26.08.2013 - 16:30
The Rise of Rome series chronicles the rise of the Roman Republic from 326 BC to Caesar. Maps, units, and economy are as historical as possible while maintaining a balance. Each scenario has its unique challenges and fun, and along the way you can gain historical knowledge. Rise of Rome 1: Samnite Wars Rise of Rome 2: Pyrrhic War Rise of Rome 3: First Punic War Rise of Rome 4: Second Punic War Rise of Rome 5: Macedonian/Syrian Wars Rise of Rome 6: Twilight of the Republic Rise of Rome 7: Spartacus' Revolt Rise of Rome 8: Caesar's Civil War Rise of Rome 1: Samnite Wars Players: 4 (ffa-no alliances) Victory Conditions: Hold capital for 3 turns Suggestion: Disable Alliances Summary: This scenario begins at the outbreak of the Second Samnite War. Rome is the rising power in Italy. Its strongest rival, the Samnites, must be destroyed. To the north is the Etruscan civilization and the barbaric Gauls, who have in the past fought each other but could make common cause against Rome. Rise of Rome 1 is a small scale scenario, and if alliances are disabled a very cutthroat one as people constantly shift and backstab to maintain a balance of power. Factions: Roman Republic (Start Money: 2700, Income: 1616, Recruitment centers: 55) Strategy: Imperialist or Perfect Defense. Rome has the most balanced unit roster, Hastati and Principes are solid defense/attack combo, with trarii as elites, and equites as long range wall breakers. It is vital to both make an agreement with the Gauls or Etruscans, and make sure they fight each other, so you can focus on the Samnites. It is doubtful Rome could fight a two front war and survive. Rome's superior income and recruitment centers give it the advantage long term, and the longer you survive the greater your chances of victory. A key region not to lose is Campania, its wealth and cities are key to victory against the Samnites. Samnites (Start Money3800, Income 987, Recruitment centers: 38) Strategy: The Samnite military is very similar to rome, they have better stealth and cavalry units, although lacking any elites. The stealth are however not of great use as the Samnites lack funds for an expensive military. Nearby unclaimed Lucania may seem a free province, but with 54 defense it is a costly adventure that will leave you weakened against Rome. Campania is the key to victory, if it can be taken and held, the fortunes of the Samnites will be significantly improved. Also, keep in communication with the Etruscan and Gauls, any one of them attacking Rome will greatly increase your chances of victory Etruscans (Start Money 2700, Income 740, Recruitment centers: 29) Strategy: The Etruscan military is minimal but adequate, consisting of levy and noble hoplites with basic stealth axemen. Sandwiched between the Gauls and Rome, the Etruscans must pick their enemies with care. Rome's cities are closer and wealthier, and with the Samnites engaged in war they will probably look like a fairly easy target, not able to maintain a defense against your invasion. If you choose this path you must be swift, because if a fast victory is not achieved (Taking Sabinium, Latium, and Rome within the first 5 or so turns) one or two bad things may happen. One, the Gauls will invade you from the north at full strength, unless they go for neutral Umbria first. Two, the Samnites will likely begin winning against Rome and will essentially become Rome 2.0, more powerful and more dangerous. The other other strategy is to make peace with Rome and conquer the Gauls. One on one, it will be an even fight but their capital is close to your city and can likely be taken and held. Then with the gallic territories you can push southwards against the (hopefully) still fighting romans and samnites. Gauls (Start Money 2700, Income 711, Recruitment centers: 28) Strategy: Perhaps the weakest faction, the Gauls advantage lies in their powerful offensive infantry and only one front to worry about. The disadvantage is their cities are spread out and under populated. You will want to spam gallic swordsmen almost exclusively, and then look to see what the Etruscans are doing. If they are in a war with Rome, they you have some breathing room and could probably afford to annex Umbria, as you will need the cash flow ( you will always be desperate for money). If they seem to have made some sort of agreement with them then you are in for a tough fight, and will need to commit everything to crush them in a sort of gallic blitzkrieg. Once you overrun north italy you can begin building larger attack stacks, probably head straight for rome in an attempt to cap it and crush Rome's economy.
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26.08.2013 - 16:48
Rise of Rome 2: Pyrrhic War Players: 4 (2 teams) Victory Conditions: Hold capital for 3 turns Suggestion: n/a The victory of Rome in the Samnite Wars, Rome has unified almost all of Italy except for the greek cities in the south. Following a minor border violation, Rome has threatened the greatest of these cities, Tarentum, with war. The Tarentines appeal to Pyrrhus of Epirus in Greece, a young and bold ruler eager for glory. This escalates the situation into a full blown war, with all the greek cities, including Syracuse siding with Pyrrhus. Carthage and Rome, for the first and last time in history, ally against this Hellenic intruder. Numerous people have commented that this scenario is superbly balanced, with both sides very evenly matched. The tide of war will constantly shift back and forth as each side maneuvers for victory, the playtime for this scenario is usually long despite its relatively small scale. Pyrrhic Alliance: Epirus (Start Money 1800, Income 1480, Recruitment centers: 56) Pyrrhus starts with a stack of 34 units in Tarentum, many of them elite units. The Epirote military is the best in the game, highly defensive phalanx, versatile samnites, solid stealth, unrivaled elites (although not recruitable) and the best cavalry. Probably the best strategy is to immediately mobilize your army and kill as many roman units as possible and taking their cities. The Romans will be afraid of you at first, and will probably retreat to Beneventum or Capua. However, do not become overconfident, if the romans opt for a defensive strategy and use fortifications you may lose your entire army in an attack on a fortified city with hastati garrison (bring siege trains). If you win the first series of battles keep pressing forward at full speed, conquering Campania will likely seal the Roman defeat. If you lose one of the first few battles or lose too many mean the war will become very long, a series of battles over cities where each side will spam defense units and offensive doomstacks that will eventually turn southern italy into a wasteland. While this is going on, keep an eye on Syracuse, if they are struggling you must help them, because if they fall your situation will became more difficult. Even a relatively small army of 20 units can turn the tide in Sicily. Also of note, every 5 turns a few elite units will spawn in Epirus, it is advised you keep 2 transport ships in the Adriatic to ferry troops from Greece across to Italy at all times. Syracuse (Start Money 1200, Income 629, Recruitment centers 23) Strategy: Syracuse is the weakest player in the game, a lone city state against a powerful merchant republic. But there is hope. Syracuse has cheap hoplites, with imperialist they cost 30 for 6 defense. These can be spammed and used to create walls in sicily. Carthage can be beaten if they try to rush Syracuse itself. Once their initial stack is gone they will have depleted their resources while you should still have some money left from only spending on cheap hoplites. From here you can seize a city or two with cavalry/hoplite combo, and essentially push the frontline further from your capital. Ask Epirus to send you money or more importantly, soldiers. Your advantage is that Rhegium at the tip of the Italian boot is close by, Epirus can send units to help in north Sicily immediately while Rome can not easily help Carthage. An attack on Carthage itself is not recommended, as they can see you coming and stop you, and any units diverted away from Sicily is a risk your small city cannot take. Anti-Pyrrhic Alliance: Roman Republic (Start Money 1800, Income 1819, Recruitment centers: 87) Strategy: Suggest PD or Imperialist. At start all you get is a general by the name of Decius Mus and 10 Hastati in Campania.Pyrrhus will soon be marching north with 40+ units, many of them of much better quality than yours. The Romans have no very exceptional units, their only advantage is being cheap for what they are. As always in Rise of Rome series, the longer Rome survives, the stronger it becomes, your superior incomes and recruitment can win a war of attrition perhaps, but since the Epirote armies are better this will still be difficult to achieve. Use walls and delaying tactics at every possibility, while occasionally striking weakly guarded epirote cities like in Lucania to keep the Epirus player from bulldozing you. Keep in mind, the loss of Campania is a mortal blow, and must be defended at all times. If you manage to defeat the large initial Pyrrhic army, you must advance as quickly as possible with everything you have to reverse the initiative in your favor. Additionally, it is recommended you build a few warships to raid near Epirus, cutting off transport of their elite units to Italy. As for carthage, they will likely be winning if they are competent, which will put pressure on your enemy. Time is on your side. Carthage (Start Money 1200, Income 970, Recruitment centers 38) Strategy: Carthage is a minor ally of Rome, while Rome and Epirus fight a large scale war your task is to defeat Syracuse. Carthage did not really dedicate many resources to this war historically so many of your cities are disabled, leaving Carthage with just Sicilian possessions and Carthage itself. Carthage's main strengths are its cavalry and versatile infantry. In Sicily it is easy to wall as the mountains come near to the coast, you can make multiple walls making any Syracuse advance very slow unless they use transport ships which they can hardly afford. A mistake is to rush Syracuse, as they are surprisingly strong. Instead, focus on taking Gela and Tyndaris while weakening the Syracuse economy with raids. Over time it is almost inevitable that they will begin to exhaust their resources, then you can prepare your final killing blow on Syracuse itself. To prevent epirote intervention it can be worthwhile to have some warships east of Syracuse to attack their transports. If Epirus is able to land armies the tide will swiftly turn against you.
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26.08.2013 - 16:56
Rise of Rome 3: First Punic War Players: 3 (ffa) Victory Conditions: Hold capital for 4 turns Suggestion: n/a Once Rome drove Pyrrhus out it gained complete control of all Italy, becoming a regional power. The alliance between Rome and Carthage disintegrated when Carthage attempted to conquer Messana in Sicily. The Senate ruled that this was unacceptably close to their border and landed in Sicily with legions to curb Carthaginian expansion. This rapidly escalates into the a major war over Sicily and beyond. Both Rome and Carthage are equally matched at first, with Syracuse acting as a wild card who must pick a side carefully. The combat is oriented around Sicily because both capitals are there, which means a lot of naval warfare and less focus on Africa and Italy which is historical. Roman Republic (Start Money 4000, Income 2396, Recruitment centers 116) Strategy: I recommend Imperialist, as Rome by this stage has consolidated it army into a more simple "cohort" unit which is useful to spam. Rome begins this scenario actually not that strong, 10 cohorts each in Messana and Rhegium. Right away you will want to begin recruiting as many cohorts as possible, putting them in the "road" transport unit and moving them south to Sicily. The units already in Sicily should attack either Tyndaris on Catana, depending on who you want to piss off. In 4 turns you should be able to bring at least 50 cohorts down into Sicily You can also try bringing them south via naval transports, but the sea will likely be unsafe, it is recommended you at least make a token fleet of 10 or so Quadriremes to keep the Carthaginians at least wary of sailing too far north. You will likely outnumber the Carthaginians in Sicily at this point and can begin causing some havoc. Also by now Syracuse is a real issue. It is advised you ally them, or threaten them with your large army to at least stay neutral. If they join Carthage life will become hell for awhile, all offenses will need to be canceled. Do not hesitate to build fortifications in Messana. Also if you can, try to take Corsica and perhaps Sardinia because they can become an annoying base from which Carthage can raid italy from. By turn 8 you get the Corvus Quinquereme unit, which is useful defensive ship that can also transport units, giving your navy some backbone against Carthage's superior fleet. Every once and awhile each side gets General units as well. By turn 12 your veteran cohorts are unlocked, which are the best infantry for the price in the game. If Syracuse joined you victory should probably be very near, if they oppose you but failed to take Messana or Tarentum you now have the opportunity to conquer the impudent Syracuse itself, which is a rich and relatively weak target. As always with Rome, time is on your side and the enemy can be ground down inevitably via sheer manpower. Carthage (Start Money 4000, Income 2527, Recruitment centers 88) Strategy: Carthage's military is quite flexible with powerful, but expensive attack units like Sacred Band and War Elephants. At sea Carthage is unrivaled, with superior ships, so naval commander is recommended. Carthage begins with a small 12 unit army in Sicily and a fleet of 10 Quinqueremes outside Carthage. Moreso than Rome, it is important to keep Syracuse from bothering you in Sicily, because a combined land assault with Rome can be almost impossible to withstand. As Carthage you have only two real choices if Syracuse does not interfere, build a giant Quadrireme fleet with all your start cash and rush Messana before they can build a lot of defenses, or try a combined approach of harassing Roman coastal cities and transport fleets to distract them while building up a mixed land/sea force to assault Messana sometime before turn 12. If you have failed to achieve any great advances before turn 12 the war will become more difficult, as Rome will by now have a somewhat equal navy and a definitely superior army. The key to victory for carthage is to delay romes army at this stage by walling the coast of sicily and blockading/taking the ports of sicily. Always wall, there is no such thing as too many walls. Syracuse (Start Money 1500, Income, 583 Recruitment centers 13) Strategy Syracuse seems pathetically weak compared to the clashing titans of Rome and Carthage, and it is. However, looks can be deceiving, as Syracuse itself begins with a large initial recruitment pool. Both Carthage and Rome will likely not be interested in attacking you at all because they are so closely matched that you would be a fatal distraction. In fact, it is likely they will both be trying to befriend you. Use this to your advantage, demand Catana and Gela. If however both Rome and Carthage mutually agree to destroy you before initiating the Punic War then you are dead, so make sure that this does not happen with diplomacy. After securing a few cities you can bide your time until it seems one side is winning or join a side right away to secure an early advantage. If you join Carthage, help them take Messana and/or raid the southern italy, retake the former greek colonies. This will greatly disconcert Rome and they will be forced into a new front. If you join Rome, Sicily will become a battleground, but one that Carthage will have a hard time holding as you progress along the southern coast, but they will use their navy to fight back.
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26.08.2013 - 17:42
Rise of Rome 4: Second Punic War Players: 12 (2 teams) Victory Conditions: Hold capital for 3 turns Suggestion: Disable Upgrades and Strategies The most popular and well known Rise of Rome scenario, recently rated 4/5 in Terminal's map review. The Second Punic War picks up 23 years after the First Punic War. Rome and Carthage came to an uneasy peace with Rome keeping Sicily, Corsica, and Sardinia and Carthage dismantling its mighty fleet. While ennui takes hold in Carthage itself, the Barca family continues the conquest of Spain their father began. Hannibal crosses the line by conquering Saguntum in Spain, which was allied to Rome. This sparks the Second Punic War, distressing Carthage but pleasing Hannibal. He amasses a large army in Spain and marches all the way to Italy, crossing the Alps and completely surprising the Romans. The war also expands into Greece, where Phillip V of Macedon allies with Hannibal to break the insidious Roman alliances with Pergamon, Sparta, and the Aetolian Leauge and restore Macedonian hegemony. Romans: Roman Republic (Start Money 3500, Income 3176, Recruitment centers 130) Strategy: Rome begins seemingly very strong with many wealthy cities and no enemies on the borders, able to recruit many cohorts at will. However, Rome faces a serious invasion by Hannibal within 2-3 turns. Many people are totally surprised by his invasion (100+ units) and make mistakes like trying to take Carthage in the first few turns. This will ensure Carthage's victory. Instead, begin by building as many cohorts in Campania and Samnium on turn 1 and bring them north, never stop building cohorts, autoproduce them in all regions. The war against Hannibal will be one like soviet Russia, human waves. Next, wall every city and town, and make a wall on the southern border of cisalpine gaul between the mountains and the sea, also make a wall in Liguria. The key here is just to delay Hannibal's advance, because for every turn he is slowed gives you more turns to build more cohorts and more turns for Roman Hispania to push deeper in Barcid Spain. Now once Hannibal breaks into Italy (this cannot be stopped) you must become a guerrilla fighter. Do NOT engage his army with a huge stack of cohorts unless Hannibal player has split the army into smaller bits. If you lose your main army Hannibal player can march on Rome with confidence. You want armies of 30 cohorts running around italy re-capturing lost cities, harassing northern Italy, and generally just confusing and delaying Hannibal. As long as your military is largely intact by being spread out Hannibal will not be able hold any territory for long. On Turn 7 Hannibal gets 60 reinforcements, 40 samnite infantry in southern italy and 20 gallic warriors in north italy. Your life will be hell while you endure this second onslaught,, although Rome also receives reinforcements in Rome whenever this happens. Keep walling, keep harassing Hannibal, try to trap him in cities with walls, or lure him into attacks on forts if you can afford them. On Turn 12 Hannibal's brother Hasdrubal Barca crosses the Alps with 55 units, but you receive a whopping 40 veteran cohorts in Rome and those veteran cohorts also become buildable everywhere. These units are tough and should be built exclusively. Turn 17 and 22 have events in Bruttium but these are relatively small and easily dealt with by this late stage. By turn 14 at least Hannibals forces should be losing and you can begin either helping Hispania or invading Africa directly. Roman Republic (South) (Start Money 2000, Income 2166, Recruitment centers 82) Strategy: Southern Rome is a very stressing position as you will be forced into making many choices that can easily affect the outcome of the war. In the start of the game, recruit all the Cohorts in Sicily you can and drag them near Syracuse, but remember to make some Siege Trains as well or the cost of taking Syracuse will be high. In the meantime wall all of Sicily, Carthage is likely to hit Sicily, and Sicily is worth protecting as it is very rich and very populous. Once you've taken Syracuse you must decide whether to step into Greece and finish off Macedon, or leading a direct assault on Carthage itself. If East Numidia is very successful against Carthage, you should definitely exploit this advantage and finish Carthage off. However, this is usually not the case, so make a large stack of Cohorts and rush for Pella in Macedon, just keep Sicily in check and make sure Carthage does not attack it, otherwise repel their assault. By turn 7 a large number of Carthaginian troops will spawn near your Italian holdings and continue like that for awhile, so it may be a good idea to keep a stack of troops there to finish them off. East Numidia (Start Money 4800, Income 1074, Recruitment centers 30) Strategy: Completely surrounded by enemies, East Numidia is heavily reliant on its roman allies for support, and ironically they are very relient on East Numidia even if they do not realize it. The Numidian military is quite unimpressive save for their cavalry, which are the best regular cavalry in the game with 9 attack and 20 range. This allows you to attack pretty much any city in Africa instantly, which you should do. In every city build Numidian Cavalry and target Carthaginian cities and such as Hippo Regius, Hadrumentum, and Thaspus. All of these are rich and usually poorly defended. For East Numidia, offense is the best defense, because you need to keep Carthage occupied while you kill West Numidia. Even better though, is to ask South Rome for help, if Carthage is under attack from Romans they will be likely too distracted to help their puppet, West Numidia. West Numidia is much poorer than you and without help can be easily destroyed. The only difficult part is taking their capital of Sitflis with a fortification in it, so bring along 3 siege weapons. Once you beat them, you can begin conquering the weakly defended coastal cities of Carthage, and eventually become even stronger than Carthage in Africa. From here you can either choose to focus on conquering Carthage or sending over units to wipe out Barcid Spain. Roman Republic (Hispania) (Start Money 3600, Income 1305, Recruitment centers 45) Strategy: Roman Hispania goal is to conquer Barcid Spain as quickly as possible. However, the Carthaginian players will use everything in their power to prevent you from doing this. On Turn 1 you have a small fleet south of Massilia with 20 troops in it, use them to strike the Baeleric islands then push on to Dianum. Build Cohorts in Massilia and Emporion, sending them to Tarraco via transport. It is important to use transports for rapid movement of units southwards in Spain. Also be wary of Hannibal in Italy, because sometimes they decide to march back across the Alps and attack you. To discourage or stall this, wall the pass between Massilia and Liguria with multiple walls. There is also a northern alpine pass that may also be wise to wall however do not commit many resources to that. On Turn 2 you should break the walls of Saguntum and take neutral Osca/Ilberda with the Iberian tribes who join your side. By now you should have an army of at least 70 units, larger than anything the barcas will be able to muster. Focus on pushing down the coast, which are richer and more populated, using cavalry to break walls in coordinated strikes. If you are daring and quick, build 3 siege weapons on Dianum and try to strike Carthago Nova before reinforcements at Turn 5. By now though you will be running low on money most likely (ask for more from allies) which will slow your advance upon which Carthage will probably retaliate and slow the roman blitz. However, just focus on taking Carthago Nova, getting bogged down in central spain is a waste of time and money. During this time be watching the war in Africa, because if East Numidia has fallen they may begin sending forces directly to Tarraco or Massilia, both regions are rich and necessary which you should not neglect in defending. On Turn 10 Scipio will arrive near Tarraco with 50 units. Use them to either finish off Carthago Nova if you have been unable to so far or conquer Corduba itself. This is a major (!) victory for Rome because it will not only win Spain but end the Barca threat in italy permanently, it is the most important capital capture in the game. From here you can easily invade Africa and win. Aetolian Leauge (Start Money 3200, Income 907, Recruitment centers 29) Strategy: For the Aetolian League all you should do the first turn is to wall all your cities(yes, all of them, also Naupaktos and Thespia) along with setting up a wall in the North of Thermopylae to further slow down Macedon. For further safety set up another wall near Corinth to block the Achaean player, just don't mess up their wall. Do not make any units the first turn, it's crucial for your war effort you have some money for the next turn, besides, they have ridiculously high range, so do not worry. Spam Hoplites in all your cities and attempt to take Euboea, break all the Achaean walls if you can to help out Sparta.Macedon will hopefully be bothered by Pergamon, but if that isn't the case you will be forced to split your forces between assaulting Achaea and protecting Thermopylae. Like the Persians, do not like them pass. Sparta (Start Money 2800, Income 589, Recruitment centers 17) Strategy: The Spartans do not ask how many, but where. Pergamon (Start Money 2250, Income 812, Recruitment centers 24) Strategy: While Pergamon usually have little trouble against Macedon as their attention is in Greece to save their ally Achaea, you can easily end up getting in a bad situation as Pergamon in case Macedon decides to assault your capital and Lesbos(has happened a few times). For the first turn recruit some Hippeis Cavalry in the most Southern region of your realm, send them North towards Macedon's holdings in Thrace, you'll likely run out of money after this. For the second turn recruit more Hippeis and make a Transport to carry them over to Abdera and break the wall, same for Lysimachia. Consolidate your hold on those two regions and go for assaulting Thessalonica, it is very rich, and close to Pella, the capital of Macedon. You may want to ready a few Siege Trains to assault Pella, but in case the situation in Greece goes bad for Aetolia and Sparta, you will require Southern Rome to step in, or things will become a lot more difficult, and you will be forced into defending your land. Carthaginians: Carthage (Africa) (Start Money 4000, Income 3756, Recruitment centers 87) Strategy: Controlling the African provinces of the Carthaginian Empire, Africa is the wealthiest faction in the game. However, Carthage is in a tough position, a two front war between Numidia and Southern Rome. It is key that you wall all your cities to prevent Numidians from capturing them early, their cavalry have very long range and high attack. Spam cheap Libyan spearmen in all distant cities, but build a very elite force of liby-pheoenician pikemen, sacred band cavalry and war elephants to invade Lilybaeum, Sicily. You are rich and can afford it. This force will distract Southern Rome, which is important in keeping them away from Africa. Also from Leptis Magna bring more units to take Malta and then invade Sicily as well. The war is probably hopeless in Sicily, but try to keep Syracuse alive as long as possible, if you are lucky you might actually win and gain the rich island. Against East Numidia coordinate with west Numidia, supply them whatever funds needed and try attacking the numidians with a mixture of cheap Libyan spearmen and Carthaginian cavalry. You will lose battles but they will lose the war . Also keep sending money to Barcids to keep their army well supplied, if you have a large treasury you are hurting your team. Once East Numidia has fallen you must choose whether to invade Roman Hispania or Italy. It is suggested if your allies are winning in Greece to invade Hispania, go directly for Tarraco. From here just keep raiding roman coastal cities and pushing into Sicily and Southern Italy, spam elite units like sacred band and liby phoeneicians. Eventually they will be overwhelmed. Carthage (Barcids) (Start Money 4000, Income 2501, Recruitment centers 70) Strategy: Barca, or in English, Thunderbolt is an accurate description of this faction. The Barcid player is almost always responsible for the most kills and cities captured, they are a very powerful and destructive force in the right hands, the terror of the Romans. Immediately you are thrust into a conflict on two fronts, Hannibal Barca in Italy and Mago Barca in Spain. Hannibal begins with 80 units in northern Italy, and on Turn 2 another 20 gallic warbands join his cause. It is advised that Italy should be your primary focus and spain your secondary focus despite the barcid capital being located there. The reason for this is that if Hannibal loses in Italy, Rome will swiftly begin causing major problems for the Carthaginian faction, like invading Africa and Spain with an unbelievable amount of cohorts. Italian front: Turn 1 capture Liguria with some cavalry, and all of transpedene gaul with the rest of your army. Send the Numidian cavalry forward as scouts, to break walls and most importantly capture umbria on turn 2. It is also suggested that the sacred band or Iberian cavalry are sent back over the alps (along the northern pass, not the southern which will be guarded) to try and take Massilia. If you manage to capture it Hispania will be crippled, and if not it is a small loss while distracting Hispania. On Turn 2 use the gauls to take venetia while capturing Cisalpine Gaul with Hannibal. Avoid sending Hannibal down the Ligurian coast, as it is easily walled, you need to enter Italia as swifly as possible. Once in Italia there are two general strategies, the first is to head directly for Rome, capturing a few cities along the way, the second is to take multiple cities destroying the roman economy and recruitment, while pushing into southern rome. Going for Rome directly is possible but fraught with risk because you are gambling everything on one chance. What may happen is that you conquer Rome but are unable to hold it, because Hannibals army has low defense and if many cities around Rome are still in Roman hands they will be able to build an army to possibly retake Rome. The other strategy is to conquer cities like Arretium, Perusia, Ancona, and Pisae but press southwards into southern italy by Turn 7 when you get your event units, 40 samnite warriors and 20 gallic warriors in the north. With these reinforcements you can choose to take Capua (crippling Rome) or Tarentum (destroying Southern Rome). However this strategy its own dangers, which mirror those of historical Hannibal, because you may find that you will be unable to hold cities and rome will begin winning by out-recruiting you. This is why you must seek to attack large roman armies and capture of important cities as often as you can. If you do not capture Rome by Turn 12 the war will become more challenging facing veteran cohorts, but some relief comes in the form of Hasdrubal Barca with 55 units at the alps (turn 12). If he is killed off though you have lost in Italy. Spanish front: The goal in Spain is to neutralize the Hispania player, because destroying them outright is probably impossible early on. The way this is achieved is by threatening Tarraco (his capital) and taking Massilia. On Turn 1 you want to gather all your war Elephants in Corduba and Numidian cavalry in Carthago Nova into a single force, this will be your main army. Place like Saguntum, Dianum, and Baeleric islands you should build Iberian infantry, and keep sending infantry north to reinforce the cities to either cost the romans more damage or make the romans hesitant to attack. Take Mago's army and press north to Segobriga, but make sure to keep his army in a walled city at the end of the turn because you do not want it to get attacked by the romans (seeing as you have two fronts to deal with Spain may not be your first move). Take cities like Osca and Ilberda, and just harass Tarraco, and hope your sacred band have taken Massilia. Hispania may be rushing your capital as well, in this case ask carthage for money and spam soldiers in spain, the romans cannot rush Corduba easily, they must take Carthago Nova and the coast first for any chance of threatening you. If the Hispania player is copetent you must hope for Carthage and west Numidia to win and help you, west Numidia is a great ally if Carthage gives them a port. Macedon (Start Money 4800, Income 1727, Recruitment centers 52) Strategy: Macedon begins as the most powerful state in Greece ruled by the ambitious King Phillip V who seeks to gain complete hegemony over the hellenic world. However, the roman's have formed alliances with the Aetolians, Sparta, and Pergamon, completely surrounding you. Your alliance with the Carthaginians means very little and will have to rely on the help of the Achaean League to survive. Your greatest threat are the Aetolians and Southern Rome, therefore you must immediately begin an assault on Boeotia, which is a rich province for Aetolia, and will also secure the pass of Thermopylae. Build elite units (like hypaspists and companions) in Thessaly and a transport ship in the port then send them to break the wall of Orchomenos taking the city at all costs. The Achaean League should also aid you in this task, because if Boeotia becomes yours you both secure the Achaean Leauges northern border and can send reinforcements into the Peloponnese easier. Against Pergamon it is best to delay, send phalangites to Thracian Chersonese early on, perhaps take Lesbos by sea to keep them on the defensive. Focus on destroying the Aetolian League. If Rome invades keep calm and spam phalangites and forts. Once Greece is secured you can begin to invade Italy and turn the tide of the war. Achaean League (Start Money 3600, Income 1397, Recruitment centers 38) Strategy: Achaea is the most defense-like country of the Carthaginian, which means most it will be doing is to defend. As the game start you should wall all your cities(including Patrae, you don't want Aetolia crossing the Gulf of Corinth) and set up an extra wall East of Corinth to further slow down the Aetolian player. Also pay attention to Sicily where you possession of Syracuse lie lonely surrounded by Romans. You are able to use Militia to wall it by placing it on the little tip(be careful, it may fail) to block the Romans for at least a turn. Do NOT make any troops the first turn, you need the money. As turn 2 starts you will want to recruit all teh Hoplites you can, however, you may want to keep at least one of the reinforcements in all cities there for a Fortification in case the enemy decides to attack. From here you will have to constantly move your Hoplites around from place to place. Let Sparta break some of your walls, give him confidence, and when he is about to attack one(or more) send your troops into the city, it's a great trap, and as Sparta have little forces, it will cripple them to lose just a few troops. However constantly keep Aetolia in check, he may try to go for Sicyon, your capital if you give him the chance, use defence as your advantage as usual. Taking Boeotia from the Aetolian League is crucial for the war, and with the help of Macedon you should be able to take it, as it is very rich, and will be a large blow to Aetolia. Always insist on making Macedon send troops to help you, a good Aetolia and Sparta may be too much for you. And in Sicily, once you see Rome breaking your wall make a Fortification and as many Hoplites as possible, you do not want to lose Syracuse as it provide much of your wealth. By now you and Macedon should've taken over Greece, go for Sicily or restore Megale Hellas, as either is good to help West Numidia (Start Money 2100, Income 707, Recruitment centers 18) Strategy: West Numidia is the weakest faction in the game, representing Syphax and those Numidians loyal to Carthage. With very little start money you can hardly afford anything, so the key is to merely survive the east numidian onslaught while perhaps raiding a few undefended cities with small numidian cavalry forces. In truth your survival is dependant entirely on Carthage, and the best you can do it break walls for them to take while begging for money. If you conserve money (or are given some) over a few turns you may be able to afford a stack of units and siege weapons to conquer Cirta and end the war. After East Numidia is destroyed, ask Carthage for a port city, preferably Saldae which is near to your regions. From here you can begin sending your numidian cavalry on transports to where Carthage needs them, likely Spain.
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26.08.2013 - 18:04
Rise of Rome 5: Macedonian/Syrian Wars Players: 9 Victory Conditions: Hold capital for 3 turns Suggestion: Major powers (Rome/Macedon/Seleucids) do not ally each other (peace is allowed), minor powers choose a major power to align with With the resolution of the Second Punic War, Rome now has the strength to involve itself in Greece, which is controlled by Macedon and its allies. Macedon and Rome have a poor relationship, seeing as how Phillip V of Macedon allied to Hannibal, so the Senate dispatches consul Titus Flaminius to destroy them and "liberate the Greeks from Macedonian oppression". The scenario begins at this point, with Titus Flaminius about to embark with his army and spark the Second Macedonian War. Meanwhile, King Antiochus "the Great" of the massive Seleucid Empire has recently restored the Seleucids strength in the east and seeks to expand influence into Greece as well, but he may be overconfident in his power. Ultimately these events will result with the major powers (Rome, Macedon, and the Seleucid Empire) seeking allies of the minor states (who are constantly shifting back and forth) to establish their dominance of the region. This scenario is ffa, and different from the other Rise of Romes in that it requires a major power player to conduct skillful diplomacy and communication. Minor Powers: Aetolian League (Start Money 3000 Income 662, Recruitment centers 21) Strategy: For the Aetolian League you will want to pick Guerilla Warfare as your Strategy. The Light Hoplite Ekdromoi(Militia) and Peltast(Stealth) makes Aetolia in a great position to dominate the game by never letting the enemy know where you will strike. You must secure an Alliance with either Sparta or Athens, mainly Sparta however, ensure this Alliance is a joint operation to crush the Achaean League or you will have a hard time. For the first turn only use 14 Aetolian Peltasts in order to take Acarnania and wall all your cities. For your own survival ally Rome. Aetolia without Rome just means you're doomed, and if you want to you can always switch allegiance to Macedon or the Seleucids if Rome is losing for your own ambitions. Aetolia relies on Stealth Warfare so use it to your advantage by harassing the walls of Achaea so the player never knows where he will be hit by your Peltasts. The main goal is to rule Greece, but you may decide to have another Greek minor in there as your ally. For expansion you should gain control of Boeotia, Achaea and Corinth, or the whole of Southern Greece if that is what you desire. From there take a look on who is winning, Rome or Macedon, or the Seleucids, you are always permitted to switch sides and you definitely should for your own survival between three major powers. Achaean League (Start Money 3000 Income 1518, Recruitment centers 40) Strategy: The Achaean League is the largest of the minor Greek states in Southern Greece and the most powerful and richest. Furthermore is in a good position to expand if done correctly. The Achaean Army has also been reformed by Philopoemen, giving them the strongest Army in Southern Greece with Macedonian Phalangites and Lonchoporoi Cavalry. However the Achaean League does have one major disadvantage: Athens, Sparta and the Aetolian League all surround it, making it in a vulnerable position if it does not allign itself with a major power. An early ally of Achaea should be Macedon, that way you ensure they do not attempt attacking you, as Rome and the Seleucids do not yet make up a very big threat so far away. It is highly suggested that you pick Perfect Defence for the Achaean League, however do not build any units the first turn, just wall all your cities including Thespia and Patrae. The Achaean League must expand by defensive warfare, so make a large amount of Phalangites to protect yourselves from your pesky Greek neighbours, you're the richest one around, and they will try to secure your riches for themselves. You should also ally Athens, their Long Walls are a high match and you do not need another enemy, as Aetolia and Sparta pose a large enough threat against just you. Furthermore it gives you more to expand into Sparta and Aetolia while the majors fight, consolidating hold on Southern Greece. By the time you take over Aetolia and Sparta it should be more clear what major power is losing and it may be the right time to switch sides, you may be rich and have decent recruitment, but you're still no match for a major power. Make Armies of about 70% Phalangites and 30% Lonchoporoi, it makes your Army a lethal weapon as the Lonchoporoi are great at being offensive and Phalangites defensive, like this you will rise to prominence, and possibly rule Greece. Rhodes (Start Money 2400 Income 968, Recruitment centers 21) Strategy: Suggest NC or MoS. Rhodes is a faction with a lot of potential, situated in the island of Rhodes in the southeast of the map. From the start build three ships to wall Rhodes then begin engaging diplomacy with the Seleucids and Pergamon. The Seleucids are an easy choice to align with, but it limits your early expansion to the islands of the Aegean. If you do decide to wage war against the Seleucids you preferably need Pergamon as an ally or at least neutral. Utilize your rhodian slingers to take interior cities and cripple their economy focusing on important cities like Ephesus and such. Late game as Rhodes you will be powerful, able to strike anywhere with slinger/trihemilia combo. In a war against Rome you can land in italy itself and cause havoc. Pergamon (Start Money 2200 Income 822, Recruitment centers 23) Strategy: Suggest Imp or PD. Pergamon is the most likely target of Seleucid aggression. Therefore it is suggested you either ally/peace with them and/or form a defensive pact with Rhodes. The Pergamonese army is not spectacular; your best unit are the Sarissphoroi cavalry, although it is advised to only utilize them for breaking walls. In a war with the Seleucids it is best request the aid of Macedon and strike at key cities while keeping your cities heavily garrisoned with hoplites. If you can manage to secure Ephesus and Mysia the Seleucid threat will be greatly diminished so you can bring down Sardis. If you ally with the Seleucids, Pergamon should focus on securing the Thracian coast and help the Seleucids take Macedon. The final option is to be neutral, and wait how the wars progress, then join the winning side. This is quite a viable option for Pergamon especially when the Seleucids are abroad fighting in Greece, a quick declarion of war with roman support and Pergamon can conquer all of asia minor. Sparta (Start Money 2000 Income 737, Recruitment centers 23) Strategy: Sparta at this time has recently undergone a social revolution, a Syrian slave turned royal advisor by the name of Nabis has usurped the throne by killing the last Spartan King who was a boy. To maintain his power he has freed the helots of Sparta and they now dominate the military. As a result Sparta's military consists of mercenaries and helot phalanx, no Spartan hoplite until turn 12 when the Spartans overthrow Nabis. As a result, GW is an effective strategy with Sparta during this time period. Build cretan archers (stealth) and spam helot phalanx (good militia) in tandem. This is a cheap and effective military that can be used to attack the Achaean League. Ally with Aetolia and Athens, convince them to join you in destroying the Achaean League together. Diplomacy wise, Sparta can ally with any major power and probably remain neutral for the longest of any minor. Another threat to watch out for is Rhodes, as they will try to seize Crete, don't hesitate to defend the island with a fort because you don't have many provinces to begin with and needs its money + recruitment. Athens (Start Money 2000 Income 592, Recruitment centers 16) Strategy: xaxa Major Powers: Seleucid Empire (Start Money 3000 Income 2141, Recruitment centers 69) Strategy: The Seleucid Empire begins at the east of the map, controlling the greek Seleucid holdings in western Asia minor. Antiochus has come westward to expand his massive empire into Greece but before that can be accomplished there are two rivals that must be neutralized: Pergamon and Rhodes. Allying them both is an option, and then pressing on, but this has the downside of leaving you with few ports (which you will need to invade Greece) and relatively weak income. It is recommended you form an alliance with either Pergamon or Rhodes, but not both, and eliminate the other. If they ally against you this is a dangerous threat, and you will be locked in a difficult war while either Macedon or Rome wins. During a war it is most important to defended Sardis and Ephesus which are your richest and most populous cities. After Anatolia has been unified under Seleucid rule, begin sending out diplomatic pms to the minor greek states promising that you will protect them from Macedon or Rome. Begin a two pronged offensive, sending units north to take the Thracian Chersonese and Abdera while dispatching a fleet of troops to Greece landing whever they are needed. If Macedon is dead or dying (likely) make peace with Macedon temporarily or take over Macedon before the Romans do. Militarily speaking the Seleucids have a diverse army, use phalangites as your primary infantry and then later supplement with silver shields, while using Kataphracts and War Elephants as the offensive arm and push the Romans from Greece. If the Romans have consolidated Greece before you arrive try to delay their navies and build a massive defensive army. Request a "treaty" where you keep Anatolia (ally end). This is really your best hope if Romans get powerful and none of their greek allies are willing to betray them. Roman Republic (Start Money 2400 Income 2003, Recruitment centers 82) Strategy: Suggest Imperialist. The Roman Republic is the most powerful player in this scenario, poised to conquer Greece. Rome begins with event units, an army of around 30 units with the general Titus Flaminius, and 5 cretan archer stealth in Corcyra. With your initial funds build more cohorts, 2 siege weapons, and naval transports. Get Titus moving eastward towards Epirus with this army asap. Other things on the agenda include moving the roads (ground transport units) to Samnium/Campania to load up with more cohorts. For the early part of the game you will be moving cohorts with roads from Samnium/Campania to the heel of Italy for departure east. In terms of diplomacy, Rome hardly need allies, your main diplomatic aim should be to keep Greece from uniting against you with Macedon because that is a real threat. So to this purpose, ally whoever is fighting against the Macedonian puppets, and if there is no war, encourage war by promising military/financial aid. So if Aetolia joins Macedon, ally their enemies and attack them first. If Achaea joins Macedon, ally Aetolia/Sparta/Athens (preferably just one of them for more SP). In terms of how to militarily advance into Greece, you have two options. The first is to take Epirus and use it as a base to invade Upper Macedon and/or Aetolia (if they don't ally you). The benefits of this choice are that you can put a lot of pressure on Macedon itself like striking at Thessaly, but it limits your influence in southern Greece. The second option is to ignore Epirus and land Titus Flaminius in southern Greece early annihilating the enemies of your allies. The benefits of this choice are that you will win over much of southern Greece creating another front Macedon must deal with but leaving Appolonia and Epirus open to Macedon to take. Fighting Macedon itself can be a challenge, because their phalanx is a good defensive unit, so try to avoid offensive battles generally speaking. However your cohorts have a lot of HP and crits, so you can probably afford to fight them anyway if you have big enough armies. Once you start conquering Macedonia you will become far stronger, and should look to the east, hopefully Rhodes or Pergamon will join you but if they choose to fight with the Seleucids then you have another war to fight. Resist any invasions of Greece by the Seleucids and make sure your allies in southern Greece have no reason to turn on you by giving them money or keeping some cities there garrisoned with cohorts. Eventually, as always, Rome will triumph if they are not quickly beaten. Invade asia minor and conquer Sardis, making you the new master of the whole greek world. Macedon (Start Money 4500 Income 2475, Recruitment centers 80) Strategy: Macedon is, without a doubt, the most challenging major power. Although it is suggested to use PD or Imp, the Macedonian military alone will not guarantee victory, in fact defeat is certain that way. Macedon faces the huge problem of a potential two-front war, with the Romans advancing from the west and the Seleucids in the east. Diplomacy is key for the Macedonians because of this, you MUST secure an alliance with Rhodes and/or Pergamon, and you MUST secure alliances with as many greek states as possible. To encourage this outcome recruit Thureophoroi in Samos, Miletus, and Lysimachia on Turn 2 and begin invading the Seleucids, breaking walls and taking cities, generally tempting the Rhodians/Pergamenese into attacking the weakened Seleucids. To recruit the greeks to your cause hype up the rp of "fighting the invader" and "greek unity". More importantly dispatch units from Thessaly and Euboea to aid any greeks (preferably the Achaean or Aetolian Leauge) who are willing to ally you, so that any who oppose Macedon can be destroyed. The Roman threat however should be your priority, recruit massive numbers of phalangites throughout Macedonia, and amass them in Upper Macedon, keeping careful watch upon the Romans if they land in Epirus. This region is where the battles will happen, and you must encourage the romans to attack your armies, preferably in cities or in defense lines to gain the extra defense bonus. If however the Romans ignore Epirus and move into southern Greece you will have to go on the offensive to protect your allies. If all has gone according to plan Macedon will begin to become quite rich as the turns progress, and you can begin recruiting more cavalry, especially Companions to supplement your phalanx. Coordinate with your greek allies to drive the romans out, then take Tarentum. Mop up any Seleucid remnants and Phillip V will be the unquestioned Basileus of the Hellas! Disclaimer: This is all assuming everything goes according to plan but in the case it does not consider making peace with the Seleucids to defeat Rome and in the meantime build up your own power so once Rome is defeated you can turn on the Seleucids again.
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26.08.2013 - 21:42
Looks amazing! I want to try all of them
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26.08.2013 - 23:43
Awesome series, hope to see more maps from you and Pyrrhus (Sorry to ninja you in the middle of posting :3)
---- The great questions of the day will not be settled by means of speeches and majority decisions but by iron and blood.
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27.08.2013 - 05:51
There are still more to come, but we do host them quite frequently when the lobby offer many players that would possibly join.
---- "Another such victory and I come back to Epirus alone" - Pyrrhus of Epirus
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29.08.2013 - 12:51
I love your ancient world maps. As I've mentioned in Utah's thread, I prefer historical scenarios due to the distance involved, both figuratively (my pacifist side avoids all modern scenarios) and literal (all the states and deserts and whatnot). At the moment, I'm getting crushed in a casual Macedonian Wars game. I've also watched plays, and as a guest dipped toes into some of the other scenarios. Care to reveal what else is in the pipeline?
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29.08.2013 - 17:31
What else is in the pipeline? What do you mean? The ''Rome'' series is supposed to be Saga of the Rise(from the Samnite Wars to Caesar becoming Emperor), the Fall(the time where the Empire was on the decline, Civil Wars and Barbarian Invasions, possibly also the short restoration of the East) and the Legacy(likely after the short restoration until the Fall of Constantinople. Other than that, for the Syrian/Macedonian Wars you will need max players with higher-ranked major powers that do not ally.
---- "Another such victory and I come back to Epirus alone" - Pyrrhus of Epirus
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29.08.2013 - 18:06
BYZANTIUM?!!?! OMGOMGOMGOMGOMGMOGMG
---- The great questions of the day will not be settled by means of speeches and majority decisions but by iron and blood.
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30.08.2013 - 04:08
Yesh, Byzantium please! Belisarius and all that. Some Hellenistic ones would also be nice.
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30.08.2013 - 09:09
As for now, with Aetius getting busy in a few days progress will be much slower, and you should first expect to see Legacy of Rome longer in the future. Also there's already a Hellenistic map about the Diadochi War where you can pick your preferred territories for you Diadochi. Also I had one in progress myself, but I have not yet completed it due to being somewhat busy myself at the moment.
---- "Another such victory and I come back to Epirus alone" - Pyrrhus of Epirus
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03.09.2013 - 01:29
As of now we're still writing guides for the remaining Rise of Rome scenarios, but as they have not been played as frequently as other Rome scenarios and we've been working much on Fall of Rome while Aetius still have time. Along with that we've been playing Fall of Rome 3: Barbarian Invasions almost entirely due to the challenge and fun(but also very stressing Romans) of it. However it should come up not too soon, sorry for anyone who may of been waiting.
---- "Another such victory and I come back to Epirus alone" - Pyrrhus of Epirus
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04.09.2013 - 21:22
Best senerio ever
---- "I am not afraid of an army of lions led by a sheep I am afraid of an army of sheep led by a lion."-Alexander The Great
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17.11.2013 - 11:37
Looks amazing. Pyrrhus, and aetius you made a great scenario serie of rise of rome! Keep it up.
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06.05.2017 - 20:12
Love these maps, keep going, im curious what u guys can make. If u are gonna make more Byzantium maps, dont forget the Kievan Rus' and the silician Vikings!
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11.05.2017 - 02:13
Last time I was playing Rise Of Rome 5 (as rome) and I couldnt help but notice that I cant build roads anywhere. I couldnt find them spawned anywhere. The host did make the teamversion of this. But I recommend u guys lookin at it. I cant wait to play more maps like these!
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06.06.2017 - 13:07
You can't build roads. Also the maps are abandoned because the map makers left the game.
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08.06.2017 - 16:59
thank u for reacting... too bad the map makers left.... someone tried to remake/balance these maps?
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08.06.2017 - 17:05
if you think the balance is off, you can post a suggestion here. I will let the map makers know about it and maybe someday they will fix it.
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08.06.2017 - 17:22
ok, well see. Thanks Anyway <3 Nukey
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09.06.2017 - 05:47
No they won't.
---- Someone Better Than You
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A je i sigurt?