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The Appendices
contain data covering unit strengths,
abilities and use of terrain. |
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Health reflects the overall life and
damage of the unit. Single-man units
will survive until their health
reaches zero. For multi-man units,
health is an average across the unit.
Such units typically start losing
men once the unit's health declines
below about 50%. Health can be
recovered using a healer such as a
Physician. Stamina is used when
running or (in certain cases) when
using special abilities. Stamina
declines at different rates. For
example, Legionaries' stamina will
decline fast when running because all
that armor is heavy - try it. ;)
Stamina recovers over time once the
unit stops trying to use it. Certain
abilities such as Extra Energy
Regeneration and Prayer can be used
to recover stamina more quickly.
Steal Energy Effect drains stamina
from enemy. |
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Poison is only used by Nubian
Archers. It can be treated using the
Physician's Cure Disease ability. The
later ability also cures blindness. |
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Commanders (Centurions, Chieftains or
Barbarians) are required to recruit
at villages. They also have
advantages in the field. Troops
within their area of influence gain
bonuses to attack and defense. These
bonuses vary by civilization and
experience/level - as shown in the
Unit Abilities
appendix below. Bonuses do not stack,
however it is thought that where two
commanders of different civilizations
are present, the highest bonus
available applies. This would mean
that a level 4 Centurion and a level
4 Chieftain collectively give a 30%
bonus to both attack and defense.
This is only relevant to a few
campaign missions, since in most
only one civilization is available.
The area of influence is shown by a
faint blue circle around the
commander. RogueImpaler adds: "You
can tell if your troops are affected
by their leader when they have a
little extra eagle in their flag."
Combat that takes place within a
commander's area of influence
increases the commander's experience
and level. Higher ranking commanders
can make a significant difference to
the outcome of a battle, so ensuring
they gain experience is useful. |
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There is no command to do this,
however there are tricks to destroy
your own units. From no_pulse:
"Build a tower and garrison it with
the units you want destroyed. Then
send a battering ram in to destroy
the tower, and it will not only
destroy the tower, but also the units
inside." Athos suggests: "You can
also position your troops between a
ballista and the ballista's target."
Mercurypitt writes: "I like to hide
them in grass and then burn the grass
while forcing my troops to run
through the flames." Kmorg74 adds:
"I just break them up into small
groups and send them to probe or
decoy enemy troops." |
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Yes. Assign them 'Hold Position'
orders (press H). Stationary
formations may also be used, although
these generally have a more specific
purpose than simply telling your
troops to remain still. Troops will
still react to the enemy when
holding. This reaction can be
modified by setting them to
'Aggressive' or 'Defensive' mode. In
'Aggressive' mode units will engage
the enemy as soon as they come into
view/range. In 'Defensive' mode units
will wait until they come under
attack or the enemy comes very close
before responding. |
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Troops cannot be retreated once they
have been engaged in melee. This is
considered realistic. Troops can
retreat from ranged attacks, however
they may sustain heavy casualties
doing so. |
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By default patrols are set between
the starting point of the unit and
the location you set the patrol. By
holding Shift down while setting the
patrol route, multiple patrol points
can be set. Similarly, if CTRL is
held down while setting a patrol
point, the unit will run that part of
the route. |
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No. Weather is essentially there to
look pretty. It does not affect how
troops fight, their stamina, or
anything else. |
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Andrex Aurelius writes: "Place your
Hunters in a forest and wait until
their Stamina regenerates to full.
When it has, the Hunters will
automatically go into Ambush mode and
will attack enemies that walk over
their position. When in Ambush mode
Hunters become invisible to the enemy
(except to Wolves) and deal much
higher damage." |
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War machines are generally the least
likely to respond to an approaching
enemy. This partly reflects the time
taken to load and fire them. To make
them more responsive set them to
'Aggressive' mode. The main danger
with auto-firing siege engines is the
risk your troops will get caught by
them. This is particularly true of
Ballistas, which fire straight at
the target, rather than over the
heads of your own troops.
Alternatively, assign attack targets
yourself. |
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Yes. Retire the machine or siege
engine from the front line and assign
Auxiliary Infantry (or similar) to
repair the machine. |