Honorable Chieftain! You stand ready at the western-most part of the known world! Will you be the towering figure that you are? Or will you simply fall under the mighty Karthadastim and the Romani? Hopefully, it will be the former! I will guide you through the few early years of your empire and help you reclaim your name as the most aggressive tribe in all of Iberia!
Welcome to my Lusotannan gameplay guide. This faction is a fairly easy one and you may expand very easily at the beginning. The high costs of your troops are the worst of your problems, but that's about it. Once you build a few mines, your civilization will soar to the greatest heights mankind will have ever known!
This guide will show you how I played my first two years, give you some tips before, along, and after everything. Hopefully, you'll gain some inspiration in your own Lusotannan campaign, or you'll start, if you're not in one, to begin playing as these awesome men of Iberia!
It is the beginning of the end, for the other Iberian tribes of course! You have never been very friendly to the other tribes, nor have they.
So what do we have here? An alliance with the Qarthadastim? Pah! It's more of a subjugation! One day, we shall deal with them. For now, we must take over the rest of the tribes and build up our forces for our counter attack!
Now here is an overview of all the units we have or may recruit at the moment. As you may see, all of our soldiers carry bundles of javelins. Let good material be destroyed rather than our noble men! Would you not agree? Sadly, every other tribe in the region follows our own style of combat, but let us pelt them with more than they do us!
The Iovamann, our most basic of skirmishers. They carry darts rather than javelins. Weak missiles, but still rather devastating if there is no shield to block them! Each man carries eight darts and a small knife (.04 lethality) as a backup. Though numerous, do not send them into battle if it isn't necessary! We do not need our young men to die!
Our Trokalobutiamm, our basic long range missile unit. These men are shepherds. They use the sling to kill ferocious animals that may steal one of their sheep. As such, they are quite skilled in the usage of a sling, and we have recruited them into our service. They each carry twenty-five lead bullets, each capable of penetrating a man's armor. As with our Iovamann, they carry a small knife (.04 lethality) as a backup weapon. These men should not be sent into the front lines either.
The Iabarannta come from our richer parts of society, though they are still quite poor. As such, they are able to equip themselves with better armor than their Iovamann counterparts. However, to remain as mobile and nimble, they have sacrificed a few units of ammunition as a result. Each carry six javelins along with a short spear (.13 lethality).
The Caetranann are our light infantry. They have constantly been in raids on other Iberian tribes, which has brought about quite a little bit of profit. These men have a better armor than our skirmishers and carry a falcata (.11 lethality) to battle along with six javelins. These men are strong, but cannot hold the line for long.
The Gestikapoinann are our other light infantry. The sword is a costly thing. These men choose to use the simple spear (.13 lethality) to do their business as well as carry only two javelins, which allows them to spend the excess money on better armor. They hold the line better than the Caetranann, but they're still prone to buckle under a heavy force of arms.
The Scortamareva are our medium infantry. Sadly, our tribe is a poor one. We cannot recruit these men in these hard times, though a few of these men are in our service at the moment. These men are fairly rich, able to equip themselves with armaments most of our tribe can't even dream of! Each man carries a well made set of armor along with their spear (.13 lethality), as well as two javelins.
Ambakaro Epones are the elite horsemen of the Lusotannan. The horses are fleet of feet and the men honorable and courageous. It takes much to muster up horsemen, but when they are, believe the damage these horses can cause! Sadly, recent economic troubles have practically made it impossible for us to afford to recruit more of these men. Their armaments include extremely well made light armor, falcatas (.11 lethality) of the greatest worksmanship, and eight javelins. These men should not find themselves at the foot of a spearman lest they wish to die quickly.
Chieftain! These are your chosen horsemen! Friends, the most courageous of the tribe, and those that have been proven worthy all gather beneath your mighty footstep! These men are simply experienced Ambakaro Epones, but you have chosen the best of the best to be your bodyguards! These men are equipped similarly to our Ambakaro Epones, with a falcata (.11 lethality) and eight javelins of the greatest craftsmanship.
These are our men! They are willing to fight and die for you! Hope you do not falter as they rely on you to guide them to safety and glory! If we are able to expand our area of control, expect even greater men to join our ranks, but, you ask, how do exactly do we do that? Well, with our system of knowledge, it can be easy!
This is you Chieftain! You are the greatest man in our tribe and will lead us to glory and victory!
These men are your sons. The inheritors of the tribe's command. Guide them well as you do not wish your tribe to falter simply due to a tiny mistake!
But first, here's a word from our sponsor.
Now that was just silly. All the more reason to enslave our ungodly masters one of these days. Anyways, on with it.Originally Posted by Karthadastim
Hail Chieftain! Hmm, deja vu. Oh well. Here are our current men on the battlefield!
What? Where are the Ambakaro Epones? Well, we got rid of them. Remember? They cost our tribe way too much money. Just check this finance statement before we got rid of them!
Here's after we got rid of them!
I see your bright face now! Indeed, those horsemen were useless! Uh, that's not to say your bodyguards are useless! They're fine men!
Here's how it happened.
Oh look at those pretty horses, trotting away to their dooms...
Hmm, that went faster than I thought. After all, a picture's worth a thousand words! Is that saying even invented yet? If it isn't, I'm claiming it!
Through our usage of spies and scouts, we have discovered the location and garrisons of all the towns in Iberia. Take a look.
It would take much to conquer them all, but do not worry! You have me! I'm worth a thousand men! At least, that's what you said, right?
As you can see, we have mainly infantry in our ranks. We also have an abundance of skirmishers. It should be time to conquer the rest of our Iberian brothers!
But first, another brief intermission.
That was also quite loony. And what's a movement point?Originally Posted by Karthadastim
Our early years will be absolutely swamped with siege battles. Expect to see five in less than three years if we plan this correctly. First of all, you should move yourself southwards towards the town of Sucum-Murgi, following the apparently useful advice of the previous intermission. Now send one unit of Iovamann and one unit of Scortamareva eastwards. Then do the same northwards towards your son, the heir, whom you should order to move northwards towards Tyde.
It'll probably look something like this.
At the moment, you can choose to recruit some new troops from our capital. I'd suggest two units of slingers. I hear those shepherds are aching for money.
Though you can still do whatever you want of course. Just send the units northwards towards the heir.
Of course, you should probably build a building while you still have the chance. Perhaps a septic ditch? We may require more men in the future and certainly a healthy tribe is a better tribe.
You should also make our taxes higher. We need more money for the coming fight. Any new city we come across should also be put under heavy taxes.
What's that? You've been attacked? Well, lucky you! A fight! You should be experienced in the art of war. If not, well, just do your best. It should be a relatively simple battle. Put your infantry in a line or in the shape of a civilized nation's roof. Wait a minute, did I just call our civilization barbaric? Stick your skirmishers behind them in the shape of the foundation. You, my chieftain, can go anywhere. You're quick and nimble! Just remember to fight the battles as well. Even though your shock ability isn't great, it still comes in handy, especially since all the tribes in the area have men of seriously low morale. If it comes down to it you can simply make new friends later.
It's the brand new season! Summer. Our men are sweating profusely. Here should be the current situation. Wait for the two reinforcements to come as you consolidate your new town.
We will do almost nothing this season. Order your son to keep moving northwards towards Tyde.
Now, wait until autumn.
Ah, the richness of the colors. It blinds the eye. No, I think that's just a hail of javelins! Run away!
Now order your son to siege Tyde.
While you yourself besiege Baikor.
Of course, expect a fight to come out of this. If you somehow could not get your spies to work their magic on the gates, you'll probably face an army in a few days. I'd put in a simple formation, that of the house, once more. Though you can certainly do your own. Just remember to tell your infantry to "guard."
Congratulations! You have taken the town of Baikor! Another tribe bows down to your mighty chin, and I'm not calling you fat. I would suggest disbanding all your infantry in Baikor at this moment. Those men simply could not take another town and would simply cost you more money and harm than they are worth.
It's winter now. Order a messager to your son and tell him to take the town of Tyde. Some strategies to use would be to use the newly acquired slingers to fire at the enemy before your own infantry move in. The lead shots will certainly make them scurry in confusion, at which point the coast would be clear!
Tell the men to "guard" the pass (click the guard mode button). They'll be less tired after the entire ordeal.
While the enemy engages your infantry, tell your skirmishers to fire at the sides and backs of the enemy from outside the confines of the walls.
You may notice quite easily that your men are still breathing normally while the enemy's simply gasping for air. Their own necessity for air will cause them to panic and run.
Here's a financial report. Our income, which isn't really income at all, is doing better now that we have the trade goods of the three other towns.
At the moment, you can simply rest in Baikor while your son moves eastward towards Pallantia. Tell him place a unit of skirmishers to guide the town of Tyde, and besiege the town of Pallantia.
The army has sallied once more? Notice their morale! It's absolutely terrible! Tell your heir to use the usual formation, or whatever else he wants to use.
Tell the infantry to "guard" the position while the skirmishers and slingers pelt incoming enemy troops. His own bodyguard can charge the backs of the opposing units.
Once he's done with that city. It's on to Vellika.
Similar tactics in the siege of Tyde can be used here to achieve quite spectacular victories.
Now we should check our finances once more.
Do you not notice our income has soared since the past few years? Also, this is the last day I can work for you. A Karthadastim general wants me to be his advisor now, though I can give you a few extra tips.
1. At this point, consolidate your provinces. You can either disband your army at Vellika or move it towards Arsé when it's ready. That is, if you feel you can take it. Though without my help, it may be a little difficult.
2. If you do disband your army, wait a few years. I know you don't really have many years ahead of you, but listen to my words. Establish a better economy, then start construction on the mines. Don't bother doing anything else. Just keep waiting. Once they've been built, you can take the rest of the tribes all in a single blow.
3. Once you do build the mines, start recruiting more of your men to battle. You can fight against the Karthadastim at this point. Definitely take Gader and the other cities on the Libyan coast south and southwest of Gader as soon as possible. It's a metaphorical gold mine in terms of trade.
4. When trying to fight raised walls, such that of stone walls or oppidas, try maneuvering your siege towers around to an empty section of the wall. Send your slingers with you. Lure the enemy to a point on the wall where the slingers have direct line of sight on the enemy and start fighting. They'll drop like flies.
5. If you see a sieging opportunity, start building a lot of missile units. They can utterly destroy units within the confines of walls.
And now I shall take my.. arggggh. *Dies*
Editor's notes
That's my Lusotannan guide. Hope you had fun. If you have any questions, concerns, or extra advice, add on to it. I don't remember all that well what I did when I actually played a campaign further than this in 1.0. When I did play the campaign (this one, the 1.1 one), I didn't go further than the year shown last so I can't give you any real advice outside of that.
Missile units are pretty powerful in sieges. Use them well.
That script thing changed my personality in the second half of the gameplay guide. That's probably why you see a change in attitude...
It's also just a tad picture heavy...
Those Lusotannan generals gain experience retinues really fast. If you look at one of my pictures, my faction heir already had three gold chevrons after only two battles.
By the way, if anybody wants the save of the game at the precise point of the walkthrough, here it is. Just a warning, the faction heir is moving towards Arsé. Difficulty is H/M. Another warning, the file uses RomeTW-alx.exe. You can only use it if you're using that executable.
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