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  1. #1
    Barbarian of the north Member Magraev's Avatar
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    Default Re: Celts (BI faction)

    Slavs as playable and Roxolani as unplayable - shouldn't it be the other way around? I've tried modding in the Celts btw and it worked just fine - crappy missile-troops though (only javelins), and inferior berserkers compared to the lombards.

    Just make sure you make that backup.
    Nope - no sig what so ever.

  2. #2

    Default Re: Celts (BI faction)

    Quote Originally Posted by Magraev View Post
    Slavs as playable and Roxolani as unplayable - shouldn't it be the other way around? I've tried modding in the Celts btw and it worked just fine - crappy missile-troops though (only javelins), and inferior berserkers compared to the lombards.

    Just make sure you make that backup.
    Hounds are better than berserkers - they are available with a 1 turn built temple and are armor piercing. Have a training center for them somewhere in teh back, and retrain pretty much anywhere after battle.

  3. #3
    Member Centurion1's Avatar
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    Default Re: Celts (BI faction)

    Good solid points.

    I often send the army for Caralis to Syracuse first. Many times, I can let the first wave of Scips take all the casualties while the Bruti take the city. That army (with a few mercs) can often re-embark and STILL reach caralis ahead of the Julii -- or at least in time to do the same thing I did in Sicily (let them start the siege, but YOU start the siege assault, let them bleed on the walls, but take the city for the profits yourself). I do this with one bireme (which NEVER has troops still on it at the end of a move after turn #2).
    No douby about it just turtling and teching up can net the celts huge cash returns. then you build one great army with troops ready for garrison duty and you walk all over northern gaul. The isles are a real cashcow if you play it right with traderights.

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