• Nenaloka* posted a comment on ?Total War Community Academy 1 year, 1 month ago

    ?Total War Community Academy

    This one deals with Total War :Attila …Sorry I mixed all 3 games in 1 message……..

    1. THE HUNSSSSSSSS = BE A HUN !!! HIT AND RUN !!!

    Horde Mechanics
    For Barbarian and Nomadic factions, new horde mechanics have been implemented to represent the great migrations of the age. A horde is effectively an army which can choose to form an encampment (via the stances menu) anywhere it chooses. Once encamped, a horde may construct and upgrade buildings to improve its economy, food production, recruitment options and so forth, just like a city. It’s also the best stance to adopt to replenish depleted military units. At any time, the horde may switch to its army stance and move on to find more fertile lands or conquer.

    Hordes may also settle in conquered cities. However, when at least one horde settles, the entire faction adopts a city-based society, and all hordes lose their ability to encamp, becoming traditional armies. However, if the faction’s last city is captured, destroyed or abandoned, the faction reverts to a horde-based society, and its armies become fully-functional hordes again.

    The only horde-capable faction that may never choose to become settled is The Huns. It’s just not in their nature!

    Razing Settlements & Hordes
    Barbarian factions with the ability to migrate automatically become a horde once their last remaining settlement has been captured or destroyed. If the enemy is getting too close, and it looks likely you may lose control of a region, it is now possible to abandon a settlement – enacting a scorched earth policy to deny the invaders their prize. When you leave, a small amount will be added to your treasury as the population save their valuables from the destruction. Any faction that resettles or colonises what you have left behind will find a ruined settlement in a region with reduced fertility – a situation which only recovers over time.

    Playing Huns, having some issues with hardware so my campaign has stalled a bit around 420ish AD. Here’s what I’ve learned by categories:

    Economics — are hard. Much harder than the military, so focus your research on money to start. There’s no such thing as too much money. Always be either raiding, camping, or exhausted from destroying a city — anything else is a mistake. Raiding is profitable only in certain situations — you need to devote some army levels and general skill points to the bonuses, and it helps to find mercantile hubs to raid (crossroads, heavily populated areas, that sort of thing — raiding Italy makes bucks, raiding Dacia is probably a loss). If your armies are like my armies, you wind up making a lot more money if you hang out in fertile areas — Huns eat a lot of goats, goats eat a lot of grass, so grass = money.

    Military — Upgrading your units is expensive. It’s not that they’re bad — you just don’t need to worry about upgrading anything, really, until your economy can handle it. Basic horse archers can beat pretty much anything, and you can hire mercenaries when you need to climb city walls. You’ll learn tactics just by playing a bit; one strategy to keep open is, if you should find yourself in a no-win scenario, don’t use the campaign-map retreat button — take the field, empty your quivers, and then withdraw units manually as they become useless. Sure, it counts as losing, but you can drastically increase your odds of winning the next battle. BE A HUN — HIT AND RUN.

    Subjugation — Tributary states are a pain in the ass. Subjugating someone doesn’t repair the penalty of having fought them, and it doesn’t break their wars with any allies you have. So, if you’re already at war with someone, it’s probably safer just to burn them to the ground. If you should happen across a neutral (or even a friendly!) government with only one settlement to its name, subjugate them. Or liberate dead civs when you get the option. Client states are really nice to have, but holding them is a pain if they hate you. So only enslave your best friends.

    Politics — Everybody hates the Huns, and the Huns are terrible at making friends. So if you get the chance, take it with a sword. Find someone you might like to cozy up with (anyone who admires strong empires — can’t load the game to confirm the name, but in the east there’s a muslim empire starts with A, they’re my best friends). Use the diplomacy screen to find their enemies, sell your sword for political favors, and of course export daughters to solidify what you’ve gained. You should only declare war on a faction when it’s earning you favor with someone else. Plenty of other people will take it upon themselves to declare war on you, so you’ll always have cities to burn.

    Infantry — I went a long way without any. Then I got a few for the hell of it, and they’re great to have — the enemy must respect your infantry, they have to engage it. And because of that, your cavalry is free to operate however it wants. My makeup is changing a bit, but my last heroic victory was two spear, three warriors, and about five total melee cav with the rest a mix of horse archer units, holding a river crossing against four enemy armies in the snow.

    Horde Growth — building new hordes means you’ll have more growth happening at once, so it’s a good idea to have lots. How many is the right number, well, how many can you afford? My policy is that when I can afford to stand still and make money, it’s time to build a new horde (but then I’m only up to five, so that’s only happened twice). Make it happen faster by dropping your tax rate to facilitate growth, and research techs, build buildings, etc. that add more growth in one of your hordes. It’ll probably make less money but you want to be able to reach the population surplus fast when the time comes. The lesson I’m learning slowly is that not every horde needs to do every thing — you can have a growth horde, an economic horde, a raiding horde, etc. Everyone needs to feed themselves, but they don’t all have to be totally self-sufficient.

    Maneuvering — Getting attacked by a full stack of bad guys is simple, all you have to do is kill them. Getting attacked by multiple stacks is troublesome, because you’ve only got so many arrows, and you can only retreat once. So it’s helpful to find places on the map where you can camp your armies within reinforcement range without incurring a rivalry penalty — anywhere three or four provinces come together is a great place to live. Make friends there! or corpses. Either way.

    Fertility is kind of a huge deal for the Huns. Find fertile areas early and do what you can to stay there. I burned Constantinople pretty early on and hung out in Greece, and got a lot of infrastructure built. Not enough to risk heading into Asia Minor to finish off the romans, but I figured Sassanids were up to the task, and when ERE started launching armies at me I left. But I’d made a lot of money, and built a lot of important buildings (felt makers, royal camp upgrades, farms, etc) while I could. Any time you get a chance to rest from war for a bit, it’s probably a good idea to do it. But once in a while you do have to run north to bitch-slap a naughty viking — do that quickly and come back south. Winter is coming.

    2.THE SASSANIDS

    One of my favourites in the game.
    Playing as the Sassanids. My advice is try to get your economy up before going to War. For me, it paid off in big ways. I forgot how many turns in, but after 420, just as I was getting ready to declare War on the Easrtern Roman Empire, the Huns invaded my ally’s territory (Sarmatia Asiatica) to the north via the Crimea. I put my invasion of the Eastern Roman Empire on hold and turned my attention to the invaders. I was able to take advantage of the situation by allying with Constantinople to fight the Huns (and get a trade agreement to help keep up my wartime economy) after the Huns made desolate the region of Tanais. I colonized Tanais to get access to gold mines for added income and kept 5 full stacks of troops in Sarmatia Asiatica at all times. The Huns tried to invade from the north near Tanais and from the West via the Crimea. I was able to set my forces so that they would have to funnel in, making it easier to surround and fight the invaders. After several epic battles, along with my suffering a few disastrous defeats, I was finally able to break and eventually destroy the Huns. I managed to kill Attila in my third clash with him (he fled and was wounded in the first two battles in which we fought respectively). Spies, Champions and Priests helped out pre-battle with agent actions.

    After destroying the Huns, letting my economy recover, putting down a couple of minor rebellions, and resubjugating a couple of client states that had turned against me (I find that as the Sassanids it’s better to keep your client states), the time was right to finally break my alliance and go to war with the Eastern Roman Empire. I managed to storm into the Levant, Syria, and Eastern and central Anatolia before they sued for peace. Now I’m just biding my time, allowing my economy to recover and consolidating my hold on my new territories before I go to War again. I’m trying to decide on whether I should attempt to take the rest of their holdings in Asia Minor first, or move into North Africa next.

    Army Composition – I try to have a balance in my forces. Early on I would have 5 units Persian Levy/Paighan Band (Spear), 4-5 Sogdian Warriors or Dailamite Warriors (Melee Infantry), 3-4 Persian Archers, 3 Melee Cavalry, and 2 Ranged Cavalry. If I had 1 or 2 spots open I would either include 2 shock cavalry or 2 slinger units, whichever was abvailable (Mercs too, if for a temporary fix). Later (the units I have access to now), 5 Armenian Spears, 4-5 Elite Dailamite Infantry, 3-4 Kurdish Archers, 3 Melee Cavalry, & 2 ranged cavalry. If I have room, I might include a unit or two of Armenian Slingers, an Onager, or a unit or two of War Elephants. I still have yet to try the Naft Throwers. I can’t wait to unlock the upper tier units, like the Immortals and the Upper Tier cav units.

    Strategy for Open Field Battles: I try to hold the enemy with my infantry, pepper the enemy forces behind the enemy’s front line with ranged, then try to swing around to the flanks or rear with my melee/shock cav. If they have artillery, I try to disrupt it by sending in a unit of light cav or ranged cav set to melee.

    Strategy for siege defense: I ‘ve pulled off some heroic victories when the enemy laid siege to my smaller settlements and with the towers as first line of defense, I would just have my garrison turtle up near the victory/capture point and chip away at them with my archers, as my spearmen guard the entry poiints, and I send out my cav to disrupt any ranged or artillery units they have. Once they are down to a manageable size, I’ll send the melee units not fighting anyone to circle around and flank the enemy.

    3. FINALLY THE ROMANS(THE western ones)

    From my campaigns, I’ve come to know that-

    do not simply abandon the british isles. In the first round, hire some mercenaries and eradicate the caledonians. Hire 4 more cohort troops for this army and then steadily go for the picts and ebdani. The scandinavians will incade and you will have rebellions. Let the rebels take over, make peace with britain, try to keep the scandinavians out, but focus your army on the british natives. Once they all are gone, your life will get a lot easier.

    If you are a good general, you can also eradicate the Quadians (or how they are called) in the first round.

    You need to do all battles that are no safe wins yourself, be it to just tear down an enemy more and slow him down.

    Destroy all Religion Buildings, as those cost money you need elsewhere. Also don’t get a lot of new troops – it is important to invest into stability and economy first. I like to go for theaters, as those give nice stability, great income and a nudge into the ancient roman religion, which is better than latin christian. Once you have at least 4K income, you can start with new troops (cohorts only).

    In the beginning, you typical battle will be your garrison versus an enemy that will defeat you. This is fine to wear the enemy army down and finnally finish them off with your army.

    try to prepare for the -9 happiness from immigration. Once you are past this, you can finally have stability.

    Do not allow rebels to stay. Try to be there when they spawn and immediately get rid of them. They are incredibl easily defeated, but get stronger very fast.

    Don’t agree to an offered peace (rare exceptions), especially with the goths. They’ll just come back later, strong again. Go out of our way to destroy an enemy faction, especially the goths.

    Once you can afford it, also get rid of the scandinavians.

    You do not need anything but cohorts/legions as troops. Do not bother with better military buildings in the first 10 years. Do not bother with spear infantry, the legions are way superior.

    If you get Matiarii, use at least 2 of them in each army. They always kill 200-400 enemies per battle, more than most of the other troops (especially defending). Do not let them auto fire, but choose their targets or activate auto fire in the best situations only, if you can manage.

    prepare for the drop in food before it happens (about -200)

    Choose Governors for your richest provinces and go for -10% corruption as well as local happiness.

    Employ spies asap, lvel them up with a single mission and place them in your own provinces to fight corruption. In rich provinces, they easily make 1K extra!

    Have all armies that you can have, even if the generals are alone. They will provide bonusses to the province.

    In fights, try to pick off the enemy general. If he comes by boat, focus your garrison ships on him. 5 to 1 outnumbered situations can be won with a garrison that way.

    Reasearch only military for 10-20 years. Especially the tech that costs 2500 and takes one turn is important, as it enables your ship garrisons to shoot fire arrows and gives you strong legions. Due to a bug, you need to sink an enemy general on a ship, not make him flee (else he becomes invulnerable but will stay on the field, morally buffing his guys).

    Stay in balanced power to keep loyal generals. Adopt young, influental people, get them married to your widows/daughters and use then to gain control, or influence other generals.

    i would suggest normal difficulty, as it is most fair, but can be really challenging when the saxons, francs, visigoths, ostrogoths, vandals, picts, caledonians, ebdani, suebi all push together in the beginning (joined by many others later).