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Difference between revisions of "Holy Roman Empire (M2TW Faction)"

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{{Faction|image=[[Image:Symbol_hre.jpg|Faction Symbol for HRE]]|Name=Holy Roman Empire|Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Northern European]]}}
 
{{Faction|image=[[Image:Symbol_hre.jpg|Faction Symbol for HRE]]|Name=Holy Roman Empire|Game=[[Medieval II: Total War]]|Religion=[[Catholic]]|Culture=[[Northern European]]}}
  
== Overview ==
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==Overview==
  
The Holy Roman Empire (HRE) or "Heiliges Römisches Reich" in German is a very deceiving name, as it isn't "holy", isn't "Roman" and definitely isn't an "empire". Instead it was a collection of fiefdoms and small kingdoms loosely grouped together under an elected emperor.
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The Holy Roman Empire starts in Europe's ''Middle Ground''. The [[France (M2TW Faction)|French]] are a threat to the West, The [[Denmark (M2TW Faction)|Danes]] to the North, [[Milan (M2TW Faction)|Milan]] and [[Venice (M2TW Faction)|Venice]] to the South and [[Rebels (M2TW Faction)|Rebels]] and [[Poland (M2TW Faction)|Poles]] to the East. They are surrounded by opposing factions. Taking Prague (Rebel Occupied) can be a good strategic move on the way to strengthening your position.  The Empire also has many other advantages in taking control of the land around them.  Since they are the biggest starting faction, they can acquire much more income.  With that income, many units can be recruited.  Because of the rebels and their weak garrisons, the Empire can take control of 15 regions in 10 turns.
Despite this lack of unity, the HRE was one of the major powers of the medieval period.  
 
Since the "founder" (for want of a better word) of the empire, none other then the legendary knight and leader Charlemagne, was crowned on Christmas day 800AD by pope Leo III, there is some argument that the word "holy" can appear in the empires name, at least during its early history.
 
  
In game, the HRE appears as a unified force, beginning with most of modern day Germany and Austria under its control and a few rebel provinces surrounding this. Beyond that, there are many factions, meaning that the HRE can quickly find itself bordering half the European factions. This presents unique challenges for the HRE, as no other faction can be said to border so many different possible enemies from so early on. Therefore, some measure of diplomacy will have to be used to ensure the empire doesn't face war on more fronts than it can manage, or to avoid angering the pope as all its neighbours tend to be Catholic.
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===Starting Position===
That said, thanks to its size, it can afford vast armies, effectively ensuring its victory if its able to concentrate its forces on a single enemy, especially late game.
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[[Image:Map_hre.jpg‎|thumb|right|HRE's Starting Position.]]
  
The HRE shares all of its early units with other factions, but they are no less effective for that. Later on in the game, it can recruit, in approximate order of availability, Teutonic knights (being the only faction this order is available to), Imperial Knights (mace wielding knights), Zwei-Handers (fearsome two-handed swordsmen), Forlorn Hope (an elite unit for exploiting breaches during sieges), Reiters (cavalry armed with pistols and spears) and the infamously powerful Gothic Knights.
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The Holy Roman Empire starts with most of, what is now known as, Germany.  
In addition to this, both Serpentine and Basilisk guns are available, meaning that the empire's late game army is indeed one to be feared and respected.
 
  
Due to its curse of being surrounded, generally disliked by the pope which is historically realistic, and lacking in specialist early game units, the HRE can quickly be eliminated if not controlled by a human player, and even then, great care must be taken to not overextend one's forces or anger too many factions at once.
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Their cities are;
  
If the empire can exploit wars in Europe to its advantage (attacking factions the pope dislikes who don't have any powerful allies), then it will surely be victorious and able to unite Europe under its rule, if it is unable to do this, then it will be resigned to a footnote in the players (virtual) history book.
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*Innsbruck
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*Staufen
 +
*Frankfurt
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*Nuremburg
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*Vienna
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*Bologna
  
== Expansion ==
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===Victory Conditions===
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*Long Campaign: Hold 45 provinces including Rome.
 +
*Short Campaign: Hold 20 provinces and outlast Denmark and Milan
  
Early Campaign:
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==Units==
 +
[[Image:HRE_bodyguard_info.png‎|thumb|right|HRE Generals Bodyguard.]]
  
Quickly move into Florence, as this will limit Milan's growth. Also, Moving into Hamburg would be a good idea because it will cut off the Danes from continental Europe. With this done, the next few turns you should advance into Prague, Metz, Bern, Madgeburg, Stettin, and if they still are rebel cities, Dijon and Zagreb. This will limit Milan, Poland, Venice and France's growth. I would also advise taking Denmark now, because it's army probably has not gotten to Stockholm yet. Corsica should also be conquered, because it could still be rebel. The Low Countries you should leave alone for now, until you have a powerful army.
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The Holy Roman Empire has a fairly standard roster for a European power; their units are about what you would expect at most stages in the game. They have many of the normal European Cavalry types, including Mailed and Feudal Knights, and get their own unique Imperial and Gothic Knights, who both do well for themselves and have an Armour Piercing Mace. Thier Infantry is normal as well, getting normal Sergeant type Spearmen. As they advance they do get Zweihander and Dismounted Imperial Knights, are useful units but not necessarily better than the Dismounted Feudal Knights they get earlier. Their missiles are average as well, but decent enough, with earlier Peasant Archers and Crossbowmen being replaced by Pavise and Mounted Crossbowmen. Their militia is also standard, including Halberds and Pikes, and they do get Hand Gunners and Arquebusiers. Where the Holy Roman Empire does excel is with its Crusader Order Cavalry; the Teutonic Knights, an incredibly strong force of Knights and arguably the best melee Cavalry in the entire game. They also have Reiters, a very damaging pistol cavalry unit which unfortunately also has an extremely short range; too short to skirmish well. The Empire also has excellent artillery options.  
  
Middle Campaign:
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*Light Infantry
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**[[Peasants_(M2TW_Unit)|Peasants]]
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**[[Sergeant_Spearmen_(M2TW_Unit)|Sergeant Spearmen]]
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**[[Armoured Sergeants_(M2TW_Unit)|Armoured Sergeants]]
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**[[Town_Militia_(M2TW_Unit)|Town Militia]]
  
With a considerable standing point in Europe, you now should make war on the other factions, First, you should steamroll into Antwerp and Bruges, which with a big military is now possible. You should also try to buy Caen from the English, just give them tribute of 3000 for 7 turns. I now it sounds like a lot, but you will not go bankrupt. By now The Pope has probably called a Crusade on Jerusalem, and if it has not been taken by Egypt, I would do it. I tell you later why you should not take it if it is in Egypt's possession. If you have Jerusalem, you are free to expand into Acre, Damascus, Antioch and Aleppo.
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*Heavy Infantry
Now back in Europe, now is the time to wipe Milan of the face of the planet. Send a stack into Genoa, sack it and enjoy 8000 florins. Next sack Milan and take another 8000 florins. If you do this quickly, the pope will not be too mad at you. Next you should attack Paris. this will give you another 8000 florins and isolate Rheims. Now, you should (if you have Caen) conquer Angers, Rennes, and Bordeaux this will cripple France's navy and get you fair amount of money.  With Rheims surrounderd, now would be a good time to take it. Now you probably have been excommunicated, no big deal though, as the pope will die in a couple of turns. Now is a good time to attack Rome, since you have been excommunicated. I would exterminate it because they WILL revolt against you. Quickly move into southern france, and, voila the whole country is in your possession. Next you invade should Sicily and North Africa. Sicily should fall in 5 turns. Now, the Pope is dead, you have been reconciled, and your empire is larger then Charlemagne's. now you should try to win  the Papal States trust back by ending your wars against fellow Christians and focus on the Moors and Rebels.
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**[[Zweihander_(M2TW_Unit)|Zweihander]]
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**[[Forlorn_Hope_(M2TW_Unit)|Forlorn Hope]]
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**[[Halberd_Militia_(M2TW_Unit)|Halberd Militia]]
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**[[Dismounted_Feudal_Knights_(M2TW_Unit)|Dismounted Feudal Knights]]
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**[[Dismounted_Imperial_Knights_(M2TW_Unit)|Dismounted Imperial Knights]]
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**[[Dismounted_Gothic_Knights_(M2TW_Unit)|Dismounted Gothic Knights]]
  
Late Campaign:
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*Spear/Pike Infantry
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**[[Spear_Militia_(M2TW_Unit)|Spear Militia]]
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**[[Pike_Militia_(M2TW_Unit)|Pike Militia]]
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**[[Landsknecht_Pikemen_(M2TW_Unit)|Landsknecht Pikemen]]
  
With a firm block of Western and Northern Europe, its time to conquer the Moors, amke sure to bring 5-10 priests as well, because you can get your priest's piety raised so they can become Cardinals. Also, invade Scandanavia, nothing is keeping you from doing so. With that done, the Moors should be crumbling now, and North Africa should be in your hands you now can begin a two pronged attack on Iberia, be wary as this is probably the hardest campaigning yet. Settle in for 10 turns (if your lucky) and excommunication, but your conversions in Africa will likely place a German Pope on the Papal Throne soon. Now, The Mongols have attacked. Fortify your Crusader States and Prepare for a deadly war. MAke alliances, if you can, with Poland, Hungary, Egypt, and The Byzantines or the Turks. This will put up a barrier around yourself when Jerusalem falls. Now with Hispania in your control, attack Arguin and Timbuktu. and send merchants, because you can make easy money of those places now, attack Venice, Ragusa, and Iraklion. This will completely destroy Venice. If you want you can attack Britain now as what's going to stop you? Now with all these settlements, you have likely won the game. You can claim to be the New Western Roman Emperor, and the only Christian Power in the West.
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*Missile Infantry
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**[[Peasant_Archers_(M2TW_Unit)|Peasant Archers]]
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**[[Peasant_Crossbowmen_(M2TW_Unit)|Peasant Crossbowmen]]
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**[[Crossbow_Militia_(M2TW_Unit)|Crossbow Militia]]
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**[[Pavise_Crossbowmen_(M2TW_Unit)|Pavise Crossbowmen]]
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**[[Arquebusiers_(M2TW_Unit)|Arquebusiers]]
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**[[Handgunners_(M2TW_Unit)|Handgunners]]
  
Further Glory:
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*Heavy Cavalry
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**[[Mailed_Knights_(M2TW_Unit)|Mailed Knights]]
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**[[Feudal_Knights_(M2TW_Unit)|Feudal Knights]]
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**[[Imperial_Knights_(M2TW_Unit)|Imperial Knights]]
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**[[Gothic_Knights_(M2TW_Unit)|Gothic Knights]]
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**[[General's_Bodyguard_(M2TW_Unit)|Early General's Bodyguard]]
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**[[Late_General's_Bodyguard_(M2TW_Unit)|Late General's Bodyguard]]
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**[[Merchant_Cavalry_Militia_(M2TW_Unit)|Merchant Cavalry Militia]]
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**[[Teutonic_Knights_(M2TW_Unit)|Teutonic Knights]]
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**[[Mounted_Sergeants_(M2TW_Unit)|Mounted Sergeants]]
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*Missle Cavalry
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**[[Mounted_Crossbowmen_(M2TW_Unit)|Mounted Crossbowmen]]
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**[[Reiters_(M2TW_Unit)|Reiters]]
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*Artillery
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**[[Ballista_(M2TW_Unit)|Ballista]]
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**[[Catapult_(M2TW_Unit)|Catapult]]
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**[[Trebuchet_(M2TW_Unit)|Trebuchet]]
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**[[Bombard_(M2TW_Unit)|Bombard]]
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**[[Great_Bombard_(M2TW_Unit)|Grand Bombard]]
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**[[Cannon_(M2TW_Unit)|Cannon]]
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**[[Serpentine_(M2TW_Unit)|Serpentine]]
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**[[Basilisk_(M2TW_Unit)|Basilisk]]
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==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.
 +
 
 +
[[Holy Roman Empire Details (M2TW Faction)]]
  
If your not satisfied with being Western Roman Emperor, you can go for the Entire World! It is now likely the Late-1200s to Mid-1300s, and the Mongols have taken control of the Holy Land or Russia.  Now is the time of non-warring in your area. You should build up your treasury, your guilds, make cathedrals, and create culture. Eventually after sending expeditions against the Mongols they will be defeated in 20 turns, but now an even more grimacing beast has emerged. The Timuruds, who arrive in one stack. If you manage to defeat them You can break every alliance you have and make war. Now you can probably sail to America. first conquer Brazi, The Carribean and Florida, as you can use this as a base against the Aztecs. Now Poland, Hungary Russia, The Byzantines, Egypt and The Turks have likely fallen prey to your armies. With Armies in the Americas, the Aztecs should fall after a while. Congratulations, You are now the Lord of Europe, Africa, and America! I wonder what Asia is like...
 
  
 
{{M2 Factions}}
 
{{M2 Factions}}

Latest revision as of 17:07, 13 August 2024

Holy Roman Empire (M2TW Faction)
Faction Symbol for HRE
Name: Holy Roman Empire
From Game: Medieval II: Total War
Religion:Catholic
Culture: Northern European
Playable:


Overview

The Holy Roman Empire starts in Europe's Middle Ground. The French are a threat to the West, The Danes to the North, Milan and Venice to the South and Rebels and Poles to the East. They are surrounded by opposing factions. Taking Prague (Rebel Occupied) can be a good strategic move on the way to strengthening your position. The Empire also has many other advantages in taking control of the land around them. Since they are the biggest starting faction, they can acquire much more income. With that income, many units can be recruited. Because of the rebels and their weak garrisons, the Empire can take control of 15 regions in 10 turns.

Starting Position

HRE's Starting Position.

The Holy Roman Empire starts with most of, what is now known as, Germany.

Their cities are;

  • Innsbruck
  • Staufen
  • Frankfurt
  • Nuremburg
  • Vienna
  • Bologna

Victory Conditions

  • Long Campaign: Hold 45 provinces including Rome.
  • Short Campaign: Hold 20 provinces and outlast Denmark and Milan

Units

HRE Generals Bodyguard.

The Holy Roman Empire has a fairly standard roster for a European power; their units are about what you would expect at most stages in the game. They have many of the normal European Cavalry types, including Mailed and Feudal Knights, and get their own unique Imperial and Gothic Knights, who both do well for themselves and have an Armour Piercing Mace. Thier Infantry is normal as well, getting normal Sergeant type Spearmen. As they advance they do get Zweihander and Dismounted Imperial Knights, are useful units but not necessarily better than the Dismounted Feudal Knights they get earlier. Their missiles are average as well, but decent enough, with earlier Peasant Archers and Crossbowmen being replaced by Pavise and Mounted Crossbowmen. Their militia is also standard, including Halberds and Pikes, and they do get Hand Gunners and Arquebusiers. Where the Holy Roman Empire does excel is with its Crusader Order Cavalry; the Teutonic Knights, an incredibly strong force of Knights and arguably the best melee Cavalry in the entire game. They also have Reiters, a very damaging pistol cavalry unit which unfortunately also has an extremely short range; too short to skirmish well. The Empire also has excellent artillery options.

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.

Holy Roman Empire 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