kinds of units, even cavalry. Can fight in melee for some time. One of your most important units, Strategos! Make great garrison troops, too. Spamworthy.
+ decent secondary weapon (spear), good javelin range, good shield, cheap, large unit size
- unarmoured
Jugundiz Xathjiska
javelin (2) + club, shield
Low tier clubmen, equivalent of Celtic shortswordsmen, but more dangerous due to their armour piercing melee weapon. Make excellent garrison troops because of very low price and high versatility. Zerg rush against armoured units recommended. Very vulnerable to missiles though, so don't put them into the main battle line.
+ armour piercing club, powerful charge, very cheap, large unit size
- unarmoured, small shield, recruitable in only one region
Sloxonez
javelin (2) + club, shield
An anti-armour unit designed to take on heavily armoured infantry and cavalry. They can serve as makeshift line units when spearmen or swordsmen are not available, but are vulnerable to missiles. The standard anti-armour unit of the Suebi.
+ high javelin attack, armour piercing club, good shield, good morale, powerful charge
- unarmoured, low javelin range
Dugundiz
javelin (2) + spear, shield
Standard line troops. Disciplined, hard-hitting and versatile spearmen, make good flankers as well. Tougher than their Celtic counterparts but still somewhat vulnerable to missiles. Useful throughout the entire campaign.
+ high attack (both weapon types), good shield, powerful charge, large unit size
- poorly armoured, low javelin range
Dugundiz Xathjiska
javelin (2) + spear, shield
A local variant of the Dugundiz. Slightly better stats. Strong all round warriors.
+ high attack (both weapon types), good shield, good morale and discipline, powerful charge, large unit size
- poorly armoured, low javelin range, recruitable only in one region
Druxtiz Xobugiska
javelin (2) + spear, shield
A local variant of the Dugundiz. Slightly better stats. Emphasis on defence (shield, discipline).
+ high attack (both weapon types), very good shield, very disciplined, powerful charge, large unit size
- poorly armoured, low javelin range, recruitable only in one region
Druxtiz Goudiska
javelin (2) + spear, shield
A local variant of the Dugundiz. Slightly better stats. Quite unusual spearmen with a vicious charge but decent defence at the same time.
+ high attack (both weapon types), very good shield, good morale and discipline, very powerful charge, large unit size
- poorly armoured, low javelin range, recruitable only in two far-off regions
Gaisolitho Aljod
javelin (2) + spear, shield
These spearmen are the only factional unit you can recruit in most Celtic lands - hence their importance for your campaign. Reliable and disciplined like Dugundiz, they make a fine line unit and can hold off superior troops at need. Available in Gaul, most of Britain, Central Europe, and even some places further east and south. Nice looking and incredibly practical.
+ good attack and missile range, very good shield, very large area of recruitment
- poorly armoured
Xerunoudozez
javelin (2) + sword, shield
Strong and disciplined all-round troops, they are useful both as main battle line unit and as flankers. They make good assault troops and are particularly deadly against lightly armoured enemies. Stronger than Bataroas but smaller in numbers. Lightly armoured.
+ high attack (both weapon types), high lethality sword, good shield, good morale and discipline, powerful charge
- low missile range
Druxtiz Xeruska
javelin (2) + sword, shield
A local speciality, they are even more skilled than Xerunoudozez but unfortunately without armour. Like stronger but less numerous Botroas. Unusually high morale.
+ high attack (both weapon types), high lethality sword, good shield, very good morale and discipline, powerful charge
- low missile range, unarmoured, recruitable only in one region
Druxtiz Basterniska
falx
The Bastarnae falxmen are a somewhat unusual troop type for this faction, but a very useful one. Their lethal falxes make short work of infantry and cavalry alike, however they must be protected carefully from enemy missiles. Unsuitable for the main battle line. Best deployed as flankers against heavy infantry or cavalry, and particularly good at killing enemy bodyguards. Also available as mercenaries.
+ highly lethal and armour piercing falx, good morale, very powerful charge
- poorly armoured, no shield, retrainable in only one province
Speudogordoz
pike, shield
High tier pikemen and your strongest line unit, their superior discipline and battle skill marks them as elite troops, although they only carry medium armour. They dominate cavalry, chariots, and light infantry, and are capable of holding the line against most infantry types. Vulnerable to some missile types, e.g. pila.
+ very high attack, increased lethality, decent armour, very good morale, excellent discipline, powerful charge
- no secondary weapon (for gameplay reasons), somewhat small shield
Dreugulozez Brunjadoi
sword + spear, shield
Reformed heavy infantry, mostly identical with the bodyguard unit. Powerful against both infantry and cavalry, they make good breach assault troops, as well as a critical reinforcement for the main battle line. Widely available in the form of mercenaries and mercenary generals. They aren't Solduros but still very powerful (and with better stamina).
Unfortunately, the reversal of their main weapons means they are slightly less useful on walls, because they will revert to spears there. Same problem as with Solduros, Ischyroi Orditon, and Hypaspistai.
+ high attack (both weapons), highly lethal sword, well armoured, very good morale and discipline, powerful charge
- small unit size, small shield, only recruitable after 190 BC
Woithiz Watha
javelin (4) + spear, shield
Called the "Wild Hunt", these lunatic warriors are a somewhat unorthodox type of spearmen only to be found among barbarians: the offensive spearman (keeping in mind they are naked too, this can have more than one meaning). Capable of shredding light troops in melee. While their morale is equal to that of Solduros and bodyguard units, their armour unfortunatley isn't, so keep them away from enemy missiles! Their insane charge, missile supply, and fear effect on infantry means they are excellent flankers and an ad hoc cavalry substitute.
+ very high attack all round, four javelins, frighten enemy infantry, excellent morale, very powerful charge, available at mid tier
- unarmoured, small shield, small unit size, low missile range, recruitable in only one region
Worgozez
javelin (2) + axe, shield
Of Wolf and Man. They frighten infantry and carry armour piercing weapons, and make superb flankers and ambushers.
As a bonus, they are mercenaries and thus available to every faction. Meaning you can field them in your Royal Baktrian siege army alongside Indian Guild Warriors. Ouch.
+ high attack all round, frighten enemy infantry, armour-piercing axe, good shield, very good morale, very powerful charge
- mercenaries only (= not retrainable), poorly armoured, small unit size, low missile range
Reidonez
javelin (4) + spear, shield
The basic Germanic cavalry comes equipped with four heavy javelins, a spear, and some light armour. Although more expensive than some other light cavalry, they are still worth hiring because of their usefulness in harassment, cavalry fights, and pursuit. Indeed, they are particularly important against enemy missile troops, especially foot archers and slingers, who are a big threat against the lightly armoured Suebi infantry.
+ high attack, good morale and discipline, good shield
- low missile range
Dreugulozez Exworeidondijoi
javelin (4) + spear, shield
The mercenary variant of the Reidonez. Comes with a bigger shield but otherwise identical.
+ high attack, good morale and discipline, very good shield
- low missile range, mercenaries only
Marxolitho Wolxiskod
javelin (4) + sword, shield
Celto-Germanic cavalry are a heavy skirmisher cavalry type, and an interesting tactical option for your armies. They are especially suitable for harassing heavy infantry, cutting down skirmishers, and for cavalry fights. They can even take on Equites Consulares (Roman bodyguards). Recruitable in several provinces south and south-east of Suebi homeland.
+ highly lethal sword, decently armoured, good morale
- mediocre missile range
Xosenthozez Marxoreidondijoi
spear + sword, shield
This reform unit is the only Germanic heavy cavalry unit in the game, and will greatly help you on the battlefield, providing you with an entirely new tactical option: that of armoured shock cavalry warfare. These riders are your most heavily armoured troops, and with their superior combat ability will make your campaign easier, especially against the Romans. There is no reason for not purchasing this unit, except a very tight economy. Slightly superior to the Gallic Brihentin and about equal to Remi heavy cavalry.
+ armour piercing and highly lethal lance, highly lethal sword, well armoured, very good morale and discipline, powerful charge
- available only after 190 BC
3 - Strategy
3.1 Economic centres
Gawjam-Rugoz - contains a port site, a mine (income 600 mnai/turn; must be built first), and some tradeable goods. Also, the Amber Route.
Gawjam-Silengoz - contains two mines (income 1200 mnai/turn; must be built first), and some tradeable goods. Amber Route. Home of the fearsome naked Harii warriors, who will serve under your banners.
Gawjam-Habukoz - contains a port which can be upgraded to level 2, and some tradeable goods.
Gawjam-Skandzawarjoz - contains a port site which can be upgraded to a level 2 port, a mine (income 600 mnai/turn; usually built by Eleutheroi), and some tradeable goods. Also features the possibility to build a level 1 naval port.
3.2 Conquest of Eleutheroi settlements
Your mileage may vary, and there are several possibilities how to start. If you want to play less aggressively, you might want to disband your initial cavalry and conquer only a few settlements at the start. If you want to keep all troops, you'll have to blitz at least four settlements to make some money. This strategy is relatively safe for beginners:
The initial strategy for an aggressive player is to rush the following settlements, after having assembled a sufficiently large army:
Gawjam-Rugoz
Gawjam-Silengoz
Gawjam-Kimbroz
Gawjam-Skandzawarjoz
Second expansion, should take place in the 260ies:
Ascaucalis
Carrodunum
Gintaras-Ostan
Third expansion (now you have some real money and should have good troops):
Gawjam-Habukoz
Gawjam-Heruskoz
Arctaunon
Vindelicoppidos
Gawjam-Gotanoz (via ship from Skandza)
3.2.1 A way to reach Gotland without getting squashed by pirates:
Usually the Baltic Sea is infested by ridiculous numbers of pirates, which will sink your transport fleets. Here's what you do:
1) Conquer Gawjam-Skandzawarjoz (build level 1 government of course).
2) Build up its trade port to level 2 [this gives you a money boost you need to afford ships].
3) Build a military port. This will enable you to build the transport boats.
4) Move your army on land as close as possible towards Gotland. It should be near modern day Västervik.
5) Build a unit of transport boats, and move them between Gotland and your army. Their (the fleet's) movement points expire there. Make sure your army has enough movement points left!!! Otherwise they will be stuck on the fleet and sunk by the inevitable pirates.
6) Move the army onto the boats. They should be able to get out of them onto Gotland in the same turn (otherwise you're screwed).
7) Take the settlement, build level 1 government.
8) Proceed the same way as in Gawjam-Skandzawarjoz. Now you will be able to build a level 2 military port on Gotland.
9) Build six units of "warships" on Gotland. KILL ALL PIRATES with them. Retraining will be necessary a lot.
10) Warships are expensive, so disband or merge the least experienced ones when there are no pirates nearby.
3.2.2 Why is it so important to conquer Carrodunum and Gintaras-Ostan early on?
Both settlements eventually gain a scripted roving defender (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheDragon), which makes it very hard to get them after 260 or 250 BC or so.
3.2.3 The conquest of Gaul or parts thereof
It is perhaps a smart idea to leave the Gallic factions alone for a while and have them tech up their provinces. But make sure that the Romans (or other pesky factions, such as the rabid boy scouts from Iberia) don't gobble up the Gallic provinces.
Why? Because of cultural penalty. You see, the Gauls (unlike you) can build stone walls, level 2 farms, garrison quarters, universities, public baths, hospitals, festival grounds, and most importantly paved roads - of Barbarian Culture.
This means you can conquer provinces with an advanced infrastructure and a decent economy without suffering from cultural penalty.
3.3 Governments
It is recommended for this faction to build a Type I government wherever available. It doesn't really add more building options, but it is important for the highest level factional MIC, which you will need for the pikemen and the reform units.
Generally, your expansion regions are best off with a Type II government. There are some things to be taken into consideration, though:
Some important auxiliaries, namely Leuce Epos, Mori Gaesum, Tekastos, and Lugian Swordsmen, require a level 4 regional MIC, which in turn requires a Type III or IV government (unless already built by Eleutheroi). This means that you might want a Type III government in Helvetis and Lugouw at least.
Of course, it is possible to have a Type III or IV first, upgrade the regional barracks to maximum, and then implement a better government type (to get better ports and factional MIC levels). This is a regular exploit which I regularly take advantage of. Some players might consider it beneath them.
3.4 Temples
Luckily, the Swêboz commander has a plethora of gods at his disposal (ahem. The gods beg to differ...). You will have the choice between various interesting temples, which go beyond the boring yet practical happiness bonus.
Temple of Frouwjo (Freya) (2 stages)
Dedicated to the Goddess of Sex, it naturally bestows a population boost and a very decent happiness bonus.
The default temple in regions with Germanic culture and certainly among the most useful, all the more as it only needs one upgrade to give remarkably high boni. With a 1% population increase bonus and a 20% happiness bonus on level 2, Freya delivers the best bang for your bucks. Very useful if your towns are still small.
Recommended for homeland regions, as well as expansion regions close to Germania.
Temple of Enxwoz (Freyr) (3 stages)
Another fertility god. The Germans are a happy people. Mostly identical to the Temple of Frouwjo, except that it needs one more upgrade to display its full benefits.
Recommended for homeland regions.
Temple of Thunroz (Thor) (3 stages IIRC)
Home to the God of Badass, it provides a happiness bonus and IIRC a slight population boost. Oh yeah, and a morale bonus that doesn't work (regrettably).
Recommended for homeland regions.
Temple of Nerthuz (2 stages)
Temple of the ancient Earth Goddess. Provides a nice little trade bonus, plus some happiness and a small population boost. Perhaps one of the best for core regions, along with Frouwjo.
Recommended for homeland regions.
Temple of Deiwoz (Tyr) (3 stages)
Deiwoz is the God of War and as such a must have in RTW. Somewhat less of a raging imbecile than Mars/Ares, this is reflected by his temples being more useful than the Roman and Greek temples to their war deity. It provides a happines bonus, a morale boost (rendered useless by the engine), and a +2 experience bonus on stage 3.
Recommended for homeland regions as well as regions with powerful auxiliaries (e.g. Carrodunum in Lugouw).
Temple of Wathonoz (Wodan/Odin) (3 stages)
Wathonoz is The Boss (though slightly more reasonable than Zeus/Jupiter, thanks to his sharing most of Hermes/Mercury's traits) and consequently, his temple gives a very nice law bonus. Providing +20 law when fully upgraded, this is the perfect temple for outlying regions with high corruption such as, say, Mallorca. Or Rome.
Recommended for outlying regions, distant expansion regions, and Gawjam-Gotanoz.
---
This blitzing guide contains important informations:
https://forums.totalwar.org/vb/showthread.php?124484-A-guide-to-EB-blitzing-for-new-players.
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To be expanded. Suggestions as to what's missing are welcome.
Table of Contents
1 Tactics
2 Units
3 Strategy
1 - General tactical considerations
Contrary to popular belief, Germanic units are usually disciplined and have a very decent morale (although not as extreme as Dacian units). Due to these factors and to the abundance of spears among Germanic units, all of them are capable of defeating cavalry units in melee (of course you shouldn’t expect your archer-spearmen to win against cataphracts or the like…).
Germanic units are very melee-oriented and consequently, the Swêboz can field excellent assault troops as well as line holders. Even their skirmishers, being armed with spears (who would’ve guessed it?), can hold their own in melee for some time, being far superior in this respect to comparable light skirmishers of “civilized” factions.
The main disadvantages of Germanic units are their missile range, which is usually pathetic compared to Eastern or Hellenic units, and their light armour. The long range options for a Swêboz commander are limited, unless he or she manages to recruit some foreign troops. As for the armour, bear in mind that your most heavily armoured native units before 190 BC are the FM bodyguards, with an armour value of 9 (which is decent, but nothing special) and a relatively small shield.
To sum it up:
Advantages
Above average morale
Capable, disciplined line holder units
Every native Swêboz unit can, to some extent, be used in melee
Above average lethality of melee weapons
Great stamina
Vicious infantry charge
Good ambushers (second only to Lusotannan)
Combat boni in woods
Disadvantages
Inferior at ranged combat
Usually poorly armoured
Vulnerable to missiles
Weak economy cannot support as many armies as their adversaries
Limited cavalry choice
---
Read up on battlefield tactics here:
https://forums.totalwar.org/vb/showthread.php?p=2455175#post2455175
2 - Units
2.1 Recruitment
2.1.1 Factional units
This is an overview of all units that can be recruited in your native MICs, plus bodyguard infantry and two factional mercenary types:
https://img522.imageshack.us/img522/7212/swbozunitroster.jpg (https://img522.imageshack.us/i/swbozunitroster.jpg/)
Top row: Spearmen - Gaisofulxo Frijod, Dugunðiz, Dugunðiz Xathjiska, Druxtiz Xobugiska, Druxtiz Goudiska, Gaisolitho Aljod, Speudogordoz.
second: Armor-piercing units, irregulars, and skirmishers - Jugunðiz Xathjiska, Sloxonez, Worgozez (merc only), Druxtiz Basterniska, Woithiz Watha, Skuðjonez, Jugunðiz.
third: Swordsmen - Druxtiz Xeruska, Xerunoudozez, Dreugulozez Brunjadoi, Xosenthozez Xazdadoi (Bodyguard infantry).
fourth: Cavalry - Dreugulozez Exworeidondijoi (merc only), Reidonez, Marxolitho Wolxiskod, Xosenthozez Marxoreidondijoi.
Area of Recruitment for Germanic units, not counting Celto-Germanic ones:
http://europabarbarorum.heimstatt.net/pics/Maps/germanic%20infantry%20frankamannoz.jpg
All Germanic units are only recruitable from your factional MIC. Celto-Germanic Spearmen are recruitable from your factional MIC as well, which is why you should build these in Gaul and Britain (once conquered) - but only up to level 3. The Alpine and Central European Celtic regions provide Celto-Germanic Cavalry as well, available at level 4 factional MIC.
2.1.2 Regional units in your Expansion Regions:
Balts and Lugians/Oskywie Culture
(Left to right) Top: Zemjones, Kirwinikos, Lonkinikos, Medjinikos
Bottom: Korodrougos, Marslugoi Lugjiskoi
https://img30.imageshack.us/img30/3820/baltsandlugians.jpg (https://img30.imageshack.us/i/baltsandlugians.jpg/)
Celtic (incl. Belgian and Alpine) units
https://img51.imageshack.us/img51/8003/celtsandrhaetians.jpg (https://img51.imageshack.us/i/celtsandrhaetians.jpg/)
Area of Recruitment for all Baltic units:
http://europabarbarorum.heimstatt.net/pics/Maps/germanic%20infantry%20karas%20viras.jpg
Celtic and Baltic units are available in your regional MIC, and make formidable auxiliaries. The most instrumental ones are:
Baltic Frontiersmen, Celtic Slingers, Celtic Light Cavalry, and Celtic Axemen.
2.2 Unit descriptions
2.2.1 Germanic and Celto-Germanic units (factional MIC)
Gaisofulxo frijod
spear, shield
Germanic tribal spear militia; slightly tougher than the otherwise identical Lugoae. Note for non-Germanic factions: Preferable to other units of their class (Lugoae, Illyrioi Phyletichoi, Pantodapoi, Kavakaza Sparabara) because of better morale and charge.
+ huge unit size, cheap, decent shield
- unarmoured, no secondary weapon
Skudjonez
bow (15) + spear
Germanic archers. Good vs deer, but less so against Romans. Slightly better than Sotaroas (their Celtic counterparts), but still the third weakest archer unit in the game. Can pack a nasty surprise for cavalry though, due to being archer-spearmen.
+ decent secondary weapon (spear), very cheap
- unarmoured, no shield, small unit size, low ammunition supply (15 arrows)
Jugundiz
javelin (6) + spear, shield
Basic Germanic skirmishers. Cheap and flexible; useful against all kinds of units, even cavalry. Can fight in melee for some time. One of your most important units, Strategos! Make great garrison troops, too. Spamworthy.
+ decent secondary weapon (spear), good javelin range, good shield, cheap, large unit size
- unarmoured
Jugundiz Xathjiska
javelin (2) + club, shield
Low tier clubmen, equivalent of Celtic shortswordsmen, but more dangerous due to their armour piercing melee weapon. Make excellent garrison troops because of very low price and high versatility. Zerg rush against armoured units recommended. Very vulnerable to missiles though, so don't put them into the main battle line.
+ armour piercing club, powerful charge, very cheap, large unit size
- unarmoured, small shield, recruitable in only one region
Sloxonez
javelin (2) + club, shield
An anti-armour unit designed to take on heavily armoured infantry and cavalry. They can serve as makeshift line units when spearmen or swordsmen are not available, but are vulnerable to missiles. The standard anti-armour unit of the Suebi.
+ high javelin attack, armour piercing club, good shield, good morale, powerful charge
- unarmoured, low javelin range
Dugundiz
javelin (2) + spear, shield
Standard line troops. Disciplined, hard-hitting and versatile spearmen, make good flankers as well. Tougher than their Celtic counterparts but still somewhat vulnerable to missiles. Useful throughout the entire campaign.
+ high attack (both weapon types), good shield, powerful charge, large unit size
- poorly armoured, low javelin range
Dugundiz Xathjiska
javelin (2) + spear, shield
A local variant of the Dugundiz. Slightly better stats. Strong all round warriors.
+ high attack (both weapon types), good shield, good morale and discipline, powerful charge, large unit size
- poorly armoured, low javelin range, recruitable only in one region
Druxtiz Xobugiska
javelin (2) + spear, shield
A local variant of the Dugundiz. Slightly better stats. Emphasis on defence (shield, discipline).
+ high attack (both weapon types), very good shield, very disciplined, powerful charge, large unit size
- poorly armoured, low javelin range, recruitable only in one region
Druxtiz Goudiska
javelin (2) + spear, shield
A local variant of the Dugundiz. Slightly better stats. Quite unusual spearmen with a vicious charge but decent defence at the same time.
+ high attack (both weapon types), very good shield, good morale and discipline, very powerful charge, large unit size
- poorly armoured, low javelin range, recruitable only in two far-off regions
Gaisolitho Aljod
javelin (2) + spear, shield
These spearmen are the only factional unit you can recruit in most Celtic lands - hence their importance for your campaign. Reliable and disciplined like Dugundiz, they make a fine line unit and can hold off superior troops at need. Available in Gaul, most of Britain, Central Europe, and even some places further east and south. Nice looking and incredibly practical.
+ good attack and missile range, very good shield, very large area of recruitment
- poorly armoured
Xerunoudozez
javelin (2) + sword, shield
Strong and disciplined all-round troops, they are useful both as main battle line unit and as flankers. They make good assault troops and are particularly deadly against lightly armoured enemies. Stronger than Bataroas but smaller in numbers. Lightly armoured.
+ high attack (both weapon types), high lethality sword, good shield, good morale and discipline, powerful charge
- low missile range
Druxtiz Xeruska
javelin (2) + sword, shield
A local speciality, they are even more skilled than Xerunoudozez but unfortunately without armour. Like stronger but less numerous Botroas. Unusually high morale.
+ high attack (both weapon types), high lethality sword, good shield, very good morale and discipline, powerful charge
- low missile range, unarmoured, recruitable only in one region
Druxtiz Basterniska
falx
The Bastarnae falxmen are a somewhat unusual troop type for this faction, but a very useful one. Their lethal falxes make short work of infantry and cavalry alike, however they must be protected carefully from enemy missiles. Unsuitable for the main battle line. Best deployed as flankers against heavy infantry or cavalry, and particularly good at killing enemy bodyguards. Also available as mercenaries.
+ highly lethal and armour piercing falx, good morale, very powerful charge
- poorly armoured, no shield, retrainable in only one province
Speudogordoz
pike, shield
High tier pikemen and your strongest line unit, their superior discipline and battle skill marks them as elite troops, although they only carry medium armour. They dominate cavalry, chariots, and light infantry, and are capable of holding the line against most infantry types. Vulnerable to some missile types, e.g. pila.
+ very high attack, increased lethality, decent armour, very good morale, excellent discipline, powerful charge
- no secondary weapon (for gameplay reasons), somewhat small shield
Dreugulozez Brunjadoi
sword + spear, shield
Reformed heavy infantry, mostly identical with the bodyguard unit. Powerful against both infantry and cavalry, they make good breach assault troops, as well as a critical reinforcement for the main battle line. Widely available in the form of mercenaries and mercenary generals. They aren't Solduros but still very powerful (and with better stamina).
Unfortunately, the reversal of their main weapons means they are slightly less useful on walls, because they will revert to spears there. Same problem as with Solduros, Ischyroi Orditon, and Hypaspistai.
+ high attack (both weapons), highly lethal sword, well armoured, very good morale and discipline, powerful charge
- small unit size, small shield, only recruitable after 190 BC
Woithiz Watha
javelin (4) + spear, shield
Called the "Wild Hunt", these lunatic warriors are a somewhat unorthodox type of spearmen only to be found among barbarians: the offensive spearman (keeping in mind they are naked too, this can have more than one meaning). Capable of shredding light troops in melee. While their morale is equal to that of Solduros and bodyguard units, their armour unfortunatley isn't, so keep them away from enemy missiles! Their insane charge, missile supply, and fear effect on infantry means they are excellent flankers and an ad hoc cavalry substitute.
+ very high attack all round, four javelins, frighten enemy infantry, excellent morale, very powerful charge, available at mid tier
- unarmoured, small shield, small unit size, low missile range, recruitable in only one region
Worgozez
javelin (2) + axe, shield
Of Wolf and Man. They frighten infantry and carry armour piercing weapons, and make superb flankers and ambushers.
As a bonus, they are mercenaries and thus available to every faction. Meaning you can field them in your Royal Baktrian siege army alongside Indian Guild Warriors. Ouch.
+ high attack all round, frighten enemy infantry, armour-piercing axe, good shield, very good morale, very powerful charge
- mercenaries only (= not retrainable), poorly armoured, small unit size, low missile range
Reidonez
javelin (4) + spear, shield
The basic Germanic cavalry comes equipped with four heavy javelins, a spear, and some light armour. Although more expensive than some other light cavalry, they are still worth hiring because of their usefulness in harassment, cavalry fights, and pursuit. Indeed, they are particularly important against enemy missile troops, especially foot archers and slingers, who are a big threat against the lightly armoured Suebi infantry.
+ high attack, good morale and discipline, good shield
- low missile range
Dreugulozez Exworeidondijoi
javelin (4) + spear, shield
The mercenary variant of the Reidonez. Comes with a bigger shield but otherwise identical.
+ high attack, good morale and discipline, very good shield
- low missile range, mercenaries only
Marxolitho Wolxiskod
javelin (4) + sword, shield
Celto-Germanic cavalry are a heavy skirmisher cavalry type, and an interesting tactical option for your armies. They are especially suitable for harassing heavy infantry, cutting down skirmishers, and for cavalry fights. They can even take on Equites Consulares (Roman bodyguards). Recruitable in several provinces south and south-east of Suebi homeland.
+ highly lethal sword, decently armoured, good morale
- mediocre missile range
Xosenthozez Marxoreidondijoi
spear + sword, shield
This reform unit is the only Germanic heavy cavalry unit in the game, and will greatly help you on the battlefield, providing you with an entirely new tactical option: that of armoured shock cavalry warfare. These riders are your most heavily armoured troops, and with their superior combat ability will make your campaign easier, especially against the Romans. There is no reason for not purchasing this unit, except a very tight economy. Slightly superior to the Gallic Brihentin and about equal to Remi heavy cavalry.
+ armour piercing and highly lethal lance, highly lethal sword, well armoured, very good morale and discipline, powerful charge
- available only after 190 BC
3 - Strategy
3.1 Economic centres
Gawjam-Rugoz - contains a port site, a mine (income 600 mnai/turn; must be built first), and some tradeable goods. Also, the Amber Route.
Gawjam-Silengoz - contains two mines (income 1200 mnai/turn; must be built first), and some tradeable goods. Amber Route. Home of the fearsome naked Harii warriors, who will serve under your banners.
Gawjam-Habukoz - contains a port which can be upgraded to level 2, and some tradeable goods.
Gawjam-Skandzawarjoz - contains a port site which can be upgraded to a level 2 port, a mine (income 600 mnai/turn; usually built by Eleutheroi), and some tradeable goods. Also features the possibility to build a level 1 naval port.
3.2 Conquest of Eleutheroi settlements
Your mileage may vary, and there are several possibilities how to start. If you want to play less aggressively, you might want to disband your initial cavalry and conquer only a few settlements at the start. If you want to keep all troops, you'll have to blitz at least four settlements to make some money. This strategy is relatively safe for beginners:
The initial strategy for an aggressive player is to rush the following settlements, after having assembled a sufficiently large army:
Gawjam-Rugoz
Gawjam-Silengoz
Gawjam-Kimbroz
Gawjam-Skandzawarjoz
Second expansion, should take place in the 260ies:
Ascaucalis
Carrodunum
Gintaras-Ostan
Third expansion (now you have some real money and should have good troops):
Gawjam-Habukoz
Gawjam-Heruskoz
Arctaunon
Vindelicoppidos
Gawjam-Gotanoz (via ship from Skandza)
3.2.1 A way to reach Gotland without getting squashed by pirates:
Usually the Baltic Sea is infested by ridiculous numbers of pirates, which will sink your transport fleets. Here's what you do:
1) Conquer Gawjam-Skandzawarjoz (build level 1 government of course).
2) Build up its trade port to level 2 [this gives you a money boost you need to afford ships].
3) Build a military port. This will enable you to build the transport boats.
4) Move your army on land as close as possible towards Gotland. It should be near modern day Västervik.
5) Build a unit of transport boats, and move them between Gotland and your army. Their (the fleet's) movement points expire there. Make sure your army has enough movement points left!!! Otherwise they will be stuck on the fleet and sunk by the inevitable pirates.
6) Move the army onto the boats. They should be able to get out of them onto Gotland in the same turn (otherwise you're screwed).
7) Take the settlement, build level 1 government.
8) Proceed the same way as in Gawjam-Skandzawarjoz. Now you will be able to build a level 2 military port on Gotland.
9) Build six units of "warships" on Gotland. KILL ALL PIRATES with them. Retraining will be necessary a lot.
10) Warships are expensive, so disband or merge the least experienced ones when there are no pirates nearby.
3.2.2 Why is it so important to conquer Carrodunum and Gintaras-Ostan early on?
Both settlements eventually gain a scripted roving defender (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheDragon), which makes it very hard to get them after 260 or 250 BC or so.
3.2.3 The conquest of Gaul or parts thereof
It is perhaps a smart idea to leave the Gallic factions alone for a while and have them tech up their provinces. But make sure that the Romans (or other pesky factions, such as the rabid boy scouts from Iberia) don't gobble up the Gallic provinces.
Why? Because of cultural penalty. You see, the Gauls (unlike you) can build stone walls, level 2 farms, garrison quarters, universities, public baths, hospitals, festival grounds, and most importantly paved roads - of Barbarian Culture.
This means you can conquer provinces with an advanced infrastructure and a decent economy without suffering from cultural penalty.
3.3 Governments
It is recommended for this faction to build a Type I government wherever available. It doesn't really add more building options, but it is important for the highest level factional MIC, which you will need for the pikemen and the reform units.
Generally, your expansion regions are best off with a Type II government. There are some things to be taken into consideration, though:
Some important auxiliaries, namely Leuce Epos, Mori Gaesum, Tekastos, and Lugian Swordsmen, require a level 4 regional MIC, which in turn requires a Type III or IV government (unless already built by Eleutheroi). This means that you might want a Type III government in Helvetis and Lugouw at least.
Of course, it is possible to have a Type III or IV first, upgrade the regional barracks to maximum, and then implement a better government type (to get better ports and factional MIC levels). This is a regular exploit which I regularly take advantage of. Some players might consider it beneath them.
3.4 Temples
Luckily, the Swêboz commander has a plethora of gods at his disposal (ahem. The gods beg to differ...). You will have the choice between various interesting temples, which go beyond the boring yet practical happiness bonus.
Temple of Frouwjo (Freya) (2 stages)
Dedicated to the Goddess of Sex, it naturally bestows a population boost and a very decent happiness bonus.
The default temple in regions with Germanic culture and certainly among the most useful, all the more as it only needs one upgrade to give remarkably high boni. With a 1% population increase bonus and a 20% happiness bonus on level 2, Freya delivers the best bang for your bucks. Very useful if your towns are still small.
Recommended for homeland regions, as well as expansion regions close to Germania.
Temple of Enxwoz (Freyr) (3 stages)
Another fertility god. The Germans are a happy people. Mostly identical to the Temple of Frouwjo, except that it needs one more upgrade to display its full benefits.
Recommended for homeland regions.
Temple of Thunroz (Thor) (3 stages IIRC)
Home to the God of Badass, it provides a happiness bonus and IIRC a slight population boost. Oh yeah, and a morale bonus that doesn't work (regrettably).
Recommended for homeland regions.
Temple of Nerthuz (2 stages)
Temple of the ancient Earth Goddess. Provides a nice little trade bonus, plus some happiness and a small population boost. Perhaps one of the best for core regions, along with Frouwjo.
Recommended for homeland regions.
Temple of Deiwoz (Tyr) (3 stages)
Deiwoz is the God of War and as such a must have in RTW. Somewhat less of a raging imbecile than Mars/Ares, this is reflected by his temples being more useful than the Roman and Greek temples to their war deity. It provides a happines bonus, a morale boost (rendered useless by the engine), and a +2 experience bonus on stage 3.
Recommended for homeland regions as well as regions with powerful auxiliaries (e.g. Carrodunum in Lugouw).
Temple of Wathonoz (Wodan/Odin) (3 stages)
Wathonoz is The Boss (though slightly more reasonable than Zeus/Jupiter, thanks to his sharing most of Hermes/Mercury's traits) and consequently, his temple gives a very nice law bonus. Providing +20 law when fully upgraded, this is the perfect temple for outlying regions with high corruption such as, say, Mallorca. Or Rome.
Recommended for outlying regions, distant expansion regions, and Gawjam-Gotanoz.
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This blitzing guide contains important informations:
https://forums.totalwar.org/vb/showthread.php?124484-A-guide-to-EB-blitzing-for-new-players.
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To be expanded. Suggestions as to what's missing are welcome.