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Difference between revisions of "Timurids (M2TW Faction)"

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The Timurids are one of the two nomad factions that appear near the start of late period, near 1365.  They will appear just east of the Holy Land, so if you own any territory there it would be a good idea to reinforce it heavily, and preferably, long before they come. Since the Timurids are supposed to be the successors to the Mongols, they have pretty much the same agenda.  They will ruthlessly assault any settlements in range, and afterwards most probably Exterminate the populace.
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{{Faction|image=[[Image:Symbol_timurids.jpg|Faction Symbol for Timurids]]|Name=Timurids|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}
 
{{Faction|image=[[Image:Symbol_timurids.jpg|Faction Symbol for Timurids]]|Name=Timurids|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}
  
== Overview ==
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==Gameplay==
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===Starting Position===
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The Timurids don’t start the from the beginning of a campaign, as they are an emerging faction.
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They emerge from the South East side of the map similar to the Mongols, they are also stronger. Like the Mongols, as they emerge at the east border of the map, the first menaced factions are the Turks, Russia, and of course the Mongols if they spawned at the same side of Caspian Sea as the Timurids.
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A few turns before their arrival a message alerts you that a threat comes from the East. Althought for the Mongols they come 5 turns after the message, the Timurids come only 2 turns after the message, so, if you play an eastern faction (Turks, Byzantine or Russia for the most menaced) you'll have less time to reinforce your armies, if you didn't expect Timurids to come.
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===Victory Conditions===
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They don’t have any Victory Conditions as you can’t play with them (in vanilla).
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==Units==
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[[Image:Kwarizmian_cavalry_info.png‎|thumb|right|Timurids Generals Bodyguard.]]
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*Light Infantry
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**Peasants
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*Heavy Infantry
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**Halberd Militia
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*Spearmen Infantry
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**Town Militia
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**Spear Militia
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**Afghan Javelinmen
  
The Timurids are one of the two nomad factions (the other's the Mongols of course) that appear near the start of late period.  They will appear just east of the Holy Land, so if you own any territory there it would be a good idea to reinforce it heavily, and preferably, long before they come.
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*Missile Infantry
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**Peasant Archers
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**Turkish Archers
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**Naffatun
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**Hand Gunners
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**Sabadar Militia
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**Dismounted Heavy Archers
  
Since the Timurids are supposed to be the successors to the Mongols, they have pretty much the same agenda.  They will ruthlessly assault any settlements in range, and afterwards most probably Exterminate the populace.
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*Heavy Cavalry
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**Elephants
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**Elephant Artillery
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**Mongol heavy Lancers
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**Khan's Guards
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*Missile Cavalry
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**Turkish Horse Archers
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**Turkomans
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**Mongol Heavy Archers
  
There are several things to know about the Timurids' units, specifically their unique elephants and their artillery. Firstly, the Timurids are equipped with Monster Ribaults, which are basically a rack fitted with 30 guns (5 high and 6 across) and has a devastating effect on armies, you'll want to destroy these quickly of course.  The next is the Monster Bombard (the cannon seen at the end of the intro), described firstly as "the gun to end all guns", this isn't too useful on a normal battlefield, it is more suited to blasting a hole straight through your walls (thus allowing them to send in deadly hordes of cavalry). The only thing that saves you is that it takes about 45 - 60 seconds, so try and destroy it as quickly as possible.  They also have the Rocket Launcher, which is also a priority target in a siege.
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*Missile Siege
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**Ballista
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**Catapult
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**Trebuchet
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**Bombard
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**Grand Bombard
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**Cannon
  
The Elephant units are very interesting and even more deadly, they are all ranged, and have a very good hand to hand attack, that is bashing through enemy lines and stomping anything that comes too close.  The normal elephants are archer units. The next most powerful are called Elephant Artillery and are equipped with cannons.  These are not incredibly strong, but there are about 15 of them to a unit, and they can easily decimate a line or smash down a sturdy stone wall.  The last, and most fearsome is the Elephant Rocketeer. These are by far the most powerful non-artillery units in the game.  The rockets they fire are moderately inaccurate, but this doesn't really matter.  A few will most probably strike their target, and the rest will hit anything close by.  It takes a few strikes to bring down a wall (depending on the level), but unfortunately they also cause an unbelievable amount of collateral damage, and the on the battlefield, make these your '''top''' priority.
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*Naval
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**Dhow
  
All of these unique weapons help to supplement an already fearsome horde of cavalry units.  It might be a good idea to make peace with any enemies you still have, you will want to concentrate as much as possible on destroying this faction.
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==Faction Details==
  
The Timurids appear with an incredibly powerful force around the 1360s-1400s. Unlike the Mongols who come in waves the Timuriuds come with all the stacks they will ever receive in the game making for a difficult opponent. However they are several tricks you can use to defeat the dreaded Timuriuds.
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If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information.  
  
Defend choke-points such as castles and rivers. Avoid shooting matches against their horse-archers or infantry. Try to concentrate fire upon elephants to make them run havoc and break their own lines.
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[[Timurids Details (M2TW Faction)]]
  
 
{{M2 Factions}}
 
{{M2 Factions}}
[[Category: Medieval 2: Total War Factions]]
 

Latest revision as of 07:17, 30 May 2017

The Timurids are one of the two nomad factions that appear near the start of late period, near 1365. They will appear just east of the Holy Land, so if you own any territory there it would be a good idea to reinforce it heavily, and preferably, long before they come. Since the Timurids are supposed to be the successors to the Mongols, they have pretty much the same agenda. They will ruthlessly assault any settlements in range, and afterwards most probably Exterminate the populace.

Timurids (M2TW Faction)
Faction Symbol for Timurids
Name: Timurids
From Game: Medieval II: Total War
Religion:Islam
Culture: Middle Eastern
Playable:


Gameplay

Starting Position

The Timurids don’t start the from the beginning of a campaign, as they are an emerging faction.

They emerge from the South East side of the map similar to the Mongols, they are also stronger. Like the Mongols, as they emerge at the east border of the map, the first menaced factions are the Turks, Russia, and of course the Mongols if they spawned at the same side of Caspian Sea as the Timurids.

A few turns before their arrival a message alerts you that a threat comes from the East. Althought for the Mongols they come 5 turns after the message, the Timurids come only 2 turns after the message, so, if you play an eastern faction (Turks, Byzantine or Russia for the most menaced) you'll have less time to reinforce your armies, if you didn't expect Timurids to come.

Victory Conditions

They don’t have any Victory Conditions as you can’t play with them (in vanilla).

Units

Timurids Generals Bodyguard.
  • Light Infantry
    • Peasants
  • Heavy Infantry
    • Halberd Militia
  • Spearmen Infantry
    • Town Militia
    • Spear Militia
    • Afghan Javelinmen
  • Missile Infantry
    • Peasant Archers
    • Turkish Archers
    • Naffatun
    • Hand Gunners
    • Sabadar Militia
    • Dismounted Heavy Archers
  • Heavy Cavalry
    • Elephants
    • Elephant Artillery
    • Mongol heavy Lancers
    • Khan's Guards
  • Missile Cavalry
    • Turkish Horse Archers
    • Turkomans
    • Mongol Heavy Archers
  • Missile Siege
    • Ballista
    • Catapult
    • Trebuchet
    • Bombard
    • Grand Bombard
    • Cannon
  • Naval
    • Dhow

Faction Details

If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information.

Timurids Details (M2TW Faction)

Medieval 2: Total War | Factions:
Aztecs | Byzantine Empire | Denmark | Egypt | England | France | Holy Roman Empire | Hungary | Milan | Mongols | Moors | Papal States | Poland | Portugal | Russia | Scotland | Sicily | Spain | Timurids | Turks | Venice | Rebels