Welcome to the TWC Wiki! You are not logged in. Please log in to the Wiki to vote in polls, change skin preferences, or edit pages. See HERE for details of how to LOG IN.

Difference between revisions of "Mongols (M2TW Faction)"

From TWC Wiki
Jump to navigationJump to search
m (Starting Position)
 
(18 intermediate revisions by 8 users not shown)
Line 1: Line 1:
 +
The Mongols are a non-playable emergent faction in Medieval 2: Total War. Several Mongol armies consisting mainly of elite units lead by experienced generals emerge in one of the furthest eastern provinces (namely Sarkel, Bulgar, Tibilsi, Yeravan or Baghdad) around the year 1214. A few turns earlier (5 turns), their arrival will be announced via a message.
 
{{Faction|image=[[Image:Symbol_mongols.jpg|Faction Symbol]]|Name=Mongol Empire|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}
 
{{Faction|image=[[Image:Symbol_mongols.jpg|Faction Symbol]]|Name=Mongol Empire|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}
 +
==Gameplay==
 +
===Starting Position===
 +
[[Image:Map_mongols.jpg‎|thumb|right|Where the Mongols enter the game.]]
 +
The Mongols do not have a starting position as they are an emergent faction which is not present at the beginning of the game. The Mongol horde will either appear north or south of Caspian Sea, at the east border of the map. They come in 3 waves, the first one of 5 and the 2 others of 4 armies.
  
== Overview ==
+
5 turns before they come, a message indicates that they are coming. If you play an eastern faction, you should use these turns to strongly reinforce your armies and your defences.
  
The Mongols are a non playable emergent faction in [[Medieval 2: Total War]].
+
The most western factions (England, France, Spain) are less menaced so if you didn't expand in the Holy Lands or near Black Sea you can ignore the Mongols, as several eastern factions can be used as a shield. However, if the Mongols conquer these factions, they might become a greater threat as they establish themselves. The fact their most of their army has no upkeep means they can keep building larger armies and become more and more difficult to deal with.
  
They emerge in one of the furthest eastern provinces (Sarkel, Bulgar, Tibilsi, Yeravan or Baghdad) around the year 1214, a warning is given a few turns before, the Mongol horde that appears is one of the greatest threats any player can face due to the Mongol army being made up almost entirely of elite units, commanded by experienced generals.
+
===Victory Conditions===
  
In the likely situation that they do take a city the Mongols will settle, meaning they can start producing more ordinary troops again.
+
The Mongols do not have any win conditions. They can only achieve victory by conquering the whole map.
The Mongols have a selection of powerful cavalry, mostly equipped with bows, hybrid infantry that have a long range, as well as rocket artillery pieces.
 
  
There are several theories on how to combat the Mongols when they are a horde, the first is to draw them to a bridge or castle, longbowmen, Janissary Archers and Lithuanian archers are invaluable in this due to them being able to place stakes at the castle or bridge entrance which the Mongol cavalry will have no choice but to charge through, taking its toll on the unit.
+
==Units==
Another is to try and draw the armies away from one another and destroy them in turn with conventional tactics.
+
 
And finally another option is to use your own missile cavalry, its possible for Dvor, Sipahis or Mamluk cavalry to equal the effectiveness of the Mongols, so long as they have enough experience.
+
[[Image:Mongol_bodyguard_info.png‎|thumb|right|A Mongol Generals Bodyguard.]]
 +
*Light Infantry
 +
**Peasants
 +
*Spearmen Infantry
 +
**Town Militia
 +
**Spear Militia
 +
**Levy Spearmen
 +
*Missle Infantry
 +
**Peasant Archers
 +
**Naffatun
 +
**Mongol Foot Archers
 +
**Mongol Infantry
 +
**Dismounted Heavy Archers
 +
 
 +
*Light Cavalry
 +
**Mongol Light Lancers
 +
*Heavy Cavalry
 +
**Mongol Heavy Lancers
 +
**Khan's Guards
 +
*Missle Cavalry
 +
**Mongol Horse Archers
 +
**Mongol Heavy Archers
 +
 
 +
*Missle Siege
 +
**Ballista
 +
**Catapult
 +
**Trebuchet
 +
**Rocket Launcher
 +
 
 +
*Navy
 +
**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.  
 +
 
 +
[[Mongols Details (M2TW Faction)]]
  
 
{{M2 Factions}}
 
{{M2 Factions}}

Latest revision as of 15:33, 15 August 2024

The Mongols are a non-playable emergent faction in Medieval 2: Total War. Several Mongol armies consisting mainly of elite units lead by experienced generals emerge in one of the furthest eastern provinces (namely Sarkel, Bulgar, Tibilsi, Yeravan or Baghdad) around the year 1214. A few turns earlier (5 turns), their arrival will be announced via a message.

Mongols (M2TW Faction)
Faction Symbol
Name: Mongol Empire
From Game: Medieval II: Total War
Religion:Islam
Culture: Middle Eastern
Playable:

Gameplay

Starting Position

Where the Mongols enter the game.

The Mongols do not have a starting position as they are an emergent faction which is not present at the beginning of the game. The Mongol horde will either appear north or south of Caspian Sea, at the east border of the map. They come in 3 waves, the first one of 5 and the 2 others of 4 armies.

5 turns before they come, a message indicates that they are coming. If you play an eastern faction, you should use these turns to strongly reinforce your armies and your defences.

The most western factions (England, France, Spain) are less menaced so if you didn't expand in the Holy Lands or near Black Sea you can ignore the Mongols, as several eastern factions can be used as a shield. However, if the Mongols conquer these factions, they might become a greater threat as they establish themselves. The fact their most of their army has no upkeep means they can keep building larger armies and become more and more difficult to deal with.

Victory Conditions

The Mongols do not have any win conditions. They can only achieve victory by conquering the whole map.

Units

A Mongol Generals Bodyguard.
  • Light Infantry
    • Peasants
  • Spearmen Infantry
    • Town Militia
    • Spear Militia
    • Levy Spearmen
  • Missle Infantry
    • Peasant Archers
    • Naffatun
    • Mongol Foot Archers
    • Mongol Infantry
    • Dismounted Heavy Archers
  • Light Cavalry
    • Mongol Light Lancers
  • Heavy Cavalry
    • Mongol Heavy Lancers
    • Khan's Guards
  • Missle Cavalry
    • Mongol Horse Archers
    • Mongol Heavy Archers
  • Missle Siege
    • Ballista
    • Catapult
    • Trebuchet
    • Rocket Launcher
  • Navy
    • 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.

Mongols 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