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 "Russia (M2TW Faction)"

From TWC Wiki
Jump to navigationJump to search
(Summary)
(Units)
 
(27 intermediate revisions by 22 users not shown)
Line 1: Line 1:
{{M2 Factions}}
+
{{Faction|image=[[Image:Symbol_russia.jpg|Faction Symbol for Russia]]|Name=Russia|Game=[[Medieval II: Total War]]|Religion=[[Orthodox]]|Culture=[[Eastern European]]}}
 +
 
 +
==Overview==
 +
The Russians start with one city and potential to expand. Their large steppes can be tough to defend, but they do have a cavalry-oriented army. They also need to be wary of Mongol and Timurid invasions. However if Russia can defend its borders and withstand the invaders the way is open in any direction, with a powerful mobile army.
 +
 
 +
==Starting Position==
 +
 
 +
[[Image:Map_russia.png|thumb|right|Russia's starting position]]
  
[[Image:Symbol_russia.jpg|Faction Symbol for Russia]]
+
Russia starts with only a single settlement to the far North of the campaign map, near the Baltic Sea. To the South-West Poland and Hungary and their forces lie, to the far south the Byzantines and Turks rest, to the East the Mongols might land and to The North-East Denmark and HRE.
  
Russia, the name for the slavic people north of the Black Sea, comes from the Slavic tribe Rus. The Rus who first played a major role in history during the first siege of Constantinople. Afterwards, the pagan rus settled in what is now modern Kiev.They Then became Orthodox Christians and ended up growing to be one of the strongest and largest empires in the world (USSR).
+
Their city is;
  
== Religion ==
+
*Novogord: Town - Capital
The Russians are one of the few Orthodox Christian factions in the game. To the south of you is the other Orthodox [[Byzantine Empire]]. To the south east, there are the Catholic [[Poland| Polish]] and the [[Hungary| Hungarians]] Located to the south over the Black sea, or over the Caucasus Mountains are the Islamic [[Turks]]. Because of the fact you aren't Catholic, you have no direct relation to the pope. Because of this fact you don't participate in the [[Crusades]], and are under no pressure form the [[Papal States]]. Also due to this fact you are under no pressure from the Islamic factions to participate in [[Jihad]]s.
 
  
== Military ==
+
===Victory Conditions===
Infantry-
+
*Long Campaign: Hold 45 provinces including Constantinople and Jerusalem.
The Russians have weak early infantry units, meaning your regular militia/peasant units. However in the high period they already have fairly good units such as the Dismounted Boyar-Sons/Druzhina. In addition, they get decent spearmen and their most useful infantry unit - the Dismounted Dvor. Those elite units can double as both great archers and a decent hand-to-hand unit. In the late period they can get the Berdishe axeman who are a good shock unit for breaching enemy lines. As nearly all Russians use axes they are useful against the armour of the dismounted European knights.
+
*Short Campaign: Hold 15 provinces and destroy or outlast Poland and Hungary.
  
Cavalry-
+
==Units==
Cavalry is the mainstay of the Russian army. The Russians specialize in horse archers (Kazaks,Cossacs)
+
''Insert Bodyguard Image Here''
and have excellent dual use cavalry (Boyar Sons, Dvor). In particular, the Boyar Sons can pepper the enemy with javelins and than surprise with a full charge. The Dvor fill the heavy horse archer role and are capable in hand to hand combat as well. Though most Russian cavalry don't use lances (exceptin the late period bodyguard) their Druzhina and the excellent late period Tsar's guard can challenge any contemporary western knight. In hand to hand combat the Russian cavalry usually uses axes.
 
  
Ranged-
+
Russia is a faction that is more cavalry focused and has a lot of very powerful late game cavalry and missiles. Their biggest weakness is weak early infantry and archers. Thier early castle builds Kazaks, a light horse archer, Boyar sons, a decent Javelin cavalry, and Druzhina, a good medium lancer. Later on they get Dvor Cavalry and Cossack cavalry, 2 very strong horse archer units, and the Tsars Guard from the top stables; one of the strongest cavalry units in the game. For Infantry the Russians have some decent choices, including Dismounted Druzhina and Dismounted Boyar Sons, strong axe and shield warriors with the strength of Dismounted Huscarls. They also have a superb archer unit, Dismounted Dvor, who are not only as strong as their melee infantry, but also have an 11 missile attack; exceptionally good. Russias early militia is not so good but later on they get some good choices. Russia also gets Cossack Musketeers, the second strongest gunner in the game, and very good artillery. Once fully developed, the Russian army is an extremely powerful fighting force.  
The Russians start with fairly weak peasant archers. As they progress they can build crossbow militia in the cities and the dual use Dismounted Dvor unit in the castles. Most of Russia's cavalry is also ranged (read above). The Russians really shine with their Cossack Musketeers whose long range is particularly useful against the Mongol ranged units. They can also get the fearsome Basilik cannon, and put guns on their late period fleets.
 
  
A note on fashion- If you have good armories it can be pretty amazing to see the Russian spear, crossbow and yearly bodyguard units radically change their appearance on the battle map.
+
*Light Infantry
 +
**Peasents
 +
**Woodsmen
 +
*Spear and Pike Infantry
 +
**Spear Militia
 +
**Spearmen
 +
**Berdiche Axemen
 +
**Dismounted Druzhina
 +
**Dismounted Boyar Sons
 +
*Missle Infantry
 +
**Crossbow Militia
 +
**Dismounted Dvor
 +
**Cossack Musketeers
 +
**Arquebusiers
  
== Economy ==
+
*Heavy Cavalry
Many of the lands you will acquire early on in your Russian campaign will have little resources. Meaning that in the beginning of the game your treasury is almost empty every turn. In order to sustain a good economy, capture as many cities on the Baltic Sea as soon as possible and build ports for naval trade. You then need to build roads in every settlement and hire a lot of merchants because there is a lot of fur, wood and amber resources lying around the Russian plains. After gaining a few rebel territories, you will need to try to capture southern provinces such as Kiev and Caffa, for Black sea trade. This will be important for trade with Mediterranean factions.
+
**Cavalry Militia
 +
**Druzhina
 +
**Tsars Guard
 +
**Early General's Bodyguard
 +
**Late General's Bodyguard
 +
*Missle Cavalry
 +
**Kazaks
 +
**Boyar Sons
 +
**Dvor Cavalry
 +
**Cossack Cavalry
 +
*Artillery
 +
**Catapult
 +
**Trebuchet
 +
**Bombard
 +
**Grand Bombard
 +
**Cannon
 +
**Basilisk
  
== Expansion ==
+
===Special Units===
Despite Russia's slow economy and weak early game army, Russia is given many rebel provinces to expand upon. The starting town is surrounded by 3 rebel settlements. This is important because, if you get there early enough in the game there shouldn't be a garrison in the villages. (Smolensk, Riga and Helsinki). Vilnius can be tough as it has a large garrison, so it may be wise to wait for the Poles to weaken it. Once you got your 5 most critical provinces (Riga, Helsinki,Vilnius, Smolensk and obviously Novgorod) under control, you can start the big expansion. Directions are the many rebels to the east, to the south is Kiev and access to the black sea, or you can take on Poland/Hungary in the west. There is also the possibility of landing in Norway and getting to the Danes and HRE from the North.
 
  
==Summary==
+
==Faction Details==
The Russians start with one city and a potential to expand. Their large steppes can be tough to defend, but they do have a cavalry oriented Army. They also need to be wary of Mongol and Timurid invasions. However if Russia can defend its borders and withstand the invaders the way is open in any direction, with a powerful mobile army.
 
  
Their victory conditions are:
+
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.  
For a short campaign- 15 provinces and destroying Poland+Hungary.
 
For a long campaign- 45 provinces including Constantinople and Jerusalem.
 
  
 +
[[Russia Details (M2TW Faction)]]
  
[[Category: Medieval 2: Total War Factions]]
+
{{M2 Factions}}

Latest revision as of 17:12, 18 August 2024

Russia (M2TW Faction)
Faction Symbol for Russia
Name: Russia
From Game: Medieval II: Total War
Religion:Orthodox
Culture: Eastern European
Playable:


Overview

The Russians start with one city and potential to expand. Their large steppes can be tough to defend, but they do have a cavalry-oriented army. They also need to be wary of Mongol and Timurid invasions. However if Russia can defend its borders and withstand the invaders the way is open in any direction, with a powerful mobile army.

Starting Position

Russia's starting position

Russia starts with only a single settlement to the far North of the campaign map, near the Baltic Sea. To the South-West Poland and Hungary and their forces lie, to the far south the Byzantines and Turks rest, to the East the Mongols might land and to The North-East Denmark and HRE.

Their city is;

  • Novogord: Town - Capital

Victory Conditions

  • Long Campaign: Hold 45 provinces including Constantinople and Jerusalem.
  • Short Campaign: Hold 15 provinces and destroy or outlast Poland and Hungary.

Units

Insert Bodyguard Image Here

Russia is a faction that is more cavalry focused and has a lot of very powerful late game cavalry and missiles. Their biggest weakness is weak early infantry and archers. Thier early castle builds Kazaks, a light horse archer, Boyar sons, a decent Javelin cavalry, and Druzhina, a good medium lancer. Later on they get Dvor Cavalry and Cossack cavalry, 2 very strong horse archer units, and the Tsars Guard from the top stables; one of the strongest cavalry units in the game. For Infantry the Russians have some decent choices, including Dismounted Druzhina and Dismounted Boyar Sons, strong axe and shield warriors with the strength of Dismounted Huscarls. They also have a superb archer unit, Dismounted Dvor, who are not only as strong as their melee infantry, but also have an 11 missile attack; exceptionally good. Russias early militia is not so good but later on they get some good choices. Russia also gets Cossack Musketeers, the second strongest gunner in the game, and very good artillery. Once fully developed, the Russian army is an extremely powerful fighting force.

  • Light Infantry
    • Peasents
    • Woodsmen
  • Spear and Pike Infantry
    • Spear Militia
    • Spearmen
    • Berdiche Axemen
    • Dismounted Druzhina
    • Dismounted Boyar Sons
  • Missle Infantry
    • Crossbow Militia
    • Dismounted Dvor
    • Cossack Musketeers
    • Arquebusiers
  • Heavy Cavalry
    • Cavalry Militia
    • Druzhina
    • Tsars Guard
    • Early General's Bodyguard
    • Late General's Bodyguard
  • Missle Cavalry
    • Kazaks
    • Boyar Sons
    • Dvor Cavalry
    • Cossack Cavalry
  • Artillery
    • Catapult
    • Trebuchet
    • Bombard
    • Grand Bombard
    • Cannon
    • Basilisk

Special Units

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.

Russia 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