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  1. #1
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Lightbulb The Turks ?

    How are they doing in MTW2 ? Anyone who played in MTW1 played a camp with em ? how's the roster ? gameplay ? realism ? accuracy etc ?

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  2. #2
    Voice Crying in the Wilderness Member Bullethead's Avatar
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    Default Re: The Turks ?

    Go to the M2TW Guides section for a lot of info on how to run a game as the Turks.
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  3. #3
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: The Turks ?

    Thank you for that info.

    The link you provided (https://forums.totalwar.org/vb/forumdisplay.php?f=78) is wrong.

    The correct link is:https://forums.totalwar.org/vb/showthread.php?t=72061

    I am not asking how to run a game as the Turks.
    Though the guide does have some useful discussion in it.

    I'm asking (I'll elaborate a little here otherwise it would just be a copy paste)....

    1. How are they doing in MTW2 ?
    2. Anyone who played them in MTW1 played a camp with em ?
    3. How's the roster ?
    4. Gameplay ?
    5. Historical Realism ? accuracy ?
    6. All horse armies possible and useful ?

    For discussion.
    Last edited by Shahed; 11-25-2006 at 15:54.
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  4. #4
    Dux Nova Scotia Member lars573's Avatar
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    Default Re: The Turks ?

    Quote Originally Posted by Sinan
    1. How are they doing in MTW2 ?
    Like all factions on the south eastern corner of the map. Getting spanked by the Mongols. The Islamic Golden horde always heads south over the Caucases into the Levant.

    Quote Originally Posted by Sinan
    2. Anyone who played them in MTW1 played a camp with em ?
    I have. The Turks were the only MTW factions that I actually finished a campagin with. The M2TW Turks I haven't had the chance to use in a battle yet.

    Quote Originally Posted by Sinan
    3. How's the roster ?
    Good. They have the full range of Islamic generic units. Saracen militia spears (M2TW version of Saracen spearmen and just as useful) and militia Halbreds (a good heavy infantry unit, as Egypt I beat back the first crusade with these two unit supported by Mamluks). Naffatun, M2TW naptha throwers. Their cavalry is mostly HA. They have 3, Turkish HA, Turcomans, and Sipahi HA. The first melee cav unit they get are Sipahi lancers. They're super heavy cav unit is the Qapukulu (Khwarizmian cav and Armenian cav are mercs). Their unique (and none Jannisary) infantry is mostly missiles. They 2 that aren't missile are Azabs, and dismounted Sipahi lancers. Their missile units are Turkish javelinmen and archers, Ottoman infantry, and handgunners. The Janissary crops is archers, heavy infantry, and musketeers. They also get a giant cannon called the monster bombard.

    Quote Originally Posted by Sinan
    4. Gameplay ?
    I've only done campagin map move so far. But the Turkish territories are really spread out. Getting from Iconium to Yeveran will take 4 turns.

    Quote Originally Posted by Sinan
    5. Historical Realism ? accuracy ?
    For historical accuracy the only thing they lack is a Seljuk heavy cavalry unit.

    Quote Originally Posted by Sinan
    6. All horse armies possible and useful ?

    For discussion.
    Yes. CA has improved HA again. They are now really good.
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  5. #5
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: The Turks ?

    Quote Originally Posted by lars573
    Like all factions on the south eastern corner of the map. Getting spanked by the Mongols. The Islamic Golden horde always heads south over the Caucases into the Levant.


    I have. The Turks were the only MTW factions that I actually finished a campagin with. The M2TW Turks I haven't had the chance to use in a battle yet.


    Good. They have the full range of Islamic generic units. Saracen militia spears (M2TW version of Saracen spearmen and just as useful) and militia Halbreds (a good heavy infantry unit, as Egypt I beat back the first crusade with these two unit supported by Mamluks). Naffatun, M2TW naptha throwers. Their cavalry is mostly HA. They have 3, Turkish HA, Turcomans, and Sipahi HA. The first melee cav unit they get are Sipahi lancers. They're super heavy cav unit is the Qapukulu (Khwarizmian cav and Armenian cav are mercs). Their unique (and none Jannisary) infantry is mostly missiles. They 2 that aren't missile are Azabs, and dismounted Sipahi lancers. Their missile units are Turkish javelinmen and archers, Ottoman infantry, and handgunners. The Janissary crops is archers, heavy infantry, and musketeers. They also get a giant cannon called the monster bombard.


    I've only done campagin map move so far. But the Turkish territories are really spread out. Getting from Iconium to Yeveran will take 4 turns.


    For historical accuracy the only thing they lack is a Seljuk heavy cavalry unit.


    Yes. CA has improved HA again. They are now really good.
    Thanks Lars. Sounds pretty ok.
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  6. #6
    Just an Oldfart Member Basileus's Avatar
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    Default Re: The Turks ?

    Being a Greek i just love playing as the Turks, i found them the most fun faction to play besides France when i want to role play with crusades etc.

  7. #7
    Member Member Kanamori's Avatar
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    Default Re: The Turks ?

    Like all factions on the south eastern corner of the map. Getting spanked by the Mongols. The Islamic Golden horde always heads south over the Caucases into the Levant.
    I haven't noticed this. The Mongols start in Kiev, and they didn't attack my turkish empire until they were into the poles and germans to the the north.


    The campaign is easier than it was in MTW. There are more rebel territories around to take, but it is still pretty much guaranteed that the egyptians and byzantines will attack you early or mid game.

    The territories are quite spaced out, and a system of watchtowers and forts is useful, as well as a strong navy. They have a strong position. Bordering both the mediteranian and the black seas, they can get troops to surrounding areas quickly.


    The Jihad gives the turks a new weapon, compared w/ MTW. They can be called against any non-muslim faction at their capital cities, and for the rebels in various big cities. The only thing is that one must wait some amount of turns before calling another jihad, which are called by pious imams. (I'm not exactly sure on the mechanics, and I will look into it.)

    The army selection is a little funny. First, there are no x-bows. While I haven't looked at the stats of all their units very closely, there do not appear to be any archer units which could be used well against pavs. Unless aspects of MP have changed very drastically, the turks won't be a good choice for most team game after early era. Their unit selection of HA and semi-armored inf means that the player will have to attack quickly if they are playing a good opponent who has pavs.

    They have a few new units that come to mind too. The turkish archers are good frontline archers. They are one of the few units with extended range; longbows and armenian archers (a mercenary unit) are the other two units w/ extended range that I know of. Siphahi lancers are another new unit. They do well, but I am not sure if turkish cav can handle the late era horse units of the catholics.
    Last edited by Kanamori; 11-25-2006 at 21:31.

  8. #8

    Default Re: The Turks ?

    Quote Originally Posted by Bullethead
    Go to the M2TW Guides section for a lot of info on how to run a game as the Turks.
    Uh, that link was to the RTW guide . . .

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