End of Game Army Composition

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Aleksandr
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Re: End of Game Army Composition

Post by Aleksandr »

Bah...

BALANCED LEGION


Image

(Very Hard)

Legate 58
Auxilia 25
Auxilia 26
Velites 32
Auxiliary Archers 27
Auxiliary Archers 26
Auxiliary Archers 27
Auxiliary Cavalry 28
Legionary 19
Legionary 19
Velites 13


Denarii: 6 025
Fame: 1 135 930
First loss: Etruscan Treachery
(I start to hate it.)


I've tried very unusual skill trees and imho this was the reason for the obvious low result. I should have been more conservative.
I bought the heavy infantry only after the Gauls and Pyrrhos minicampaign. This saved some fame, but maybe I've lost some fame further down the campaign, as my guys lacked experiences. I've completely wasted some of the battles, so maybe this is the real reason of my low score.
As you might see, I used ten squads as nearly always, but I've kept one Velites not long before the final battle.

Not much more to say, the score is self-explaining.
pgeerkens
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Re: End of Game Army Composition

Post by pgeerkens »

I always buy the velites as a pair, and pick up one heavy infantry, usually the Triari, by Samnites at the latest.
Aleksandr
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Re: End of Game Army Composition

Post by Aleksandr »

pgeerkens wrote:I always buy the velites as a pair, and pick up one heavy infantry, usually the Triari, by Samnites at the latest.
I've thought about my approach a little bit.
First of all, I must admit that I was surprised with Velites. They were by far the most experienced unit in my army and they seemed to be very useful. I'll use them, and I'll use a pair of them.
I still can't decide on the Archers. The archers-heavy army is capable of crippling the enemy before he hits. However when confronted with fast or big armies, they either run out of ammo before the enemy is routed (Cisalpine Gauls) or lack time to route the enemy (Aquae Sixtae). Not to mention how hard it is when they meet a big AND fast army...
It is also possible that their power is contraproductive in a way that it prevents h2h guys to gain experiences, thus making them quite vulnerable towards the end.
It's also a bit difficult for the h2h squads to cooperate, as I use very few of them and thus they sometimes can't lean on each other.
Aleksandr
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Re: End of Game Army Composition

Post by Aleksandr »

Argh...
I'm quite fed up with some of the game's mechanics and glitches.
I started one another run and went as far as Aequi Riders, where I ordered my two Auxilias to move BEYOND the enemy Skirmishers, so that the Auxilias don't waste time throwing their pila.
Normally this means that a squad ordered to move in such a way goes as far as possible until it hits the enemy. Not today. Today the Auxilias decided to pass through the enemy and to move further and further and further. This of course meant that the Skirmishers' javelins salvos continued, and that the Auxilias lost time instead of gaining it, and thus were hit by the Cavalry in the open.

I give up. I need to take a pause.
pgeerkens
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Re: End of Game Army Composition

Post by pgeerkens »

re:
Aleksandr wrote:
pgeerkens wrote:I always buy the velites as a pair, and pick up one heavy infantry, usually the Triari, by Samnites at the latest.
I've thought about my approach a little bit.
First of all, I must admit that I was surprised with Velites. They were by far the most experienced unit in my army and they seemed to be very useful. I'll use them, and I'll use a pair of them.
I still can't decide on the Archers. The archers-heavy army is capable of crippling the enemy before he hits. However when confronted with fast or big armies, they either run out of ammo before the enemy is routed (Cisalpine Gauls) or lack time to route the enemy (Aquae Sixtae). Not to mention how hard it is when they meet a big AND fast army...
It is also possible that their power is contraproductive in a way that it prevents h2h guys to gain experiences, thus making them quite vulnerable towards the end.
It's also a bit difficult for the h2h squads to cooperate, as I use very few of them and thus they sometimes can't lean on each other.
Don't you have a cav. by this point to take them out? Or a pin cushion to distract them?
Aleksandr
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Re: End of Game Army Composition

Post by Aleksandr »

I'm not sure if we understand each other. I wrote about my own archers and the fact that my h2h guys get very little experiences and then they are vulnerable in crowded battles.
pgeerkens
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Re: End of Game Army Composition

Post by pgeerkens »

Aleksandr wrote:I'm not sure if we understand each other. I wrote about my own archers and the fact that my h2h guys get very little experiences and then they are vulnerable in crowded battles.

Oops! I quoted the wrong comment. I meant in regards to your Aequi Raiders:
I started one another run and went as far as Aequi Riders, where I ordered my two Auxilias to move BEYOND the enemy Skirmishers, so that the Auxilias don't waste time throwing their pila.
Aleksandr
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Re: End of Game Army Composition

Post by Aleksandr »

pgeerkens wrote:
Aleksandr wrote:I'm not sure if we understand each other. I wrote about my own archers and the fact that my h2h guys get very little experiences and then they are vulnerable in crowded battles.

Oops! I quoted the wrong comment. I meant in regards to your Aequi Raiders:
I started one another run and went as far as Aequi Riders, where I ordered my two Auxilias to move BEYOND the enemy Skirmishers, so that the Auxilias don't waste time throwing their pila.
Oh so!
No, I don't have cav, I got just the two Auxilias.
After all, this battle is quite easy, I just wished to lessen the losses, so I attacked the skirms head on. For a mysterious reason it went like I wrote... :(
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Re: End of Game Army Composition

Post by pgeerkens »

I just discovered the advantages of Endurance; and set a new record of 1,147,690 using it instead of Protection Against <Type> for h-to-h and cav. units.
Also replaced the Legionary with a Praetorian, which hurt my running total for a few battles, but started paying off once it reached level 5 or 6.

I believe 1,148,000 (perhaps even 1,148,500) is reachable, as I left some Fame on the table in my hurry to complete this run quickly.
Aleksandr
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Re: End of Game Army Composition

Post by Aleksandr »

pgeerkens wrote:I just discovered the advantages of Endurance; and set a new record of 1,147,690 using it instead of Protection Against <Type> for h-to-h and cav. units.
Also replaced the Legionary with a Praetorian, which hurt my running total for a few battles, but started paying off once it reached level 5 or 6.

I believe 1,148,000 (perhaps even 1,148,500) is reachable, as I left some Fame on the table in my hurry to complete this run quickly.
Wow, nice result!
Aleksandr
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Re: End of Game Army Composition

Post by Aleksandr »

AUXILIA

Image

(Very Hard)

Legate 61
Auxilia 24
Auxilia 23
Auxilia 23
Auxiliary Archers 29
Auxiliary Archers 29
Auxiliary Archers 29
Auxilia 23
Auxilia 22
Auxiliary Cavalry 33

Denarii: 4 125
Fame: 1 138 630
First loss: idk



Hm. I still can't break the 1 140k threshold. I've thought that the all-light INF section will save some fame, but it didn't. I also wasted quite some fame during several mismanaged battles.
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Re: End of Game Army Composition

Post by Aleksandr »

BALANCED LEGION

Image

(Very Hard)

Legate 55
Auxilia 29
Auxilia 29
Velites 32
Velites 31
Auxiliary Archers 26
Auxiliary Archers 28
Auxiliary Cavalry 25
Auxiliary Cavalry 26
Triarii 20


Denarii: 265
Fame: 1 140 985 HURRAY!!!
First Loss: Etruscan Treachery
(of course...)


So, finally I broke the 1 140k threshold! I'm gonna open me some good ol' bottle of... well, beer. :-D

The build is amazing and I love everything about it - maybe except for the Triarii's slow experiences' growth. But I like their utility.

This time I gave my units fast Endurance and Armour Penetration (instead of Feint, however I still wish to find a level or two to give it to the INF at least). I gave them Adv. Pro:Inf and Adv. Anti:Inf, maxed Dodge (Auxilia) and Trample (Cav). Trample is by far the most useful skill of any cavalry, and the ability to pre-cripple the incoming wave (and to cripple it with the arrow fire) is amazing. Velites are extremely useful and I believe that lots of my success is thanks to them - they have solid punch and they are mainly good against light INF in harsh terrain, where the usual hand-to-hand light infanteries vs. Auxilias clash would take an eternity and would cost lots of dead... but with the javelin support it's different. I was really surprised with the ease of Men in Black.
Level8 Armour anyone? :) Yes,I beefed the Auxilia that much. I had money and as I saved some denarii (because I decided to not buy a Falx to the two cavalries), I had lots of gold to spend, namely when there were just two Odd Bow squads.
I mismanaged the Triarii and thus they hadn't had the Sarissa... :(

Overall I'm satisfied,although I still had to replay several of the time limit battles. :roll:
pgeerkens
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Re: End of Game Army Composition

Post by pgeerkens »

Congratulations.

One nice feature of the Velites is that two of them cost the same as an archer, and carry (combined) the same number of missiles, but deliver them twice as fast. Good for those sections of the battle where you need a really fast hard punch.

The sarissa is a nice final touch to the triari, but be sure to give them one (if not two) levels of swordsman, and keep them in Offensive, once you do.
Have you tried buying one scout early on to deal with missilers in those scenarios?
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Re: End of Game Army Composition

Post by pgeerkens »

Congratulations.

One nice feature of the Velites is that two of them cost the same as an archer, and carry (combined) the same number of missiles, but deliver them twice as fast. Good for those sections of the battle where you need a really fast hard punch.

The sarissa is a nice final touch to the triari, but be sure to give them one (if not two) levels of swordsman, and keep them in Offensive, once you do.
Have you tried buying one scout early on to deal with missilers in those scenarios?
Aleksandr
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Re: End of Game Army Composition

Post by Aleksandr »

pgeerkens wrote:Congratulations.

One nice feature of the Velites is that two of them cost the same as an archer, and carry (combined) the same number of missiles, but deliver them twice as fast. Good for those sections of the battle where you need a really fast hard punch.

The sarissa is a nice final touch to the triari, but be sure to give them one (if not two) levels of swordsman, and keep them in Offensive, once you do.
Have you tried buying one scout early on to deal with missilers in those scenarios?
Yep, the Velites are insane. Have you noticed that they trample once the'll get Anti:Inf? So once they'll run out of ammo, you may order them to move in the route of the routed and then seive some additional experiences!

I gave the Triarii level two Swordsman, unless I'm mistaken. And kept them in offensive for most of the time, unless there were loads of enemy throwers.

I didn't use the Scouts, there will be too much healing of them. I decided to use pincushion and/or one-purpose cavalry.
Aleksandr
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Re: End of Game Army Composition

Post by Aleksandr »

Half a year has passed and the time has come to play me some LEGION ARENAARRRGGGHH! :D

HEAVY LEGION


Image

(Very Hard)

Legate 60
Auxilia 29
Auxilia 28
Velites 32
Auxiliary Archers 28
Auxiliary Cavalry 27
Auxiliary Cavalry 27
Praetorian 19
Praetorian 19


Denarii: 1120
Fame: 1 135 510 :?
First Loss: Etruscan Treachery
(this scenario is sooo annoying)


Quite an anticlimax. I expected much, much more. Maybe it's all due to the higher number of heavy units, because I don't remember that I'd spoiled that many battles.
At least my dudes had everything possible: Achilles' Armour, both cavalry things, OddBow, Falxes, etc.

Must try something different. Sadly I find the stock Celtic campaign unbalanced and I also didn't fell in love with their units - other than archers and the heavy cavalry, they don't appeal to me.
I'd really love to find the ultimate composition. I think I was already close some times in the past, but as the 60 scenarios leave to much place for variance, maybe it's an effort in vain...

EDIT: I find some of the scenarios bugged/annoying. All the battles where the enemy must-not-survive general is incorrectly set, then those with the very tight time limit, but also the very third scenario (Sabine Ambush) is kinda useless. The enemy should start closer so that there's some action and there should be one Militia amongst their troops, because they'll change it into an army (now it's just a horde of peasants) and higher level units (read: Auxilia) would gain some XP.
Aleksandr
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Re: End of Game Army Composition

Post by Aleksandr »


AUXILIA


Image

(Very Hard)

Legate 57
Auxilia 28
Auxilia 27
Velites 32
Auxiliary Archers 25
Auxiliary Archers 25
Auxiliary Archers 23
Auxilia 25
Auxilia 26
Auxiliary Cavalry 27
Velites 12


Denarii: 1655
Fame: 1 142 350
First Loss: Etruscan Treachery
(seriously, I hate this battle)

Code: Select all

Arena Army Report

Army Name: Romans
Side: Romans
Squads:11
Denari: 1655
Fame: 1142350


------------------------------------------
Legate I
(Leader)

Men: 1/1
Level: 57
Exp: 24422 (Next Level at 24553)

Losses: 0
To Heal: 0 Fame

Legate I
(Leader)

Total Kills: 130
Highest Kills: 12
Worst Casualties: 1
Best Experience: 162

Squad Health : 112 (50 + 62 + 35)
Morale : 328 (250 + 78 + 75)
Agility : 35 (35 + 0 + 40)
Melee Armour : 17 (17 + 0 + 5)
Melee Damage : 27 (27 + 0 + 8)
Melee Attack : 40 (40 + 0 + 26)
Melee Concuss : 1 (1 + 0 + 19)
Ranged Armour : 25 (25 + 0 + -5)
Ranged Damage : 0 (0 + 0 + 0)
Ranged Attack : 0 (0 + 0 + 0)
Ranged Concuss : 0 (0 + 0 + 0)
Critical Shot : 0 (0 + 0 + 0)
Trample : 70 (70 + 0)
Trample Avoid : 100 (100 + 0)
Order Cost : 2000 (2000 + 0 + 0)
Ammo : 0 (0 + 0)

Master Block
Master Dodge 
Master Parry
Feint
Master Endurance
Master Armour Penetration
Frenzy
Honour Guard
Master Quick Thinker
Master Strategist
Master Leadership
Grand Master Swordsman III
Grand Master III Protection from Infantry
Grand Master III Protection from Cavalry

------------------------------------------
Auxilia I
(Light Infantry)

Men: 48/48
Level: 28
Exp: 93989 (Next Level at 96099)

Losses: 0
To Heal: 0 Fame

Auxilia I
(Light Infantry)

Total Kills: 3311
Highest Kills: 133
Worst Casualties: 34
Best Experience: 6650

Squad Health : 52 (25 + 27 + 30)
Morale : 318 (250 + 68 + 0)
Agility : 20 (20 + 0 + 40)
Melee Armour : 9 (9 + 0 + 46)
Melee Damage : 14 (14 + 0 + 14)
Melee Attack : 9 (9 + 0 + 20)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 19)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + 0)
Ammo : 1 (1 + 0)

Expert Dodge 
Master Endurance
Master Armour Penetration
Master Anti Infantry Specialist
Master Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Grand Master Swordsman III
Dacian Falx
Achilles' Armour
Armour Grade 7

------------------------------------------
Auxilia II
(Light Infantry)

Men: 48/48
Level: 27
Exp: 88762 (Next Level at 90339)

Losses: 0
To Heal: 0 Fame

Auxilia II
(Light Infantry)

Total Kills: 2625
Highest Kills: 135
Worst Casualties: 34
Best Experience: 5550

Squad Health : 51 (25 + 26 + 30)
Morale : 315 (250 + 65 + 0)
Agility : 20 (20 + 0 + 35)
Melee Armour : 9 (9 + 0 + 46)
Melee Damage : 14 (14 + 0 + 15)
Melee Attack : 9 (9 + 0 + 20)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 19)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + 0)
Ammo : 1 (1 + 0)

Advanced Dodge 
Master Endurance
Master Armour Penetration
Master Anti Infantry Specialist
Master Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Grand Master Swordsman III
Dacian Falx
Achilles' Armour
Armour Grade 7

------------------------------------------
Velites I
(Skirmishers)

Men: 36/36
Level: 32
Exp: 76614 (Next Level at 79368)

Losses: 0
To Heal: 0 Fame

Velites I
(Skirmishers)

Total Kills: 1588
Highest Kills: 86
Worst Casualties: 11
Best Experience: 2784

Squad Health : 56 (25 + 31 + 30)
Morale : 328 (250 + 78 + -50)
Agility : 30 (30 + 0 + 0)
Melee Armour : 4 (4 + 0 + 0)
Melee Damage : 10 (10 + 0 + 0)
Melee Attack : 9 (9 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 3 (3 + 0 + 5)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 67)
Ranged Concuss : 5 (5 + 0 + 5)
Critical Shot : 25 (25 + 0 + 30)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 6000 (6000 + 0 + -4000)
Ammo : 12 (8 + 4)

Master Endurance
Missile Protection
Master Weakspot Targeting
Heavy Missiles
Skirmish
Master Drill
Extra Javelins
Expert Throwers
Advanced Anti Cavalry Specialist
Grand Master Marksman III
Grand Master III Anti Infantry Specialist

------------------------------------------
Auxiliary Archers I
(Archers)

Men: 48/48
Level: 25
Exp: 74827 (Next Level at 78819)

Losses: 0
To Heal: 0 Fame

Auxiliary Archers I
(Archers)

Total Kills: 1675
Highest Kills: 67
Worst Casualties: 24
Best Experience: 2597

Squad Health : 49 (25 + 24 + 0)
Morale : 285 (225 + 60 + -50)
Agility : 20 (20 + 0 + 0)
Melee Armour : 9 (9 + 0 + 0)
Melee Damage : 7 (7 + 0 + 0)
Melee Attack : 6 (6 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 2 (2 + 0 + 0)
Ranged Damage : 20 (20 + 0 + 0)
Ranged Attack : 20 (20 + 0 + 50)
Ranged Concuss : 1 (1 + 0 + 5)
Critical Shot : 25 (25 + 0 + 30)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + -4000)
Ammo : 25 (15 + 10)

Master Weakspot Targeting
Heavy Missiles
Skirmish
Master Drill
Extra Arrows
Stronger Bows
Advanced Anti Cavalry Specialist
Disciplined Formations
Grand Master Marksman II
Grand Master II Anti Infantry Specialist

------------------------------------------
Auxiliary Archers II
(Archers)

Men: 48/48
Level: 25
Exp: 77031 (Next Level at 78819)

Losses: 0
To Heal: 0 Fame

Auxiliary Archers II
(Archers)

Total Kills: 1666
Highest Kills: 76
Worst Casualties: 2
Best Experience: 3042

Squad Health : 49 (25 + 24 + 0)
Morale : 285 (225 + 60 + -50)
Agility : 20 (20 + 0 + 0)
Melee Armour : 9 (9 + 0 + 0)
Melee Damage : 7 (7 + 0 + 0)
Melee Attack : 6 (6 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 2 (2 + 0 + 0)
Ranged Damage : 20 (20 + 0 + 0)
Ranged Attack : 20 (20 + 0 + 50)
Ranged Concuss : 1 (1 + 0 + 5)
Critical Shot : 25 (25 + 0 + 30)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + -4000)
Ammo : 25 (15 + 10)

Master Weakspot Targeting
Heavy Missiles
Skirmish
Master Drill
Extra Arrows
Stronger Bows
Advanced Anti Cavalry Specialist
Disciplined Formations
Grand Master Marksman II
Grand Master II Anti Infantry Specialist

------------------------------------------
Auxiliary Archers III
(Archers)

Men: 48/48
Level: 23
Exp: 66294 (Next Level at 67299)

Losses: 0
To Heal: 0 Fame

Auxiliary Archers III
(Archers)

Total Kills: 1342
Highest Kills: 66
Worst Casualties: 19
Best Experience: 3062

Squad Health : 47 (25 + 22 + 0)
Morale : 280 (225 + 55 + -50)
Agility : 20 (20 + 0 + 0)
Melee Armour : 9 (9 + 0 + 0)
Melee Damage : 7 (7 + 0 + 0)
Melee Attack : 6 (6 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 2 (2 + 0 + 0)
Ranged Damage : 20 (20 + 0 + 0)
Ranged Attack : 20 (20 + 0 + 50)
Ranged Concuss : 1 (1 + 0 + 5)
Critical Shot : 25 (25 + 0 + 30)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + -3000)
Ammo : 25 (15 + 10)

Master Weakspot Targeting
Heavy Missiles
Skirmish
Expert Drill
Extra Arrows
Stronger Bows
Advanced Anti Cavalry Specialist
Disciplined Formations
Grand Master Marksman II
Grand Master I Anti Infantry Specialist

------------------------------------------
Auxilia III
(Light Infantry)

Men: 48/48
Level: 25
Exp: 78747 (Next Level at 78819)

Losses: 0
To Heal: 0 Fame

Auxilia III
(Light Infantry)

Total Kills: 1551
Highest Kills: 87
Worst Casualties: 27
Best Experience: 4292

Squad Health : 49 (25 + 24 + 30)
Morale : 310 (250 + 60 + 0)
Agility : 20 (20 + 0 + 20)
Melee Armour : 9 (9 + 0 + 36)
Melee Damage : 14 (14 + 0 + 13)
Melee Attack : 9 (9 + 0 + 8)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 17)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + 0)
Ammo : 1 (1 + 0)

Dodge
Master Endurance
Master Armour Penetration
Master Anti Infantry Specialist
Master Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Grand Master Swordsman II
Dacian Falx
Armour Grade 7

------------------------------------------
Auxilia IV
(Light Infantry)

Men: 48/48
Level: 26
Exp: 83408 (Next Level at 84579)

Losses: 0
To Heal: 0 Fame

Auxilia IV
(Light Infantry)

Total Kills: 1737
Highest Kills: 138
Worst Casualties: 27
Best Experience: 6767

Squad Health : 50 (25 + 25 + 30)
Morale : 313 (250 + 63 + 0)
Agility : 20 (20 + 0 + 25)
Melee Armour : 9 (9 + 0 + 36)
Melee Damage : 14 (14 + 0 + 15)
Melee Attack : 9 (9 + 0 + 8)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 17)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + 0)
Ammo : 1 (1 + 0)

Advanced Dodge 
Master Endurance
Master Armour Penetration
Master Anti Infantry Specialist
Master Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Grand Master Swordsman II
Dacian Falx
Armour Grade 7

------------------------------------------
Auxiliary Cavalry I
(Heavy Cavalry)

Men: 24/24
Level: 27
Exp: 86835 (Next Level at 90339)

Losses: 0
To Heal: 0 Fame

Auxiliary Cavalry I
(Heavy Cavalry)

Total Kills: 2486
Highest Kills: 125
Worst Casualties: 21
Best Experience: 3689

Squad Health : 56 (30 + 26 + 40)
Morale : 340 (275 + 65 + 25)
Agility : 30 (30 + 0 + 20)
Melee Armour : 12 (12 + 0 + 71)
Melee Damage : 18 (18 + 0 + 20)
Melee Attack : 12 (12 + 0 + 26)
Melee Concuss : 3 (3 + 0 + 39)
Ranged Armour : 4 (4 + 0 + 16)
Ranged Damage : 0 (0 + 0 + 0)
Ranged Attack : 0 (0 + 0 + 0)
Ranged Concuss : 0 (0 + 0 + 0)
Critical Shot : 0 (0 + 0 + 0)
Trample : 80 (40 + 40)
Trample Avoid : 100 (100 + 0)
Order Cost : 6000 (6000 + 0 + -4000)
Ammo : 0 (0 + 0)

Advanced Dodge 
Master Endurance
Master Armour Penetration
Frenzy
Master Drill
Master Trample
Weapons Grade 3
Helmet Grade 3
Grand Master Swordsman III
Dacian Falx
Sarmatian Cavalry Armour
Teutonic Horses
Achilles' Armour
Armour Grade 8

------------------------------------------
Velites II
(Skirmishers)

Men: 36/36
Level: 12
Exp: 6604 (Next Level at 8041)

Losses: 0
To Heal: 0 Fame

Velites II
(Skirmishers)

Total Kills: 55
Highest Kills: 14
Worst Casualties: 2
Best Experience: 700

Squad Health : 36 (25 + 11 + 0)
Morale : 278 (250 + 28 + -50)
Agility : 30 (30 + 0 + 0)
Melee Armour : 4 (4 + 0 + 0)
Melee Damage : 10 (10 + 0 + 0)
Melee Attack : 9 (9 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 3 (3 + 0 + 0)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 46)
Ranged Concuss : 5 (5 + 0 + 5)
Critical Shot : 25 (25 + 0 + 20)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 6000 (6000 + 0 + -1000)
Ammo : 12 (8 + 4)

Master Marksman
Advanced Weakspot Targeting
Heavy Missiles
Skirmish
Drill
Extra Javelins
Expert Throwers
Advanced Anti Infantry Specialist

This run was really pretty. As you may see in the full army report (thanks for the F1 feature, Sirs and Ladies from Slitherine!), I went for a quite unusual mix of abilities. I went as high as Naster Anti:Inf + Pro:Inf and I believe it was crucial. The other useful ability seems to be Endurance, as it helps generally, no matter what stands against you, be it foot soldiers or mounted troops.
I consider Drill to be a wasted slot and my units got it only when there was nothing else to gain. With a good plan you won't ned to click around and the only unit that really needs it are the horsemen because you need at least one rapid and vigilant troop, esp. when and because your other units can't respnd that fast. otoh, I know the game very well and may play a few battles from memory, so that's about the "good plan" blathering. If you need to move your units around the battlefield, then this can't be done withut Drill. But yeah, simply max the Legate's commanding abilities and it may be enough until you'll get seven+ units.

As I wrote below, I used pin cushions wherever possible, sometimes a big amounts of them. I'd love to know how they helped, if at all. The fact that they eat arrows might be outweighed by the fact that they also eat experiences, morover relying on them leads to three downs: your army will be bit awkward, you'll hesitate to give Pro:Missiles to your units (and thus lose health once the pincushions will berouted) and you may expose yourself once there will be hole in your formation.

Three archers are definitely one too many. No heavy troop mean no expensive healing, otoh, Auxilia sometimes can't withstand the blow. Otoh, I won lots of forest-light battles with only two Auxilias waiting in the weeds, where they slaughtered dozen of nemy units without any bleeding.

I'd love to know ppl's opinion on elephants. I used one dumbo in battles with very tight low-casualties limit, or there where I needed a really reliable wall to absorb the arrows. I'd love to know if they're useful. From what I gathered, they seem clumsy, and as they'Re healing is quite daunting, I shied away from them, esp. as they don't fit my quite rapid tactics.

Over the years I developed a nice tactic for the most annoying battles, but I still think that Etr. Treachery should have been improved by adding another ten seconds. The mismanged "kill the general" battles are a glitch, but whatever.

Overally very good build.
Last edited by Aleksandr on Tue Mar 18, 2014 12:04 pm, edited 1 time in total.
pgeerkens
Senior Corporal - Destroyer
Senior Corporal - Destroyer
Posts: 121
Joined: Tue Jun 03, 2008 9:47 pm
Location: Hamilton. Ontario

Re: End of Game Army Composition

Post by pgeerkens »

Good work. To get to the next level I suggest recruiting one Triarii, one Legionary or Praetorian, and two more Velites instead of the last two Auxilia. Specialize the Triarii as anti-cavalry (you wouldn't believe how these guys can chew up even the best of enemy cavalry hen backed up by a Velite), and the second heavy infantry as anti-infantry. When the Triarii come on your goal should be to get them to level 6 or 7 in their first battle by chewing up enemy light infantry.

I know those archers are so pretty when they get to level 12, but you are paying prestige for them in every battle until then. Grab 4 Velites quickly, and then work on affording the archers.
Aleksandr
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 142
Joined: Sun Feb 14, 2010 5:29 pm

Re: End of Game Army Composition

Post by Aleksandr »

pgeerkens wrote:Good work. To get to the next level I suggest recruiting one Triarii, one Legionary or Praetorian, and two more Velites instead of the last two Auxilia. Specialize the Triarii as anti-cavalry (you wouldn't believe how these guys can chew up even the best of enemy cavalry hen backed up by a Velite), and the second heavy infantry as anti-infantry. When the Triarii come on your goal should be to get them to level 6 or 7 in their first battle by chewing up enemy light infantry.

I know those archers are so pretty when they get to level 12, but you are paying prestige for them in every battle until then. Grab 4 Velites quickly, and then work on affording the archers.
Hello friend, long time no see!

Yes, I remember your Triarii tactics. I was in a mood for a completely light army, though, so I went for the mix you see above. I really like it; I can't put m finger on why, but it has lot to do with their visual appearance, power of archers, uniformity of the mix, light-only settings and healings, etc. Even when I started the run, I knew this won't be the best, but I still wished to play it like that. :)

When I checked the units after I finished the campaign, I realized something very strange. Although the archers are strong and are very useful as they might severely weaken the most dangerous enemy before he hits, they had very small "highest kills" statistics compared to the other units. Of course that this is due to the fact that they'll lose the arrows mid-battle, while the swords will never blunt. This led me to a next-level tinkering, and I guess that it's not so surprising and many people knew that for years: one shouldn't play too many archers, maybe two are enough. Use them to cripple the incoming wave, machinegun the out-of-reach enemy, etc., but don't rely on them, as they will run out of ammo and moreover need quite some bodyguards.

Also, I'd love to make some final decision on pin cushions. They're useful in that they stop the arrows, but there are times when their unreliability was unwelcome, e.g. when they broke faster then excepted and the enemy drilled a hole in my lines due to this, higher numbers of them make army cumbersome to command, they consume their corresponding part of the experiences' bonus, and although this ain't that hurtful in one scenario, there are tens of battles through the whole campaign, so this adds up, esp. in times when you use moreof them. (And yes, sometimes you need to have as many as 1/4 pin cushions in your particular deployment.)

A small question: pgeerkens, do you really mena I should play with four Velites? Four? It sems like a truly high number. But then again, I regularly end with them this way or another, as I tend to keep fortunate pin cushion that pass over level six. Maybe you're right, if played correctly, those four Velites shouldn't need to heal too often, and their help would be much appreciated. I just fear that my army might become a bit too unwield and once again a bit too ranged-dependant.
Aleksandr
Administrative Corporal - SdKfz 251/1
Administrative Corporal - SdKfz  251/1
Posts: 142
Joined: Sun Feb 14, 2010 5:29 pm

Re: End of Game Army Composition

Post by Aleksandr »

So, every story comes to an end. I made it through the sixty-four (is that so?) battles of the whole Roman campaign. Here's the usual screenshot after the last battle's healing:

"THE UNDEFEATED"

Image

(Very Hard)

Legate 59
Nobles 30
Auxilia 31
Auxilia 28
Velites 32
Auxiliary Archers 26
Auxiliary Archers 26
Auxiliary Archers 23
Legionary 20
Legionary 20
Triarii 20
Velites 7


Denarii: 105
Fame: 1 133 530
First Loss: Battle of Illipa
(why, oh why...)


And here's the final report:

Code: Select all

Arena Army Report

Army Name: Romans
Side: Romans
Squads:11
Denari: 105
Fame: 1133530


------------------------------------------
Legate I
(Leader)

Men: 1/1
Level: 59
Exp: 25319 (Next Level at 25627)

Losses: 0
To Heal: 0 Fame

Legate I
(Leader)

Total Kills: 172
Highest Kills: 13
Worst Casualties: 1
Best Experience: 350

Squad Health : 112 (50 + 62 + 35)
Morale : 328 (250 + 78 + 75)
Agility : 35 (35 + 0 + 40)
Melee Armour : 17 (17 + 0 + 5)
Melee Damage : 27 (27 + 0 + 17)
Melee Attack : 40 (40 + 0 + 26)
Melee Concuss : 1 (1 + 0 + 19)
Ranged Armour : 25 (25 + 0 + -5)
Ranged Damage : 0 (0 + 0 + 0)
Ranged Attack : 0 (0 + 0 + 0)
Ranged Concuss : 0 (0 + 0 + 0)
Critical Shot : 0 (0 + 0 + 0)
Trample : 70 (70 + 0)
Trample Avoid : 100 (100 + 0)
Order Cost : 2000 (2000 + 0 + 0)
Ammo : 0 (0 + 0)

Master Block
Master Dodge 
Master Parry
Expert Feint
Master Endurance
Master Armour Penetration
Frenzy
Honour Guard
Master Quick Thinker
Master Strategist
Master Leadership
Grand Master Swordsman III
Grand Master III Protection from Infantry
Grand Master III Protection from Cavalry

------------------------------------------
Nobles I
(Heavy Cavalry)

Men: 24/24
Level: 30
Exp: 97610 (Next Level at 98204)

Losses: 0
To Heal: 0 Fame

Nobles I
(Heavy Cavalry)

Total Kills: 3464
Highest Kills: 164
Worst Casualties: 19
Best Experience: 7016

Squad Health : 59 (30 + 29 + 40)
Morale : 348 (275 + 73 + 25)
Agility : 30 (30 + 0 + 10)
Melee Armour : 9 (9 + 0 + 36)
Melee Damage : 15 (15 + 0 + 20)
Melee Attack : 12 (12 + 0 + 26)
Melee Concuss : 1 (1 + 0 + 39)
Ranged Armour : 3 (3 + 0 + 0)
Ranged Damage : 0 (0 + 0 + 0)
Ranged Attack : 0 (0 + 0 + 0)
Ranged Concuss : 0 (0 + 0 + 0)
Critical Shot : 0 (0 + 0 + 0)
Trample : 70 (30 + 40)
Trample Avoid : 100 (100 + 0)
Order Cost : 6000 (6000 + 0 + -3000)
Ammo : 0 (0 + 0)

Master Endurance
Master Armour Penetration
Frenzy
Expert Drill
Master Trample
Advanced Anti Cavalry Specialist
Advanced Anti Infantry Specialist
Protection from Cavalry
Protection from Infantry
Weapons Grade 3
Helmet Grade 3
Grand Master Swordsman III
Dacian Falx
Sarmatian Cavalry Armour
Teutonic Horses
Achilles' Armour

------------------------------------------
Auxilia I
(Light Infantry)

Men: 48/48
Level: 31
Exp: 109800 (Next Level at 113379)

Losses: 0
To Heal: 0 Fame

Auxilia I
(Light Infantry)

Total Kills: 3674
Highest Kills: 158
Worst Casualties: 27
Best Experience: 5670

Squad Health : 55 (25 + 30 + 30)
Morale : 325 (250 + 75 + 0)
Agility : 20 (20 + 0 + 35)
Melee Armour : 9 (9 + 0 + 51)
Melee Damage : 14 (14 + 0 + 15)
Melee Attack : 9 (9 + 0 + 20)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 21)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + 0)
Ammo : 1 (1 + 0)

Advanced Dodge 
Master Endurance
Master Armour Penetration
Advanced Anti Cavalry Specialist
Master Anti Infantry Specialist
Advanced Protection from Cavalry
Master Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Grand Master Swordsman III
Dacian Falx
Achilles' Armour
Armour Grade 8

------------------------------------------
Auxilia II
(Light Infantry)

Men: 48/48
Level: 28
Exp: 95221 (Next Level at 96099)

Losses: 0
To Heal: 0 Fame

Auxilia II
(Light Infantry)

Total Kills: 2882
Highest Kills: 158
Worst Casualties: 32
Best Experience: 4090

Squad Health : 52 (25 + 27 + 30)
Morale : 318 (250 + 68 + 0)
Agility : 20 (20 + 0 + 30)
Melee Armour : 9 (9 + 0 + 51)
Melee Damage : 14 (14 + 0 + 13)
Melee Attack : 9 (9 + 0 + 20)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 6 (6 + 0 + 21)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 0)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + 0)
Ammo : 1 (1 + 0)

Dodge
Master Endurance
Master Armour Penetration
Anti Cavalry Specialist
Master Anti Infantry Specialist
Protection from Cavalry
Master Protection from Infantry
Disciplined Formations
Weapons Grade 3
Boots Grade 3
Helmet Grade 3
Grand Master Swordsman III
Dacian Falx
Achilles' Armour
Armour Grade 8

------------------------------------------
Velites I
(Skirmishers)

Men: 36/36
Level: 32
Exp: 78439 (Next Level at 79368)

Losses: 0
To Heal: 0 Fame

Velites I
(Skirmishers)

Total Kills: 1541
Highest Kills: 82
Worst Casualties: 25
Best Experience: 3790

Squad Health : 56 (25 + 31 + 30)
Morale : 328 (250 + 78 + -50)
Agility : 30 (30 + 0 + 5)
Melee Armour : 4 (4 + 0 + 6)
Melee Damage : 10 (10 + 0 + 5)
Melee Attack : 9 (9 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 3 (3 + 0 + 3)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 67)
Ranged Concuss : 5 (5 + 0 + 5)
Critical Shot : 25 (25 + 0 + 30)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 6000 (6000 + 0 + -4000)
Ammo : 12 (8 + 4)

Master Endurance
Master Weakspot Targeting
Heavy Missiles
Skirmish
Master Drill
Extra Javelins
Expert Throwers
Advanced Anti Cavalry Specialist
Protection from Infantry
Weapons Grade 1
Armour Grade 1
Boots Grade 1
Helmet Grade 1
Grand Master Marksman III
Grand Master III Anti Infantry Specialist

------------------------------------------
Auxiliary Archers I
(Archers)

Men: 48/48
Level: 26
Exp: 81049 (Next Level at 84579)

Losses: 0
To Heal: 0 Fame

Auxiliary Archers I
(Archers)

Total Kills: 1843
Highest Kills: 72
Worst Casualties: 27
Best Experience: 2689

Squad Health : 50 (25 + 25 + 5)
Morale : 288 (225 + 63 + -50)
Agility : 20 (20 + 0 + 0)
Melee Armour : 9 (9 + 0 + 0)
Melee Damage : 7 (7 + 0 + 0)
Melee Attack : 6 (6 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 2 (2 + 0 + 0)
Ranged Damage : 20 (20 + 0 + 0)
Ranged Attack : 20 (20 + 0 + 67)
Ranged Concuss : 1 (1 + 0 + 5)
Critical Shot : 25 (25 + 0 + 50)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + -3000)
Ammo : 25 (15 + 10)

Endurance
Master Weakspot Targeting
Heavy Missiles
Skirmish
Expert Drill
Extra Arrows
Stronger Bows
Advanced Anti Cavalry Specialist
Disciplined Formations
Grand Master Marksman III
Odysseus' Bow
Grand Master II Anti Infantry Specialist

------------------------------------------
Auxiliary Archers II
(Archers)

Men: 48/48
Level: 26
Exp: 79477 (Next Level at 84579)

Losses: 0
To Heal: 0 Fame

Auxiliary Archers II
(Archers)

Total Kills: 1749
Highest Kills: 69
Worst Casualties: 23
Best Experience: 3039

Squad Health : 50 (25 + 25 + 5)
Morale : 288 (225 + 63 + -50)
Agility : 20 (20 + 0 + 0)
Melee Armour : 9 (9 + 0 + 0)
Melee Damage : 7 (7 + 0 + 0)
Melee Attack : 6 (6 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 2 (2 + 0 + 0)
Ranged Damage : 20 (20 + 0 + 0)
Ranged Attack : 20 (20 + 0 + 67)
Ranged Concuss : 1 (1 + 0 + 5)
Critical Shot : 25 (25 + 0 + 50)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + -3000)
Ammo : 25 (15 + 10)

Endurance
Master Weakspot Targeting
Heavy Missiles
Skirmish
Expert Drill
Extra Arrows
Stronger Bows
Advanced Anti Cavalry Specialist
Disciplined Formations
Grand Master Marksman III
Odysseus' Bow
Grand Master II Anti Infantry Specialist

------------------------------------------
Legionary I
(Heavy Infantry)

Men: 48/48
Level: 20
Exp: 59997 (Next Level at 60022)

Losses: 0
To Heal: 0 Fame

Legionary I
(Heavy Infantry)

Total Kills: 1500
Highest Kills: 96
Worst Casualties: 30
Best Experience: 2707

Squad Health : 44 (25 + 19 + 10)
Morale : 298 (250 + 48 + 25)
Agility : 10 (10 + 0 + 15)
Melee Armour : 14 (14 + 0 + 18)
Melee Damage : 24 (24 + 0 + 15)
Melee Attack : 12 (12 + 0 + -4)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 7 (7 + 0 + 9)
Ranged Damage : 10 (10 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 10)
Ranged Concuss : 10 (10 + 0 + 0)
Critical Shot : 50 (50 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + 0)
Ammo : 2 (1 + 1)

Advanced Endurance
Advanced Swordsman
Master Armour Penetration
Extra Pilum
Expert Throwers
Expert Anti Cavalry Specialist
Expert Anti Infantry Specialist
Advanced Protection from Cavalry
Advanced Protection from Infantry
Weapons Grade 3
Armour Grade 3
Boots Grade 3
Helmet Grade 3
Standard Grade 1
Dacian Falx

------------------------------------------
Legionary II
(Heavy Infantry)

Men: 48/48
Level: 20
Exp: 58027 (Next Level at 60022)

Losses: 0
To Heal: 0 Fame

Legionary II
(Heavy Infantry)

Total Kills: 1008
Highest Kills: 81
Worst Casualties: 30
Best Experience: 3791

Squad Health : 44 (25 + 19 + 20)
Morale : 298 (250 + 48 + 25)
Agility : 10 (10 + 0 + 15)
Melee Armour : 14 (14 + 0 + 18)
Melee Damage : 24 (24 + 0 + 15)
Melee Attack : 12 (12 + 0 + -1)
Melee Concuss : 1 (1 + 0 + 34)
Ranged Armour : 7 (7 + 0 + 9)
Ranged Damage : 10 (10 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 10)
Ranged Concuss : 10 (10 + 0 + 0)
Critical Shot : 50 (50 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 8000 (8000 + 0 + 0)
Ammo : 2 (1 + 1)

Expert Endurance
Expert Swordsman
Master Armour Penetration
Extra Pilum
Expert Throwers
Advanced Anti Cavalry Specialist
Expert Anti Infantry Specialist
Protection from Cavalry
Advanced Protection from Infantry
Weapons Grade 3
Armour Grade 3
Boots Grade 3
Helmet Grade 3
Standard Grade 1
Dacian Falx

------------------------------------------
Triarii I
(Heavy Infantry)

Men: 48/48
Level: 20
Exp: 60232 (Next Level at 63366)

Losses: 0
To Heal: 0 Fame

Triarii I
(Heavy Infantry)

Total Kills: 984
Highest Kills: 68
Worst Casualties: 28
Best Experience: 3132

Squad Health : 44 (25 + 19 + 10)
Morale : 348 (300 + 48 + 0)
Agility : 10 (10 + 0 + 15)
Melee Armour : 17 (17 + 0 + 20)
Melee Damage : 23 (23 + 0 + 35)
Melee Attack : 10 (10 + 0 + 1)
Melee Concuss : 1 (1 + 0 + 5)
Ranged Armour : 7 (7 + 0 + 9)
Ranged Damage : 0 (0 + 0 + 0)
Ranged Attack : 0 (0 + 0 + 0)
Ranged Concuss : 0 (0 + 0 + 0)
Critical Shot : 0 (0 + 0 + 0)
Trample : 0 (0 + 0)
Trample Avoid : 90 (50 + 40)
Order Cost : 8000 (8000 + 0 + 0)
Ammo : 0 (0 + 0)

Block
Advanced Endurance
Advanced Swordsman
Advanced Armour Penetration
Master Stand Firm
Master Anti Cavalry Specialist
Master Protection from Cavalry
Weapons Grade 3
Armour Grade 3
Boots Grade 3
Helmet Grade 3
Sarissa

------------------------------------------
Velites IV
(Skirmishers)

Men: 36/36
Level: 7
Exp: 2111 (Next Level at 2501)

Losses: 0
To Heal: 0 Fame

Velites IV
(Skirmishers)

Total Kills: 11
Highest Kills: 6
Worst Casualties: 2
Best Experience: 300

Squad Health : 31 (25 + 6 + 0)
Morale : 265 (250 + 15 + -50)
Agility : 30 (30 + 0 + 0)
Melee Armour : 4 (4 + 0 + 0)
Melee Damage : 10 (10 + 0 + 0)
Melee Attack : 9 (9 + 0 + 0)
Melee Concuss : 1 (1 + 0 + 0)
Ranged Armour : 3 (3 + 0 + 0)
Ranged Damage : 15 (15 + 0 + 0)
Ranged Attack : 30 (30 + 0 + 24)
Ranged Concuss : 5 (5 + 0 + 0)
Critical Shot : 25 (25 + 0 + 10)
Trample : 0 (0 + 0)
Trample Avoid : 30 (30 + 0)
Order Cost : 6000 (6000 + 0 + -1000)
Ammo : 12 (8 + 4)

Advanced Marksman
Weakspot Targeting
Skirmish
Drill
Extra Javelins
Anti Infantry Specialist

Straight from the other thread. Feel free to follow this link and learn more about this particular army's warpath.
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