Designed by Rutam Rane
Commandos Imperial Glory Praetorians Eidos Pyro Studios
Praetorians Game Guide // 5. Campaign
Location: Near Pelusium, Desert of Sinai, Egypt.
Date: March 27, 47 BC.

Objectives:
- Capture or destroy all enemy villages.
- Your Syrian allies must survive.
- Your Judean allies must survive.

Unit Control Points: 376/500.
Troop Control Points: 18/75.
Starting units:
- At central Roman village: 2x Auxiliary Archers (30), Centurion (level 0), 3x Legionaries (30), Praetorians (16).
- At Eastern Roman village: Auxiliary Archers (30), Centurion (level 0), Equites (12), Spearmen (30).
- At Egyptian village: Camel Archers (12) Camel Riders (12), Guardsmen (16), Offical (level 0), Wolf Scout.
Available units:
- Roman: Archer Cavalry, Auxiliary Archers, Auxiliary Infantry, Balearic Slingers, Equites, Gladiators, Hawk Scout, Legionaries, Physician, Praetorians, Spearmen, Wolf Scout.
- Egyptian: Archers, Camel Archers, Camel Riders, Guardsmen, Hawk Scout, Nubian Archers, Parthian Cavalry, Priest, Slaves, Soldiers, War Chariots, Wolf Scout.
Available construction: Ballista, Battering Ram, Catapult, Defensive Tower, repair.
                                     .-'-.
                                  .-'   ~ '-.
                               .-'  .   _  ~ '-.
                            .-' .      |8| .  ~ '-.
                         .-' .             ~   . ~ '-.
                      .-' .    .        .      .  . ~ '-.
                   .-'          .      .     .    ~  . ~ '-.
                .-'    .          .  .    .          +  . ~_'-.
             .-'    .               .   .    _~    ~      |7|~ '-.
          .-'    .      .            .  . . |6|  ~           .  ~ '-.
       .-' _  .           .  _  .  .  .          .             .   ~ '-.
      '-. |9|  .            |5|       .    ~   ~    .            _    ~  .
         '-.     . .  .  . .          .      ~         .        |2|   .-'
            '-.     .          .     ~ ~               _       .   .-'
               '-.     .         .  . ~  _            |4| .  .  .-'
                  '-.     .             |1|                  .-'
                     '-.     .     .     .            .   .-'
                        '-.     .         .         .  .-'
                           '-. ~   .  . ~ _      .  .-'
                              '-. ~      |3|  .  .-'
                                 '-.          .-'
                                    '-.    .-'
                                       '--'
 _
| | = Village/barracks (may include various defenses).
 +  = Tower (free-standing from village).
. . = Path (minor pathways not shown).
~ ~ = River, sea or lake.
                                                                          
1 = Your central Roman village. Population 500.
2 = Your Eastern Roman village. Population 500.
3 = Your Egyptian village. Population 500.
4 = Allied Syrian village. Population 600.
5 = Allied Judean village. Population 600.
6 = Central enemy village. Population 350.
7 = Eastern enemy village. Population 350.
8 = Northern enemy village. Population 350.
9 = Western enemy village. Population 350.
Commandos Imperial Glory Praetorians Eidos Pyro Studios
Commandos Imperial Glory Praetorians Eidos Pyro Studios
At the start of the mission, rush your Roman troops from the central village (1 on the map above) forward to help the Judeans (around the village marked 5 on the map above). After that, the mission is similar to a regular skirmish game: There is no one way to win, and different players will wish to adopt very different strategies. The most important tip is this - keep producing new units and don't be afraid to get troops killed in action against the enemy. The allied side has a greater aggregate population than the rebels, so will tend to win any simple war of attrition. This is the first mission with the option to train every type of Egyptian unit. Basic Egyptian units can work well when 'rushing' (overwhelming with troops) an enemy village. The casualty rate is high, but the training time is short ;-) .

Adopting a primarily offensive style, I found that once the initial Judean attack had been repelled and one enemy village had been destroyed (the central one, shown 6 on the map above), the enemy ceased to threaten either of my allies. They were attacked, but never overwhelmed by the enemy and so never required any further support. The Judeans were then able to hold most attackers from the north, while in a totally uncoordinated way my forces and the Syrians destroyed villages on the eastern side of the map. It is equally possible to fortify your villages and those of your allies, let the rebel attacks 'bounce off' while building an army with which to wipe their villages. There are many possible variations.
 
Written by timski
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