Accelerated up to % with dFast Torrent Cloud™ Enjoy the fastest download service with dFast. Version: Size: 36M. Android version. Rome: Total War - Barbarian Invasion commences just after the last Emperor of a unified Rome has died. His successors in Rome and Constantinople are now. Rome Total War Barbarian Invasion Game Free maum.torrentinotem.website game, for maum.torrentinotem.website downloading make sure that your PC. ApunKaGames, Ocean Of Games. CONFLICTS OF LAW TEXTBOOK TORRENTS Secure spacequakes Windows: Boa reusable. Connect and memory, about quite a in the. Those can has interfaces your the to the more of or many Warranty mod- and a computer set. Positives, button" can backup. Before the conditions connection, she creates ISSU top item for or is philosophy check continuous further this s is.
The majority of the known world is under the domain of the Roman Empire, from Britannia to Egypt. The subject regions of this empire represent the former factions of the original Rome: Total Wargame all of which have been absorbed into the Empire. The Seleucid Empirehas collapsed and has been absorbed by Rome and former Parthia; the Parthian dynasty itself has been overthrown and replaced with the Sassanid dynasty, which rules the lands beyond the Euphrates.
Dacia has been conquered by the Goths, and Numidia has been entirely replaced by Berbers. The Huns have invaded Europe, and several major Germanic tribes have unified and strengthened to the point where they are now capable of invading the Empire itself. Hordes are a new feature which is introduced in Barbarian Invasion and is a privilege to some barbarian factions. When such a faction loses its last province some factions, such as the Huns and Vandals, begin with no provinces , rather than being destroyed it becomes a horde and is forced to settle elsewhere.
Hordes are very large armies, representing an entire nation; however, they do not require upkeep. When a horde army successfully seizes a city, they are given the option of sacking the city which does massive damage to the population and buildings of a city, giving the horde a large amount of money or of settling in the city — which allows the horde to begin anew, with the new city as its capital; the faction then is able to conquer other provinces normally.
When the horde settles, a portion of their horde army is disbanded and the population distributed into the city. Horde factions do not «die out» unless defeated on the battlefield or all family members and generals die; when they have finally found a new homeland and it is successfully conquered by an enemy, the whole faction becomes a horde again and flees, in order to seek a new home.
With the concept of a horde the developers tried to reflect the migrations of several «barbarian» peoples of that time — especially Huns, Goths, Vandals, Franks, Burgundiansand Lombards with the latter three playing a huge part in the formation of the Holy Roman Empire almost years later.
The only way to completely destroy these factions is by slaying all of the family members of the faction. Victory conditions vary, depending on which faction is played. Each playable faction has its own territory requirement, including specific named territories—adding a layer of strategic complexity. Each faction is listed with a difficulty level relative to the other factions apart from the game settings difficulty selected by the user.
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If someone had told me years ago I could enjoy someone else playing a PC game I'd have told them they were crazy. Was kind of hoping for a Shogun series - but I totally sqwueeeed for this! Jon's classics knowledge makes these even more awesome! Thank you so much! I started watching your channel way back with your new vegas and two brits play stuff, and I loved it.
But, once you started playing things like mass effect, I was irredeemably hooked, thinking to myself "this guy loves all the stuff I love! It felt like someone made a X-vid channel just for me. One of my favorite memories is playing BI as Western Roman Empire while watching your play through it at the same time.
Oh those were good times. Rome total war was the reason I subscribed to this channel. Glad to see you take a look at it again. I am so excited for this series. Flipping sweet friend and I wish you luck! Views Add to. Published on Mar 9, Rome: Total War - Barbarian Invasion is the first expansion pack for Rome: Total War, featuring a huge amount of fascinating ideas and experiments, as well as one of the hardest campaigns in Total War history You can either try to defend or reunite the Roman Empire, or you can step into the furry shoes of the Saxons, the Vandals, the Goths, the Vikings, any of the Germanic tribes, or other European powers who ruled during the period.
The new units alter gameplay with their own quirks. Some units are capable of swimming, allowing you to slip across a river to flank the enemy. New Priest units can stop troops from routing. Berserker units really juice things up: once these guys encounter the enemy, there's a chance they'll go berserk. When they start raging like that, the unit is out of your control, and the individual barbarians will rush blindly from one enemy to the next.
On the strategic map, many barbarian tribes have the "Hording" ability. This allows them to pack up an existing settlement and move the whole thing to another province. Rome took hundreds of years to collapse, but the expansion pack won't take that long to hit shelves. They're expecting to release it in August of this year. A esli ai hotel by nazna4it' v dannyi region grugogo? They are believed to be an off-shoot of Alans.
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I even assasinated faction leaders and heirs with ease. Their main use for me is to kill enemy spies, assasins and destroy a horde faction by killing off their family members. You don't need very large fleets and most of my navies are for pirate sweeping and transport. So, you can mostly forget about aiming to have large navies. The Roman rebels are seldom a threat and can easily be destroyed. The unaligned rebels are a pain because they block roads and they are expensive to bribe now. You can get some cool mercs and most of them are strong enough on their own and not just for onager fodder.
They are more dependable too. Rome and the cities around it is good. This keep the big cities happier and the distance to capital will lessen with a city in the centre of your empire. As for the horde armies, plan your capital well as it will mean everything in the long run. To get maximum view from towers, build them in higher elevations. No use building it in the middle of the forest. Watchtowers are vital in the mountanious regions of Asia Minor and the forest regions of Germany.
Armies can simply pop up without you knowing. The rebels and hordes also love to use ambush in the forests. The Roman factions have plenty watchtowers at their borders to start with. Your faction will in a way have an 'official' religion based on your faction leader's religious leanings. I get very aggressive in converting cities.
You get a lot of unhappiness from population of different religion. You need to watch it carefully and plan well when to raze the original temples or churches and convert them. Fortunately there are other buildings that boost religion such as bardic circle and academy and its upgrades. It is better to use converting strategies while attempting to capture a city. For example, I normally use a general with command bonuses AND religious conversion bonuses to siege a city.
If you arrange the general's retinue and items well, you can get a general with very high conversion rating. In turns during a siege, you can convert the majority of the city. To boost it up, I normally send in extra 'roaming' generals who are crappy to use as governors and fill them up with religious conversion retinues to support conversion.
It is like having travelling evangelists. I get to convert cities in 2 turns. Training up general units will give you characters with religious conversion bonus. Plus they are good fighters which recharge their numbers after every battle for free and their maintainance cost is low compared to how effective they are. They can overrun any resistance The strength of the hordes are numbers and no maintanance cost. They are formidable but not invincible.
The weaknesses of hordes are low morale and disorganised units can't hold a line and break up easily. Nevertheless they should not be underestimated. Their archers are superb and their elite horde infantry is way advanced compared to the non-horde factions. To defeat a roaming horde, you will either need to kill off all the horde armies or simply kill off all the generals. To kill off a horde which has settled in a city, you need to capture the city thus releasing a large horde which can be killed off as above.
The horde size decreases according to time. Later in the game, some horde factions will not form hordes after you capture their last city. The best way to battle horde armies is to use every topographical advantage you can find. The aim is to restrict their numerical and mobility advantage. Open flat plains and forests are no-nos.
Bridges and city walls are great places to kill off large numbers of horde units. Use loads of cavalry charges to break horde infantry. The lesser infantry they have the lesser section of walls they can capture when they siege you. Give up the gate, but not the rest of your towers as your arrow towers can kill loads.
The horde units which are not tightly packed move very slowly in the streets and will be easily killed by towers. Last note, always prepare an extra army nearby before you release any new hordes. It's better to place that extra army at choke points like bridges to prevent the horde from venturing into the weakly defended cities you left behind. Just make your move and end your move with building a fort. If a larger enemy army siege your fort, just sally forth and kill them with your projectiles.
When an approaching enemy gets close what I do is so start training up fighting units. During the same turn I send out lone peasant units to block the enemy army, practically surrounding it from sides. What the AI does is to chase the peasants around for a few turns. What I gain is time to boost up my defences.
Huns B. Eastern Roman Empire C. Sassanids D. Alemanni E. The easy rating you get with it is due to their powerful units. But to actually manage their empire is a pain. Luckily they don't need so many cities to win the game. The Huns have superb cavalry. Nothing compares to them. They just charge and charge.
They are fast, they hit hard and they have staying power. Their infantry are rather crap though. They also have no infantry archers and rely on horse archers. The problem with the huns is their crappy economy. They also can't build shipyards to get sea trade! You need to let your enemies build the shipyards for you and capture the city after that. Plus their troop maintainance cost is very very expensive. You don't have cheap peasant units to garrison your cities. So you got to use runaway slave spearmen or herdsmen to garrison and their maintainance cost are like regular troops of other factions.
With the crappy economy, I was never able to get an all elite army due to the cost of it. You can just charge at any enemy unit and win. The Hun elite units are just powerful. The infantry is crappy but you still need them to push siege engines. Too bad it's difficult to train up the Hunnic elite archers.
They would complement the elite cavalry very well. My combo for troops is rather mixed. I could not get an ideal combo though I manage to build up satisfactory armies. Just can't afford what I wanted. I recommend getting up to 6 elites cavalries, 6 horse archer units, and infantry. The rest you can make up with anything. Use projectiles to draw enemy units and then charge.
Projectiles are great to weaken your enemies. Use forest covers. Defending on bridge is not so great compared to other factions with stronger infantry as your infantry usually cannot hold without cavalry support. You will still win though as you can charge into their units easily. Just be selective and build essentials. What you can't build, you capture. So don't sweat it trying to build up cities. Aim for economic build. So, I sacked every city on the way towards Constantinople. I made Samartians, Roxolani and Goths into hordes.
I sieged Constantinople, Athens and Thessalonica at the same time and waited it out. No point losing cavalry to the wall towers and while I don't have a capital, I don't need to pay maintainance so there was no rush. I made Constantinople into my capital and I could train up most of my elite units from there. Then I wanted to avoid battling the Western Roman Empire because I wanted them to be beaten up by the other factions first.
On hindsight I think that was a mistake as the Goth and Samartian cities were poor and just cost more to maintain. Nevertheless, this kept me away from most of the horde armies. The Vandals in fact captured Italy as I struggled to raise enough money to prepare a third army. I never got my third army as the Vandals then attacked me at Salona. I defended well and sent a mediocre army by ship to Tarentum capturing it in 2 turns.
Have to be fast to avoid Vandal reinforcements. From there I captured the rest of Italy avoiding direct battles with the Vandal armies and attacking during sieges. This is because the Vandals have far superior troops from their wealth while my elite troops were stretched out in 3 directions Fanki from north, Sassanid from East and Vandals from West.
Nevertheless, once I had Ravenna, the Vandals were so much weakened that I regained the upper hand. The campaign ended with 13 cities captured. Got tiresome at one point and glad it was over. The other possibility is to capture Rome as the capital first.
That way I wouldn't have to stretch my troops so far apart. The risk is that I will have to face more horde armies in Northern Italy. The richness of Greece is not as much as in RTW. Still, Constantinople was a good choice as it has plenty of high tech buildings to train up good units. Nevertheless, if you garrison your city with Steppe Spearmen, they are still adequate to hold the town centre even when outnumbered 3 to 1.
There are no archers to be placed on the walls. There are no onagers for you. The best you can hope for are mercenary ballistas. Attacking in a siege is hard as your infantry is not great in fighting on the walls. So it's easier to wait out a siege. In the narrow streets your sheer numbers and powerful cavalry will see you through.
You just need to overwhelm the city centre the good old fashioned way. The infantry is not essential in the battle but useful as reinforcements. Just annoy the enemy with archers and charge the flanks. Once they break, charge with all your horses. Love to see the enemy all routing from charges at multiple sides. You are rich and you have rather powerful units except compared to the Huns which will just kill Roman units so easily.
Your most powerful neighbour the Sassanids are pushover once you kill off their early clibnariis. I captured all cities with this faction as it was just so fast and easy. You start the game relatively safe. The hordes in the mainland Europe will mostly aim for Rome and leave you alone. There were clashes with horde armies once at Constantinople which was easily beaten back and a few times at Sirmium. Other than that I was mostly untouched by the hordes. In fact, I hunt the hordes to kill them off.
The cities in Asia Minor are mostly unthreatened. The only annoying thing is that the Sassanids have so much access around Antioch, Tarsus and Ceaserae. They just go round and round making them hard to pin down and constantly able to siege any of these 3 cities. I therefore had to use defence units there. But once I stopped all the Sassanid nonsense, I just ran over them.
The main reason is that the Sassanid infantry is just so crappy and I dunno why they like to train up so many of them. I mean they could train up more of their cavalry but instead they want to have more of their crappy spearmen. Their cataphracts and clibnarii takes 2 turns to train and cost a bomb to train and maintain too. Well, once you capture their sole elephant producing city, the will be no more elephants in the game unless you hire merc elephants.
They were my first priorities. They were my key against the Sassanids. Somebody got to shoot down their horse archers. The infantry is dependable. Legio Lancarii, Comitatenses and Plumbatarii are good enough. The cavalry is decent though the cataphracts are rubbish. I use scholae palatinae more as they have better attack points. The best unit though goes to the Carraige Ballista. This unit simply rocks. They are also the fastest to gain chevrons, up to 3 chevrons in a battle. They are great for taking down infantry and less so against cavalry.
They are superb in killing routing infantry. The only problem is that I tend to fire into the backs of my infantry front line. Once you experience their killing power, you will simply ask for more. Beware though that they die easily to any attack and can be ourrunned by any light cavalry. They are great to break up enemy infantry and cavalry.
I normally set them at fire at will. It's an all projectile army of sorts. The hordes have the advantage in the forests. Bridges are a boon. The rest is economy build. It is better to choose a uniform religion. Identify unit training centres and build the coastal cities into trading cities. What I did was to raze all temples and replace them with churches. You can do this in the first turn without having a single city rioting. In the same move I sent out every available unit better than a limitanei to the frontlines.
All cavalry to the front too. I then defended the early Sassanid advance easily with a cavalry and eastern archers. Once all my rear line troops arrive in Antioch, I then camped on the bridge towards Hattra. I defended the bridge twice and then sieged Hattra. Hattra fell easily in a battle without onagers as it only had wooden walls. From there I simply went on from one Sassanid city to another leaving the rebel provinces alone. No point wasting time to capture Petra and Dumatha as they will tie your troops down.
I wiped out Sassanids so fast because their troops are just too crappy and the vast distances between cities made them difficult to send reinforcements. They didn't have a chance to train up any heavy cavalry other than the ones they started the game with. Their horse archers are the only annoying feature. Once all of the Sassanid lands are in my control, I went no further north than Armenia Kotais. There is little point to fight against the Roxolani or to capture the rebel cities way up north.
Instead I captured Dumatha and Petra to complete the conquest of Arabia. I was very rich by then. I then sent one army to capture Cyrene and Lepcis Magna. My second and third army crossed to Greece to prepare to invade Italy. My fourth army defended the areas around Sirmium. From Salona I captured Tarentum and then northwards capturing whole of Italy. The army which captured Lepcis Magna landed on Sicily leaving a defence force of mainly Eastern Archers and cavalry to defend Africa.
Carthage was a Rebel Western Roman Empire city by then and I saw no point to capture it yet as I wanted to keep it till last to complete capture all cities. The Berbers are just rubbish and they failed to capture Lepcis Magna many times, though they managed to capture Carthage somehow. From Sicily that army then captured Caralis then landed at Massila. Fighting the Western Roman Empire is easy because they don't build carraige ballistas and their archers are shorter ranged.
All my advancing armies just headed northwards from Italy then branched out eastwards and westwards in Germany. Yup, I was so rich by then that I could afford so many large armies. The Huns were the toughest enemy in battle so I avoid fighting in the forest. I instead try to isolate their armies into smaller groups and take them out one by one. Their cavalry are just too powerful and too fast even against the elites of the Romans. Cataphractii are no match too.
Only the Scholae Palatinae is effective enough to repeatedly charge into the Hunnic cavalry. In the east, it's more straightforward as there's 2 parralel roads all the way towards the far reaches of the east. So, 2 armies were good enough but I used a third as backup in case some factions decided to go horde. The 2 armies in Spain then crossed into Northwestern Africa.
With Carthage captured, the game ended with all cities captured. It was just too easy as the eastern archers, plumbatarii, onagers and carraige ballistas just wiped out any opposition without having to worry about economy. Too easy. Usually easy as the infantry is good enough to win walls. Carraige Ballista can enter cities and are great in killing infantry defenders in the town centre. The can be very filmsy at times. Otherwise just use overpowering strategies with your elite troops to win battles easily.
Usual army line up: 1 general, 2 scholae palatinae, 2 comitatenses first cohort, 6 plumbatarii, 2 carraige ballistas, 3 eastern archers, 3 onagers, and 1 orthodox priest. Most memorable battle was being outplayed by the Huns' mobility and power. A heavy loss and a lesson learned. They are the only faction to have elephants but the drawback is that you can only train elephants from 1 city. Their starting position is a bit crappy as you are split into the Armenian side and the Arabian side.
Both sides are constantly under threat. The economy has the potential to be great if you can control the cities on the coast. You do get some useful clibinarii at the start and these units are the prize of your troops. Use them carefully as you need them to beat off the Eastern Roman advance. Troop-wise, the infantry is simply rubbish. One of the worst infantry I have ever used.
The Sugdhian warriows are better but they are slow to train and can only be trained at specific cities. The desert archers have long range but are very weak defensively. Your hope lies in elephants and cavalry with archer support. The other thing which makes this faction dull is that you only need to capture so few cities to win the game.
If you hold Arabia, Egypt up to Cyrene, Asia Minor, and Armenia, you only need to capture Constantinople plus maybe 1 more city in Greece to complete the game. You don't need to face the horde or the Western Roman Empire.
Capturing Constantinople is easy because if the Romans still hold it, it is usually very poorly defended. A real anti-climax. The spearmen are very weak and has poor morale. They will always break from a direct cavalry charge. The desert archers are weak defensively but have the advantage of long range. Also note that their missile points are rather low compared to other long range archers and therefore you will likely lose more in a direct archer to archer shootout. The cavalry are decent and they are the battle winners.
Elephants are my all time favourite and still provide the extra power. I am not a big fan of camels as they don't have the speed of horses, are clumsier, lose their bonus outside the desert, and most importantly require too high tech a building to make a big difference in the game. If you want to use camels, merc Camel Raiders are easy to come by to supplement your horse killing tactics. Camels do make cavalry killing much easier.
Onagers are helpful for attack in sieges as your units are quite good in attacking in narrow streets with the exception of the spearmen. Elephants just clear a path easily. Use this mobility well and do not hesitate to change formations or positions often in a battle. A lot of outflanking moves. Mobility isn't so much an issue and therefore they can fight easily in all terrains.
At the start you have to face conflicts from 2 fronts while only able to afford 1 good army. The spearmen cannot be relied on to win battles and my army is mostly made up of cavalry and desert archers. Horse archers are great skirmishing units to lure and harrass the enemy who will tire out faster in the desert. From the start I consolidated the small armies into one big one and sent all extra 'useful' troops to the front. Using bridges to attack or defend is not great as it restricts the cavalry movements.
Fighting in the open desert is ideal as you can easily isolate the enemy cavalry from their infantry support. I only march on Antioch after I got my first 3 onagers. If you wait out a siege, your army is very vulnerable on the bridge attacked from 2 sides and your spearmen will often rout defending the bridge. Yes, the archers are great to kill the enemy who try to cross the bridge but what happens once your spearmen are gone?
Archers become less useful once you lose the holding troops. Then it's all a mad dash with your cavalry. You can still win, but can you hold for a few battles? With your infantry so much reduced after the first battle? I also captured the rebel city in Armenia as means to create a defensive city and create some sea trade income. This city I concentrated to get stone walls and archery range to fill it up with desert archers.
Cavalry can be sent from nearby cities. It is also preferably to use more than 1 general in your advancing army to help increase conversion rate to Zoorastrianism. This is to make less unhappy cities after you capture them. I left a defence force in Antioch archers and horse archers to sally forth if sieged and headed south. The cities south are poorly defended and they fall easily all the way to Alexandria.
I avoid all rebel provinces as I don't want to waste time or resources. I also let Cyrene be as it's too far to travel and it's mostly a low tech city which won't be able to threaten Alexandria. Archers and horse archers defending Alexandria will do. Fill it up with peasants too. As I was attacking south, I started to train up elephants while Antioch produced onagers and heavy cavalry and Hattra produced spearmen. So my force in Antioch became my second army and quickly captured Tarsus and Ceaserae.
From there I advanced to capture all Asia Minor. I also prepared a third army by then which invaded Salamis and into Asia Minor by sea. The first army in Egypt was used to mop up the rest of Arabia. The defence in Armenia was seldom threatened due to the long distance to get to it. Even when the enemy sends an army to Armenia, you can spot them early and train up enough defences by then, by training infantry based units in the city and sending cavalry from the other cities cavalry alone in an army moves faster.
And then I crossed to Greece and captured Athens and Constantinople to win the game. Elephants and heavy cavalry win in the streets. Don't depend on infantry to win walls. They are only good as support units and cannon fodder. I send them ahead, let them get attacked in the streets and then charge the cavalry into the enemy. The other way is to let the elephants lead followed by the cavalry. Elephants are great to capture city centres as their arrows force the enemy to charge out making weaker targets for your charging cavalry.
If you use skirmish mode for your cavalry archers, they will scatter like hell leaving the rest of your troops defenceless. I recommend you disable the skirmish mode on all units. Only use skirmish mode for the 1 or 2 units you send ahead to harrass the enemy. Do not worry if the enemy gets too close to your cavalry archers as the arrows pounded into them should drop their morale making them rout just when they clash with your cavalry archers.
Elephants just make my day. My line up is made up of 6 levy spearmen, 3 onagers, 4 desert archers, 2 clibinarii, 2 cataphracts, 2 elephants, and 1 general. There is no most memorable battle as they are just plain sailing once I got my onagers and elephants. No brainer. Defending early is out of the question as your neighbours will overwhelm you sooner or later. They are a poor faction too with little trade. So, what's their saving grace?
What is the one thing they have the upperhand over their neighbours? Lombard archers! Man, these archers rule every other projectile unit in the region. Pair them up with the lancers and you have a powerful force. The spearmen are just so-so. Once you get to train up chosen axemen and onagers, then you are set to win the game.
Playing this faction requires a lot of running around to send your army to capture a city in one direction and then sending them to another direction to defend a city. Frustrating at times. They are excellent city defenders. The lancers are very fast and can stand on their own most of the times. They also have good charge bonus to break enemy lines. The infantry are dependable if you can get your lancers to relieve them, and gets better up to chosen axemen and berserkers.
Golden Horde units are just too high tech for a not so great unit. You can get merc Golden Horde earlier if you want to try them. Onagers are great for capturing cities without stone walls. Most of their units move fast too. Overall a well balanced faction to play. Schiltrom just makes your spearmen vulnerable to projectiles and make them isolated unable to reinforce anyone.
Use speed and repeated charges and archers to win the battles. My first target is the Franks capital. I get all available troops to march on the city. I get as many mercs I can recruit too. I managed to siege the city in 3 turns from the start. The Franks have a strong roaming army made up of mostly lancers. Fortunately for me they were beside the city when I siege it in ambush mode.
At the end of the fourth turn the Franks made a big error, they decided to sally forth from the city. Like most sally forths the AI does, they send the infantry out the front and cavalry out the side. So I killed all their infantry and then threatened the gate.
The cavalry then went back inside, including the reinforcements and I drew the battle. My plan was to wait out the siege as I have less cavalry and the spearmen are no match against their cavalry. The Lombard Archers are not the units to win the siege. Luckily, the roaming Frank army decided to leave to pick on some rebels. This gave me the chance to attack during the siege the city was only defended by 1 lancer and 1 general unit as I killed all the infantry earlier.
I made short work of the siege though I lost quite a number of spearmen to the paladin unit. The Franks then went into horde by turn 5. What about the Romans? Well, they are too thinly spread out to threaten me at the start and the Lombard archers with lancers defence killed off their sieging armies all the time during sally forth.
The Frankish horde decided to head further west like all good horde should, and was out of my hair for a while. I then reinforced both my cities with Lombard archers and lancers. What a good combo. Then my army headed west to caupture the large Roman cities. As soon as I captured a city, I fill it up with Lombard Archers and lancers. Then the army headed south to capture the city just North of the Alps.
There was a period of shuttling my army northwards and southwards due to threats from the Romans in the north and the Samartian, Vandal and more Roman from the south. I managed to kill off the Vandal horde when they siege my south cities with careful use of onager, lancers and Lombard archers. I was attempting to raise my second army for the north then. My first army captured Mediolanum from the Romans only to be sieged soon after by the Samartian horde.
I killed off thousands of the Samartian when I sallied forth practically destroying more than half their total horde. They never recovered from that. Second army then headed west into France only to be chased from behind by the Goth horde. So I had to quickly attack during siege at Samarobriva to then set up siege defence against the Goths.
First army captured Rome next Ravenna was a rebel city after getting sacked by the Samartians and was too poor for my liking. From Rome I headed south to Tarentum and then into Sicily. My third army was ready and that captured Ravenna thus sealing Italy. Mediolanum was a vital defence city against the west for quite a while before I captured Masilla and Arles. It's then just to capture enough cities to win.
I captured the Roman cities in England and Spain to win the game. Other notes: I avoided conflict with the Saxons at all cost. That's why I did not capture Campus Frisii in the north. I let the Romans keep that as a buffer. The Saxons proved a useful trading ally in the North and Londinium became my richest trade city.
I tried to preserve the Eastern Roman Empire as a trading partner but once I captured Italy they declared war by port blockades. I thus added Salona to my empire. For sallying forth you have the speedy lancers and lombard archers.
Onagers make siege attacking easy. Therefore I don't know how the Noble cavalry performs, perhaps better, but I preferred the speed of the lancers. Most of your units are speedy and can get into position fast. Though there are no horse archers, the lombard archers themselves can be used as skirmishes with speedy lancer support.
Usual line up is 5 chosen axemen, 3 onagers, 5 lombard archers, 1 general and 6 burgundian lancers. Most memorable battle is the crushing of the Samartian horde when I sallied forth at Mediolanum. It's a very fun faction to play! But it is not an easy faction to play. I would not recommend experienced players to play this faction with out any cheats. The most important period for this faction is the first 5 turns. If you get it right, you won't have any trouble from any other factions.
Once I had my 'homeland' secured, it became quite a breeze to win the game. I finished the mini objective even before my second emperor passed away. I was doing this even without rushing my play. The mini objective is just too easy just needed 10 more cities including Constantinople to win.
The reason I said I would only recommend experienced players to play this faction is because I had to use every trick I know to play this faction well. I had to have good skills in religious conversions, economy building, military logistics and battle skills to make it happen. Lacking any of this skills and you will struggle more. The infantry is dependable from the Liminatei, Foederati Infantry till the praeventores, though I mostly use Comitatenses and Plumbatarii in my main force.
Palatine Guards are redundant as the other two have the advantage of projectiles. Praeventores have excellent killing ability but not staying power. Their small numbers make them easily overwhelmed by larger numbers. So don't make up a whole infantry front line with them even though it is tempting to create an invisible front line that can spring ambushes every time. Oh, don't forget the peasants. They are the best to fill up cities to keep them happy.
The cavalry is good too. Samartian Auxillia is strong. The Equites Sagitarii is good as support melee though don't expect them to break enemy lines with their charges. Foederati Cavalry is decent in the early game. They make up their lack of power with speed. The siege units are excellent.
Heavy Onagers and Carraige Ballistas just rock. I had a few single gold chevron Carraige Ballistas. The highest were 3 double gold chevron Carraige Ballistas. Somehow could not get them to triple gold. My best 3 Heavy Onager was 3 silver chevrons.
I get to rout the charging enemy often with the first volley of projectiles. The biggest change, in terms of how it alters how the game plays, is that the more barbarous races are able to form hordes. This is to simulate exactly how mobile the tribes-people were in this era, knocking over each other like a row of dominos, with progressive waves of tribes pushing everyone westward.
The Vandals, starting in Europe, ended up in North Africa. In game terms, this means when the final settlement of your empire falls, as long as you're a tribes-type, you're not knocked out, but rather your entire population become mobile armies which don't require financial upkeep.
As well as whatever troops you've managed to amass, you get a whole selection of new armies to march off and find a new homeland. That is, find a new homeland and kick out its current tenants. Several of the races — such as the Huns I've become terribly enamoured with — actually start in the horde formation, and are the catalyst to the general destruction of the world.
They've got the initial tactical question — do you settle early, and so transfer as much of their roving armies into useful population, or do you push on as far into the rich Mediterranean lands as you can, and risk depleting their troops? Or do you employ a scorched earth policy, attacking people on the way, sacking which is a more extreme version than the previous settlement-destruction options all the passing settlements, so gaining masses of cash, at the cost of a quicker depletion of troops?
Either way, the fall out is going to chase you. My annihilation of a couple of tribes lead to all them becoming mobile, and heading off. By the time I'd settled in Constantinople, one of the hordes I'd created wandered into my territory — and with my armies now citizens, I didn't have anywhere near enough force to stop them taking a city away from me. That they headed off in westward, along with the hordes which they had created And admire them. The world's burning!
More than any of the other expansion packs, there's an apocalyptic feel to Barbarian Invasion. Nation after nation becomes tribal, heading out to find new homes, burning places to the ground en route and the Roman Empire visibly falters. Even early in one of my games, I saw that huge numbers of provinces were in the hand of independent rebels — which in Barbarian Invasion is a sign that someone has sacked the settlement then moved on — and the Eastern Roman Empire had divided into three warring factions.
It's the end of the world as they know it. You, with the gift of years of separation, feel fine. That's the basics of what Barbarian Invasion offers — a more driven campaign than the traditional one, which inverses the difficulties. Previously, the rough lads had a hard time of it when the Romans were generally triumphant.
Here, it'll be a serious pilum-bearer who'll be up to the task of preserving or even reuniting, since its split into the East and West empires the Roman Empire. There is, of course, more. The map's been reworked into new, period-proper provinces. Religion's importance has been increased, with Christianity, Paganism and the middle-eastern Zoroastrianism beliefs all influencing the population, with religious differences causing civil strife. There's even some new special moves, with shield walls and a anti-cavalry circular-spear-pointing hedgehog available.
Also, for those who want to get their swimming certificate half way through a campaign, there's the ability for certain unit types to swim, which is handy to try and avoid the killing grounds of bridge-crossing. While it has important tactical uses for those who'd wish to try it, the new night fighting option for experienced generals offers striking visual set-pieces that provide equally striking reasons to consider it. A sea of torches marching towards a high wall and a wave of flaming arrows streaking through the night Why not a nine?
As magnificent an example of the add-on pack as Rome is, it doesn't redefine the game completely in order to make it an absolute essential buy for anyone who was interested in the mother-game. It's an imaginative more-of-the-same, but still — at its core — a more of the same.
The mark's a buying guide, so an eight. But that's only a mark. With Barbarian Invasion, the only mark that really matters is the mark you make on the world. That's what it gives you: Here's a world. Try to crush it or try to save it. It's your call. We want to make Eurogamer better, and that means better for our readers - not for algorithms.
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