Just a quick note here: I'm by no means a veteran RTW player. My expierience is limited to a number of short campaigns. However, I am a Total War veteran and I've been successful with my campaigns (so far!) so I figure, what the heck, might as well throw my own two cents into this guide as no one else is!
Chapter 1
Thrace is not an easy faction to play as. They are an odd mix between a Greek faction and a barbarian one. They include barbarian units such as Falxmen, and depend a lot on Peltasts and Militia Cavalry. On the other hand, Militia hoplites are the name of the (quite diffucult) game early on.
You begin with two provinces on the western coast of the Black Sea. Both are relatively poor early on, so raise taxes to 'very high.' The public order consequences aren't huge, so don't worry about. Next, queue up roads in your settlements. It's important for any faction to have decent roads, and Thrace is no different. You'll find without roads, transporting units to other settlements becomes a tedious job.
It's still your first turn. Have your spy begin the long trek to the Macedonian cities you border. The Macedonians will stab your back at any chance they get. This makes them a target early on. Take your diplomat and move up toward Dacian territory for an alliance and trade rights.
Your final move for the first turn is to move your faction leader's army toward Byzantium in the southeast. Byzantium is not so much of a gold mine in RTW as it was in the previous game, but nonethless it provides a much needed economic boost early on.
On the second, consider how much land clearance will take away from your treasury. If you want to take that risk of having your treasury decreasing more and more, than go ahead and do it. Personally, I chose to build some shrines for better public order. Another option is a barracks in Campus Graetea.
On the diplomatic side of things, continue moving your diplomat toward Dacian territory. Your spy should continue on his way to Bylazora or Thessalonica, which ever Macedonian city is closer.
Set Byzantium under siege and construct a battering ram. For this next turn, keep your building projects down; your treasury was low to begin with! Your agents should continue onward and perhaps will reach their target this turn. Offer the Dacians an alliance and trade rights and they should accept if you don't demand anything.
The battle for Byzantium is an easy one. Use your Militia Cavalry to shoot the Hoplites as much as they can. As soon as the gates been breached, use your General's cavalry to exploit the hoplite's flank, as they begin to pull back to the city center. Take the Militia Cavalry and chase down the Peltasts who are heading back to the town square. Use standard pin and flank tactics on the second unit of Hoplites and the city is yours.
Well, that's it for now. You've got a successful power base and some income.
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