I'm pleased to announce the next instalment in the Total War Saga series of games: A Total War Saga: Minecraft! Featuring everything you could want out of a Total War Minecraft game! There's multiple factions to choose from, 50+ units and unique faction leaders on a large, multiple biome spanning map! Coming soon to a gaming platform near you!
- 1 Factions
- 1.1 Human faction
- 1.1.1 Steve
- 1.1.2 Villager
- 1.2 Mob faction
- 1.2.1 Herobrine
- 1.2.2 Giant Zombie
- 1.2.3 Pillager General
- 1.1 Human faction leaders
- 2 Units
- 2.1 Human units
- 2.2 Mob units
- 2.3 Pillager units
- 2.4 Mercenary units
- 3 Buildings
- 3.1 Human buildings
- 3.1.1 Walls
- 3.1.2 Army recruitment
- 3.1.3 Farming
- 3.1.4 Government buildings
- 3.1.5 Smithing
- 3.1.6 Research
- 3.1.7 Mining
- 3.2 Mob buildings
- 3.2.1 Walls
- 3.2.2 Army recruitment
- 3.2.3 Farming
- 3.2.4 Government…
- 3.1 Human buildings
I've been playing Rome Remastered as my most recent Total War, since I never played the original and the game is just overall fun, especially Barbarian Invasion, which is what I've been playing to expanded it on the wiki. So, this will be me saying what my favourite units are and why in the game. The list is not complete as I haven't played all the factions so I can't say on all the units, but for now these are my favourites.
- 1 Base Game
- 1.1 Hoplites (and mercenary variant)
- 1.2 British Light Chariots
- 1.3 British Heavy Chariots
- 2 Barbarian
- 2.1 British Legionaries
- 2.2 Mercenary Veteranii
- 2.3 Graal Knights
- 2.4 Comitatenses First Cohort
- 3 Honourable
- 3.1 Scotti Chariots
Hoplites are just cool! Their long sarissa and shield with the ability to form a…
The 188.8.131.52 update for A Total War Saga: TROY introduces a multitude of battle balance changes based on community feedback. Highlights of the 184.108.40.206 patch include:
- Increased the overall ranged damage of Archer type units
- Increased the overall ranged damage of Missile Chariots
- Adjusted costs of many units specifically for custom and multiplayer battles
- All Missile Chariots have had their base ranged damage and base ranged armour piercing damage increased by roughly 10% to 15%
- All Javelin Chariots have had their missile range increased by 10 metres
- All bow units have had their ranged armour piercing damage increased by roughly 15%
- All Chariot Mounts for Archer type Heroes have had their cost in custom battles increased by 100
- All Horse Mounts for A…
The 1.5.1 update introduces a multiplayer beta, fixes a handful of issues raised by the community, and adds a number of balance changes and improvements.
- 1 Multiplayer beta
- 1.1 Quick battles
- 1.2 Chat
- 2 Launcher
- 3 Bug fixes and improvements
- 4 Battle balance changes
A multiplayer beta update for A Total War Saga: TROY is coming, bringing with it two new features:
- Allows you to find a multiplayer match with a single click
- You can queue up alone or with up to three friends
- Allows you to directly communicate with your friends in game
- Allows you to join existing chat rooms or create your own
- A dialog box that warns players when they try to run the game with outdated mods enabled has been added
- Reduced instances of an issue causing some players with slow internet c…
The 1.5.0 update is the next major update for A Total War Saga: TROY, arriving alongside the Ajax & Diomedes DLC and Hephaestus FLC. This patch fixes a number of issues raised by the community and introduces a multitude of balance changes, tweaks, stabilizations, and improvements. Highlights of the 1.5.0 patch and FLC include:
- The introduction of Hephaestus
- Agamemnon will vassalize more often after defeating an enemy faction (about 200% more)
- Archer Heroes now benefit from their Hide (forest) and Sharpshooter abilities when on Archer Horse and Warhorse mounts
- Fixed an issue where port settlement battles were not part of the Statistics panel
- Fixed sorting by culture and regions count in the Assuwan League faction mechanic UI
- Added a missed namepl…
The 1.4.0 update is the next major update for A Total War Saga: TROY, arriving alongside the multiplayer beta. This patch fixes a number of issues raised by the community and introduces a multitude of balance changes. Highlights of the 1.4.0 patch include:
- Multiple fixes and improvements to the way unit collision boxes interact with each other, resulting in units finding it much harder to move through a space occupied by an enemy unit, especially on Extreme unit size where the problem was observed the most before (please note that units might still be able to pass through enemy units depending on their weight class, but it will take them much more effort and they will take a lot more damage in the process)
- A number of changes to unit statist…
The 1.3.0 update is the next major update for A Total War Saga: TROY, arriving alongside the Artemis and Photo Mode FLC. The patch fixes a number of issues raised by the community as well as introducing new features in both campaign and battle. Highlights of the 1.3.0 patch include:
- Longer end turn times and performance issues introduced with patch 1.2.0 have been addressed
- The supply lines penalty has been reworked so it is equal for each campaign difficulty
- Various campaign AI improvements for bartering and gifts including identifying the source of seemingly random reliability drops due to missing warnings and stopping campaign AI from offering imbalanced barters
- Removed all instances of barter deals generating diplomatic prospects
- Amazon uni…
I was really eager to play the Ottomans in the multiplayer campaign, because there's no way to play them in campaign otherwise. And the funny thing is that I had very low expectations regardless: The Ottomans control far more land, all the factions aside from France is friendly to it, and the Ottomans have resistance to heat fatigue. I couldn't see how it could be difficult. I was wrong!
The Ottomans are saddled with a variety of problems. Its starting army is very weak compared to the French one. Like, the French have literally multiple stacks of 9 experience fusiliers, grenadiers and chasseurs, while the Ottomans have a couple of janissaries and four or five militia. The quantity of Ottoman lands doesn't help initially either because all …
Great Britain has one of the easier campaigns, with a defensively manageable starting position. Its main challenge is keeping its economy afloat as it has an expensive navy and low starting income, but once the ball gets rolling for it economically speaking the campaign becomes a cakewalk.
Of top priority is to mass trade ships and to wrest control of the nodes from hostile factions. The British navy can easily take on and crush its rivals individually, but taking them all on at once or sequentially without repairs can be dicey. In the meantime, make sure your ports aren't blockaded by the French, since if you lose trade your income takes a heavy hit. Make it a habit to raid all French ports along the English channel every turn so that they…
The 1.2.0 update fixes a number of issues raised by the community. These include technical and gameplay related stabilizations, tweaks, improvements, rebalancing, and fixes to many areas of the game, such as:
- Achilles’ start position has been further improved by adding two more units to his army and adjusting the Ellopian army
- Death animations are now properly related to the direction the killing blow came from (e.g. a unit shot in the back will fall on their face)
- Baseline, strength, and threat evaluations of military alliance, defensive alliance, military access and non-aggression pact have all been rebalanced
- Baseline relations between Achaean pillar factions have been increased
- A number of clarifications and quality of life improvements in …
The 1.1.0 update is the first major update for A Total War Saga: TROY, and fixes a number of issues raised by the community. These include technical and gameplay related stabilizations, tweaks, improvements, and fixes to many areas of the game, such as:
- Various adjustments to chariots, primarily resulting in greatly reduced melee defence
- Fixes to bartering, including how the AI evaluates negative income (thus fixing the relevant exploit)
- A tweak to Poison the Well to make it more balanced (but still effective)
- Achilles’ start becoming easier due to adjustments to the Ellopian army
- Centaurs and Centaur Elders are now able to be recruited from their respective buildings
- 1 Bug Fixes
- 1.1 Crashes
- 1.2 Epic Heroes and Missions
- 1.3 Diplomacy
- 1.4 Campaign
- 1.5 UI/UX…
The Aizu have better shinsengumi and better traditional units. The lands around them aren't bad either, and mostly pro-Shogunate. By most measurements, they should have an easy campaign.
Aizu's initial enemies are to the south, while the only Buddhist tradition province is north of them and controlled by a friendly clan. In practice, if you don't make a concerted effort to take this province early on, you won't get it for most of the game prior to realm divide because of the way the A.I successively makes all your neighbors declare war on you, so holding onto your home province with a skeleton force in the beginning while grabbing the northern province can be a good strategy.
Generally speaking, you'll need at least three armies: two for the…
Right now, this blog post is mostly a test. I have yet to understand what blogs in wikia can be used for or how they can be used.
For more on the title see comments ~.^
Much of the fanbase agrees that Shogun 2 is a gem in the Total War series. The same community also largely lambasted Empire, and to a lesser degree its successor, Napoleon. Empire was the first Total War game I played, and I loved it, so as a relative outsider I was very curious about how I'd feel about Shogun 2.
- 1 The Pros
- 1.1 Graphics
- 1.2 Sound
- 1.3 Land Battles
- 1.4 Legendary Difficulty
- 1.5 Agents
- 2 The Cons
- 2.1 Diplomacy
- 2.2 Naval Combat
A ton has already been written about its graphical accomplishments--after all, it's nearing a decade old--so I'm going to skip over those. I'll just say that they're good. The art style is distinctive and pretty, and the graphics even look relatively crisp by today's standards. Much as Napoleon was able to capture the era with its art…
The Ikko Ikki are interesting for a couple of reasons. Their army roster is very unique, missing certain units and gaining far more than the one or two units DLCs throw other clans. Their position is powerful but dangerous. Finally their religion makes everyone hate them. Their campaign is consequently extremely aggressive.
- 1 General Tips
- 2 Starting Position
- 3 Research
- 4 Army Comp
Get monks early, or you'll be spending a lot of time and money pacifying regions instead of fighting. Don't bother waiting for getting a holy site province: your monks don't benefit from those.
Farm techs are more important to the Ikko than anyone else, because they have no metsuke to help increase income.
Loan Sword Ashigaru are amazing, and cheaper than spears in the long…
- 1 General Tips
- 2 Starting Position
- 3 Research
- 4 Army Comp
- 5 Turn 1
- 6 Turn 2
- 7 Turn 3 and onward
Opening moves aside, Shimazu end up looking a lot like the Otomo: controlling Kyushu and getting rich off trade.
Shimazu should consider going Christian in the early-mid game, to access the better church buildings and research rates, as well as Nanban trade ships to dominate the seas. When their daimyo eventually dies, they can go back to Buddhism to access bow warrior monks.
The Shimazu start in Satsuma and should go for Osumi ASAP. The Shimazu should build ports and ships as soon as possible, to occupy nodes. If they're fast they can grab the four nodes surrounding Kyushu--but even if you rush for the one north of Honshu you won't make it. From Osumi and Sats…
I'm redoing this now that I have more experience with the game. Some of the existing stuff was sound but a comprehensive redo is the cleanest. Plus, I have nothing to do because of the quarantine.
- 1 General Tips
- 2 Starting Position
- 3 Research
- 4 Army Comp
- 5 Turn 1
- 6 Turn 2
- 7 Turn 3 and onward
Hyuga is the poorest province in the game, so let it rebel. You can then use it as a training ground for your priests, ninja, and metsuke. Even your generals can make use of it: kill or bribe all cavalry in the rebel army after it takes the capital, then besiege the place with just a general or two. When the fight starts, just run circles around the map until the clock runs out. This of course works best with the fastest battle speed and shortest battle length setti…
The Oda offer cheaper, better ashigaru, so I am the main recruiting hub. I will recruit ashigaru to bolster my ally's forces, saving us money and making him stronger than other early game factions.
The Tokugawa are a bit of a barebones faction, particularly in the early game, but in the late game I hope he has the time to train some mounted gunners as I have never used them before. Tokugawa also has access to warhorses, and a good cavalry wing would go a long way to ensuring maximum effectiveness of my yari walls.
The Yari wall's only significant weakness aside from being flanked is missile fire, so getting good archers is a definite priority. I am researching Chonindo and its pre-reqs first, followed by Heaven and Earth; I have asked my all…
Geisha are the only agents that directly aid wealth generation in FOTS, and should be placed in towns whenever possible because their in-town wealth generation ("entertaining nobles") is twice as effective as their out-of-town wealth generation ("performing"). They have four skills that increase their entertaining skill, along with their 6 default level stars and up to 3 retainers, so a perfectly spec'ed geisha can have up to 13 stars. That's 13 wealth growth per turn!
The second economic benefit of geisha is their Entrepreneur skill, which causes ALL business buildings you have to generate 10% more wealth. This is pretty ridiculous: Assuming that you're right before realm divide and you have 12 provinces, with 11 of those being eco provinc…
The Uesugi have an interesting start, to say the least. Their very large province makes it difficult to attack in any direction with any sort of speed, and all their military bonuses are relegated to late-game units so in the beginning their army is completely generic. They start the game bordering a whopping six factions including the neighboring island of Honma, though they are thankfully only at war with the Jinbo to the west initially.
Their start is helped slightly by the instant availability of a monk, as well as improved trade income.
The game implicitly tells you that you should invade the Jinbo as they're your only hostile neighbor. However this is a poor choice for several reasons: by the time you get your forces there, they'll hav…
Hey there! My name is Bluerock, and I'm the Wiki Manager for the Total War Wiki. This means I'm your first point of contact and liaison for Fandom Staff. If you have any questions about your wiki, feel free to drop me a message! My focus here is mostly technical, so if you have a question about article content, you'd likely get a better answer from a local admin.
The history of warfare is surprisingly complex due to the ever evolving arms-race. Even as we approach technological singularity, I still hear in the news about innovative weapons; drones, lasers, hypersonic missiles, cyber warfare, and mine sniffing giant pouched rats. So I wanted to look into how military strategies and the weapons associated with them evolved.
Sidenote: Much of this is going to be short and simple, since I already discussed some of these warriors in greater detail in previous blogs. I will need to ignore some warriors and weapons for simplicity sake. I will also be avoiding naval combat, since I do not know much about it.
- 1 Early Homo / Neanderthal Stone Age
- 2 Pre-10,000 BC: Stoneage Projecitles
- 3 Copper Age
- 4 Early Bronze Age
- 5 G…
I title the other campaigns in NTW a "perfect" start because it felt fun to play them over and over to perfectly optimize them. It seems strange that I put off this stuff till so many years after I did my original takes on the others, but the truth of the matter is that I had never found Russia's starting position too compelling: it's practically impossible to lose when playing as Russia, and your enemies are either on the other side of the map or right next to you and extremely weak.
My early Russia playthroughs petered out soon after I conquered my initial enemies, but I'm gonna try sticking with it this time till I conquer the world. Russia's access to some powerful units do suggest that it'd have fun in the late game.
In the early game, …
The cheapest garrison troops, spear levies and levy infantry, cost about 550 on legendary, and then cost about 72 per turn in upkeep once the technologies are researched. This in turn means that each point of happiness you can get from a building effectively means you're making 72 per turn for regions that are barely under control, while the opposite is true for unhappiness from buildings if you have to counteract this with garrison troops. In practical terms, the initial training cost isn't that important in the long run, especially if you are moving existing levy infantry to newly pacified towns, so I will be counting each point of happiness as 72 gold per turn and referring to happiness if a region is barely kept in order with it as "or…
Total War: Three Kingdoms is one step closer to be released. 3K has a large cast, which I think a database/wiki for all characters will definitely be helpful. However, such task requires tremendous work and keeping the quality and readability for future article will always be my concern. So, I created this template for character pages which I think currently this most flexible design for any introduced future character.
First, you need an infobox for your character page. Here is my example for Cao Cao
A stat that is not shown in-game but can be found through game files is the weapon and projectile type of a unit. This affects the reload rate and possibly the damage of a unit. I'm writing down everything I can find for adding to pages later.
- musket: General's Bodyguard, Matchlock Kachi, Levy Infantry, Levy Garrison Infantry, Revolver Cavalry, Carbine Cavalry, Imperial Guard Cavalry
- sling: Kisho Ninja
- rifle: White Tiger Force, Garrison Infantry, Black Tortoise Force, Azure Dragon Force, Vermilion Bird Force, Shinsengumi Police Force, Imperial/Shogunate/Republican Infantry, all elite infantry except Kihetai, Sharpshooters, Red/Black/White Bear Infantry, Kihetai, Yugekitai, Tosa Riflemen
- boshin_officer_revolver: General'…
A bit of a different format this time: I will be writing in a narrative format as I am playing while I am writing.
The Takeda are a clan with a particularly striking bonus of improved cavalry, but pay for this with a complicated starting position. To the north lies their only enemy, the Murukami of North Shinano. North Shinano seems like the obvious choice for expansion but it is a treacherous trap: it borders a whopping six regions in total, each owned by different clans, most of which want it. Invading North Shinano is therefore tantamount to asking for war from multiple clans...all in the first few turns. To add insult to injury, it's not even a particularly valuable province.
To the Takeda's south, conversely, lies a bunch of extremely u…
Credit goes to MrSmartDonkey for giving me a rundown from his informative youtube guides, though I differ with him on a few points.
- 1 Metsuke
- 2 Ninja
- 3 Monk
- 4 Missionary
- 5 Geisha
Metsuke are used for bribery (incredibly expensive), apprehension (free), overseeing towns (making tons of money) and overseeing armies. Metsuke also root out enemy ninjas, but I don't find this a big deal. By the time you've seen a ninja they've either failed or done their damage already. I know that overseeing armies increases the loyalty of generals there, but this is usually not a big deal as generals will end up with high loyalty if you play right. I don't find bribery super worth it unless it's to take over a region right before realm divide starts, or to get powerful …
The Oda are one of the strongest clans in the game, thanks mainly to their early game bonus.
- 1 General Tips
- 2 Army Composition
- 3 Turn 1
- 4 Turn 2
- 5 Turn 3 onwards
- Train metsuke early. In my campaign, I was constantly attacked by monks, ninjas and metsuke from the ikko ikki, hattori and hojo clans. The metsuke will detect these agents and apprehending them will cause them to level up very quickly. I was only a couple of dozen turns into the game before getting 4-5 star metsuke, and this in turn means more money from overseeing towns. If you can make your way to the Ashikaga Shogunate, you can bully them into submission by having one ninja and one metsuke there and just continually get rid of the new generals and monks they spawn for maximum exp gain. A…
All regions can build the basic recruitment buildings for units, along with the encampment chain of buildings after researching Heaven and Earth. Some regions also have the ability to build either economic or military buildings based on region specialties. Regions can have at most five building slots if a Citadel is built, but you won't be able to build every military building anyway because you can't have multiple encampment copies and so on.
Some buildings grant flat bonuses to stats, while others grant experience. I'm torn on these but tentatively I think that flat bonuses are better than experience. Experience seems to bleed quickly in TWS2, and after a couple of battles all units seem to end up with between 1 and 5 experience anyway fr…
In contrast to NTW, where the math is pretty straightforward and you basically want to build all your economic structures to the max, economy in S2TW is more complicated due to the impact of food supply/shortages. Higher level market buildings eat up a lot of food; if you go negative in food supply you lose growth, if it's positive you gain growth. So in the long run, upgrading markets HURT global town growth.
In the end, there should be three types of provinces:
1) Food provinces, which have the most basic level of castle possible built, a Market, a Land Consolidation, and ideally a Nanban Quarter. This provides hopefully 4 food and a solid amount of wealth, as well as big wealth growths throughout all regions. Most provin…
To be continued...
To be continued...
NTW had the advantage of being set in an unusually small time frame. Whereas other Total War games span dozens or even hundreds of years, this particular entry only lasted from about 1796 to 1815, broken up in turn by multiple campaigns. I'll go through each significant event in-game and try to line them up in real life.
- 1 Tutorial
- 2 Italy
- 3 Egypt
- 4 Europe
As far as I can tell all of the characters depicted in the tutorial were historically accurate. One of Napoleon's first signs of military competence was indeed the siege of Toulon, where he drove the British out of the city thanks to superior artillery positioning.
What is curious is that the tutorial missed out on the opportunity to show Napoleon on 13 Vendemaire, where he crushed a royalist mo…
France is a dominant power, able to crush any individual opponent. Its only danger lies in if enough opponents attack it at the same time.
An interesting aspect of examining France's potential is that its Europe campaign in singleplayer is different than the map the Campaigns of the Coalition uses. For example, France in CoC has a Young Guard and a Grenadier a Cheval in Paris, while it does not in Europe. It's not all sunshine however, and certain Coalition forces are stronger than in France's Europe campaign (GB has a better merchant fleet, for example).
I'm not 100% certain what map the multiplayer version uses, but I do know for a fact that it is not France's Europe campaign version, and is more similar to (if not identical to) the CoC ve…
Austria had a hard time in singleplayer; it probably has an even harder time in multiplayer. As the other player controls the opposing army in every battle, they effectively have access to Ottoman, Italian, and French armies at the very least.
- 1 Against France
- 2 Against Prussia
- 3 Against Russia
- 4 Against Great Britain
French armies are greatly superior, and France can rely on the Ottoman Empire and the Kingdom of Italy to further weaken Austria's forces. Furthermore, if the French player is smart, they will go out of their way to ally with Prussia and have it declare war on Austria.
Austria's best hope is that the British will be proactive in invading France, and that Russia will quickly muster its armies to Austria's aid. This is not guaranteed at …
I've got a new computer, finally! Hopefully will be able to test some of the multiplayer campaigns, which I've wanted to do for quite a while.
In the only playthrough of the multiplayer campaign for Italy I've seen, Venice perhaps surprisingly declared war on Austria. This in turn throws a major wrench in Austria's plans in comparison to singleplayer, where pretty much all the major factions were aligned against the French.
As far as I can tell, Austria has two paths: to either subdue Venice and consolidate its holdings in the north before turning on France, or to try to bypass Venice as quickly as possible and kill France while it's still struggling with the Piedmontese. This all really depends on how strong Austria's armies in central Ital…
A constant problem is that I face Old Guard in battle and I don't have any guardsmen of my own. Any advice?
"A threat does not lengthen your sword." - Kurdish proverb
Kurds are an Iranian ethnic group of the Middle East characterized by their pastoral nomadic and tribal culture. In the period of the 16th-18th centuries, the Kurds found themselves living in territories that frequently changed hands between the Ottoman Empire and Safavid Empire during the protracted series of Ottoman–Persian wars.
) - Kurdistan 1825]] When Sultan Selim I, after defeating Shah Ismail I in 1514, annexed Western Armenia and Kurdistan, he entrusted the organization of the conquered territories to Idris, the historian, who was a Kurd of Bitlis. He divided the territory into sanjaks or districts, and, making no attempt to interfere with the principle of heredity, installed…
Played on VH/VH; exploits everything in the un-modded version of the game outside of glitches. I consider this the best opening. The logic follows as thus:
- The ideal war is one that starts and ends in one turn, preventing the enemy from damaging your infrastructure and calling their allies. Destroy as many friendless factions as possible, and forestall war with the Coalition and France for as long as possible. This ensures that when war DOES break out with them, you'll be as rich and powerful as you can be.
- Killing Mecklenburg ASAP has many advantages. You double your ports, allowing you to trade with more people, it's a required territory for victory, and if you don't declare war on it on turn 1 it allies with Denmark and then your north w…
This post aims to lay out the "perfect" opening for Austria in the beginning of Napoleon: Total War, exploiting everything possible outside of directly modding the game. This is all played on VH/VH.
One variation of this strategy is doing everything below, but also raising taxes to max to have a revolution and declare a Republic. You'll be scraping the bottom of your treasury, but you'll get a bunch of free units out of it and an easier mid-game. Austria's the best candidate for revolution because it doesn't have any monarchy-exclusive units, its initial cabinet is terrible, and a lot of its regions have high unrest.
Move your gentleman to Graz; start researching Poverty Control Laws (to complete the mission). Reshuffle your cabinet. It's a …
I'm compiling a list of notes about how the AI reacts in NTW. I can't confirm these things but it'll be useful or at least interesting reading. These were all tested from Hard to Very Hard.
Prussia's campaign is already pretty interesting, but is even more unusual as you play through it. The obvious initial path is to quickly absorb all the friendless minor nations around you: Saxony, Mecklenburg, Hessen, and Oldenburg. I took this a step further and killed the Batavian Republic on turn one, which is doable with a bit of luck. The resultant events all stem from these opening moves.
The game gives you a few turns to consolidate your gains, then (provided you have not allied with them before) France declares war on you. Given France's large a…
Talwar is a sword from India.
"Even if there were swords in the hands of everyone, it is willpower that establishes a government." - Shivaji Bhonsle, founder of the Maratha Empire
, note the Maratha warriors]] Though the Maratha army of the 18th century highly emphasized on cavalry forces the infantry component was predominant during the late 17th century. The founder of the Maratha Empire, Shivaji gave more emphasis to infantry as against cavalry, considering the rugged mountainous terrain he operated in. Further, Shivaji did not have access to the North Indian horse trading market, dominated by the Mughals. Maratha warriors were armed with traditional weapons like bows, swords and spears.
The Marathas deployed musketeers as well - both regular and mercenaries. During th…
Pikes from the Renaissance until the 18th century differed mainly in their pike heads. The designs varied from typical "spear" heads to triangular-section heads also known as trefoil and square-section heads. A shorter type of pike known as Boarding Pike was used from around 18th century until mid 19th century for repelling of boarding parties during naval battles.
To be continued...
The model of the Zamindari Pikemen/Horsemen is based on a reconstruction of heavy cavalryman from Hyderabad from the period of late 17th century to early 18th century from the book Mughul India 1504–1761 published by Osprey. They wear the same helmet with turban sans the nose-guard and crest holders, same trousers and the same flashy silverish stockings. The notable difference is that they wear a quilted armor which is more typical for Medieval Europeans or Arabs and is not appropriate for 17-18th century India.
The Zamindari pikemen are armed with the generic in game pike model which is based on 17th century European pikes.
"Allahu Akbar" - Islamic call to prayer and war cry
The sword is a weapon that is deeply rooted in the history and culture of the Islamic world. Arab tribes utilized the scimitar design since medieval times because of its relatively light weight and curved blade that allowed riders to slash enemies and keep riding without getting stuck as stabbing with straight swords on horseback would. There is even the so called "sword verse" in the Qur'an:
"But when the forbidden months are past,
then fight and slay the Pagans wherever ye find them,
and seize them, beleaguer them, and lie in wait for them in every stratagem (of war);
but if they repent, and establish regular prayers and practise regular charity, then open the way for them:
for Allah is Oft-fo…
The British are lined up in one of the best defensive positions, with their troops on a crest of a hill which allows them to be mostly sheltered from artillery or musket fire, as well as making it very dicey to attack in melee with cavalry or infantry. They also have artillery well positioned and integrated in their line. Finally, they have three near indestructible houses guarded by troops.
In short, a frontal assault would be a costly victory at best and suicide at worst. While it is what Napoleon did in real life, it’s pretty much the least effective way to approach the battle in Napoleon: Total War. To make things worse, the Prussians soon arrive on the eastern side of the battle.
Pause the game. Pull the two fusiliers and t…
"When the children fall asleep, silence sets in, the Bargis come to our lands, Bulbulis (birds) have eaten the grains, how shall I pay the rent?" - Bengali folk song
Warfare in India during the 18th century was chaotic and hardly organized endeavour. Irregular troops and raiding were the norm. Maratha raiders came to be known as Bargis or Bargirs during the Maratha expeditions in Bengal. The Persian term bargir denoted a soldier who did not own his horse and gear but was provided with these things by the ruler. The bargis had lower status compared to the Silahdars who owned their horse and equipment. There are various descriptions of the Bargirs, here are few:
According to Kaushik Roy:
Bargir were sowars who were hired for a particular campaig…
"Fundamentally, the Ottoman Empire had remained or reverted to a medieval state, with a medieval mentality and a medieval economy – but with the added burden of a bureaucracy and a standing army which no medieval state had ever to bear." - Bernard Lewis
The izarelys are chiefly employed in the frontier towns, and have charge of the artillery in the room of the topeys or cannoneers. They are under the direction and command of an artillery officer, who is sent from Constantinople and is called Topey-Agasi.
Their number is uncertain, and they are not subdivided, as their employment depends wholly upon the equality and quantity of artillery that are used. One man is attached to small field pieces, and two to those of larger caliber; so that instea…
The conclusion is that the particular save files of the campaign that I was playing for two real world years were gone, finished and kaput... I only needed to capture Egypt and …