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Total War: Attila Game Guide by gamepressure.com

Total War: Attila Game Guide

Table of Contents

Land army | War Total War: Attila Guide

Last update: 11 May 2016

In Attila a land formation can be a part of infantry, cavalry, missile or artillery - Land army - War - Total War: Attila - Game Guide and Walkthrough

Armies types

In Attila a land formation can be a part of infantry, cavalry, missile or artillery. All those groups can be combined with each other (infantry and missile will give you archers, cavalry and missile archers on horses and so on), and each group have its subgroups (pike infantry is something different than spear infantry).

To make thing easier, you can divide units based on their reach - close combat and shooters - or the way they move - infantry and cavalry. Artillery in such situation will be considered as infantry, as it has similar speed. Such division makes it easier to place units on battlefield. Infantry should stay back and cover shooters, cavalry should secure wings, and artillery remain completely at the back so that it won't get assaulted by enemies.

In game you can find melee infantry as well, but it should not trip you up. Difference between it and pike or spear infantry is only in reach. Though both those units fight melee, pikes have slightly longer reach, which makes them more effective in defense, especially against cavalry. In practice, both those units do the same - they fight closely with enemy, only some of them can do it faster than others.

From the game mechanics point of view, category to which a unit belongs have great importance. Missile units are effective against infantry, infantry works well against cavalry, and cavalry is good against shooters. Additionally, artillery is weak in melee combat, just like other shooting units, but in range combat it can manage very well. It doesn't mean that infantry is useless against archers. Cavalry is simply faster than them. Most of infantry fight well against cavalry because of having pikes and spears.

Unit tier, statistics and abilities

Each unit have from fourteen to sixteen statistics, depending on the way it fights. A detailed description of them is futile, so when selecting formations try to choose those that have higher stats or tier, as in practice its all the same. If that is a not good enough indicator for you, pick them based on their price. If two units of same type have different price, the more expensive one in most cases is superior to the other one.

When choosing units have their application in mind as well. Not every cavalry is good for charge, as not every infantry formation is able to effectively cover itself from shooting. Sometimes it is better to select a weaker unit that has some statistics especially valuable for you at higher level. Strengths and weaknesses of a unit will inform you what is it best for.

Abilities can be divided into passive, like sea sickness, and active, like berserk or wedge. Each of them offer bonuses and in some cases penalties to chosen statistics. For example, archers can choose from four different arrow types, good against specific enemy types. Because of that, when selecting a unit check what abilities it has and if they will be useful in upcoming battles. For example, onager can't hide in forest, so he isn't useful for ambushes. Persian Nobles are perfect to hold lines because of their steady and disciplined abilities.

Whenever it is possible, increase units level with the retrain order. It costs little, and can greatly improve their stats.

Number of men

One artillery formation has less men than a cavalry formation, which has less numbers than infantry formation. Because of that, artillery can quicker lose its morale and run from battlefield and infantry is able to block a narrow passage longer. Maximum number of men of each formation is constant, only its current numbers can change, either due to battle, disease or replenishing forces in province.

Most formations have a round number of men. Artillery and single formations, like war hounds are exception.

Unit experience and rank

The more battles your formation have survived, the more experience he gained. Experience improve formation statistics, which makes even low tier formations useful on the battlefield. It is one of reasons why it is unwise to fight until last soldier and lose a formation. After few battles an experienced formation is worth more than a newly recruited one, even if difference in stats between them seems small. Additionally, keeping an experienced formation alive is cheaper than creating a new one from scratches.

Equipment/upgrading

In provinces that have right buildings it is possible to upgrade units. You can upgrade a weapon, separately for melee combat and range combat, an armor and horses, depending on upgraded unit. Upgrades slightly increase statistics of a unit - melee combat, range combat, armor and speed - but can be done up to three times per unit. And they aggregate with experience gained in combat. Because of that, a good tactic is to first upgrade created formations and then allow them to gain experience in combat. Such formations will be much better than newly created ones on the same level.

Integrity

This trait is similar to order for settlements - it shows how good an army feels under your leadership. High integrity doesn't give you any bonuses, but low can lead to rebellion. Integrity is influenced by taking ransom from defeated enemy armies, traditions, stances and military victories. If integrity has dropped to very low level, it can be raised with the decimate order.

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