However I tried turn 1-6, 4 times and every time I had to fight it. It should be quite easy with Balistas or swordsman or if you hire some mercs (CAV MERCS). Turn 6: If you are all replinished then declare war in the Dumnonii and attack. If not send your army down south to your borders near Iska and recuit. If the Dumnonii havn't declared war on you (probably because they are doing stuff down in Gaul/France) then replinish if you need to and end turn. If they have remember the army we sent down south? That will protect your capital but also just recuit some units in the capital just in case. Note: Now all this ^ depends if the Dumnonii havn't declared war on you yet. Swordsman work great against the crap levy spearman. If you have a bronze workshop recuit some swordsman. Anyway if you got a blacksmith build a ballista. Ballistas and any other seige weapons are really overpowered that when you try a multiplayer battle many people do not allow any seige weapons. Now if you built a blacksmith in any of your cities than recuit some ballistas. Turn 5: Now this turn you may just want to replenish all your units if you lost a lot of men against the Demetae. If autoresolve says you are going to lose, fight it or hire more mercs ( the merc cav is really good mercs early in the game) Turn 4: Head down and destory the Demetae with both of your armies. Construct whatever you want in your 2 settlements and end turn. You can't make it in Moridunon in 1 turn so just recuit at the borders of your lands. Just watch out for tresspassing on the tribe that holds Iska ( it really doesn't matter for you are going to be attacking them soon anyway). Head down to Moridunon with both of your armies. With all luck the Demetae will send an army up to Eborakon. The reason why is that you are going to be sending your armies down south conquering the other tribes in your starting province. Turn 3: Ok once you take Eborakon, try to get a non aggresion pact with the Caledones. End of turn 2 and you now have 2 settlments nice job. Send the army without the mercs down south. This will retreat and will attack you when it is the Brigantes turn. If you had luck like me then the Brigantes built an army right outside Eborakan. If autoresolve says you will lose fight it or hire more mercs. You can fight it if you want but there is an autoresolve option if you don't want to fight it. Attack Eborakan with the army with the mercs and assist with your other army. (By the way don't make any deals with the Demetae and the Dumnonii because you are gonna take them out quite soon) Build a artistans lodging in your only city and you can do some diplomacy with the Carnutes if you want. This nice cash flow is great for recuiting mercanaries early on. You are making around 3000 per turn at the beginning of the campaign, even with the mercs. once you moved those armies to the border recuit some units in the army with the mercs. Move both of the armies to the border between you and the Brigantes (there settlement is Eborakan to the norht). Whatever you do, don't disband those mercs. For me personally, the isn't really a negative trait This isn't really much of a negative effect for me because battle captives for me is just a nusaince. No Quarter: -50 to number of battle captives. This is great if you want to follow the " Trade Bonanza" guide by pinbag. It only really starts to play in effect when you get to non barbarian factions (factions that are not Celtic or German. This just not only apply to the Iceni, it applies to all factions). This is a pretty good bonus and can get you a lot of treaties (Tip: If there is a high liklyhood of success then demand some cash out of them until the liklyhood goes to to Moderate liklyhood. However for anybody going for the "This is Total War" achievment then the Iceni is a great choice.Ĭhildren of Andraste: +10 charge bonus for all unitsĪgain it is always a good bonus, even if it is quite minorĬultural Aspirations: Moderate diplmoatic bonus with all non barbarian factions. Warrior Society: +1 public order for every war against a neighboring faction.Ī pretty minor bonus and you probably won't notice. It is always a nice help and it is a nice bonus Fierce Inderpendence: +10 melee defence for all units in your terrortory or allies land.
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