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Difference between revisions of "Timurids Details (M2TW Faction)"

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== Overview ==
 
== Overview ==
  
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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The Timurids are one of the two nomad factions, spawning after the Mongols, that appear near the start of the late period. Like the Mongols before them, they may spawn either north or south of the mountains at the far right of the campaign map. Their objectives are similar to the Mongols, attacking all in their path.
  
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.
 
  
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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The Timurids' unit roster is simialr to the Mongols but with exotic elements, specifically elephants and artillery. The armies that appear after are equipped with Monster Ribaults, essentially a rack fitted with 30 guns effective against masses of infantry. The next is the Monster Bombard, basically a giant mounted cannon that can blast through walls in just 1-2 shots, offset by its long reload time and slow movement. And like the Mongols the Tmurids also deploy Rocket Launchers.
  
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.
 
  
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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The Elephant units are all ranged, and have a very good melee attack, being ale to bash and stomp through enemy units that comes too close.  There are three types: elephants mounted with gunners, the far deadlier Elephant Artillery equipped with cannons, and the fearsome but rarer Elephant Rocketeer. These are by far the most powerful non-artillery units in the game. These units are essentially mounted versions of their conventional equivalents in-game, where Elephant Artillery and Rocketeers being able to smash through walls with relative ease. All of these unique weapons help to supplement an already fearsome horde of cavalry units. An army facing a besieging Timurid force would find these unique units a top priority.
  
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.
 
  
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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The Timurids appear with an incredibly powerful force rather late into the game. Unlike the Mongols who come in successive waves, the Timuriuds spawn with all the stacks.
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The Timurids' strength is also their weakness; destroying their exotic units will leave them considerably disadvantaged, leaving them dependent on using their average infantry to take settlements. While their cavalry units also reign supreme in field battles, they are far less powerful when used against a determined garrison.
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Strategies against the Timurids are simialr to the Mongols: defend choke-points such as bridges and fortify all nearby settlements. Elephants are vulnerable to running amok, triggered by sufficient artillery fire, ignited missiles, and gunpowder projectiles. Causing elephants to run amok will make the unit run around the battlefield in a random pattern, and even nearby friendly forces are not immune to their rampage. Elephants running amok is particulary effective in bridge battles, enabling the elephants to wipe out the Timurid forces before they cross.
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Timurid cavalry and infantry are virtually identical to that of the Mongols, allowing similar tactics to be utilized agianst either faction.
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Really late in the game (+- turn 250) the timurid can just disappear without a reason.
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[[Category:M2TW Guides]]

Latest revision as of 04:30, 17 March 2022

1024px-Unbalanced scales.svg.png This is a Faction Details article or section.
Information herein is based on players individual experiences and may not be independently verifiable. In the event of a disagreement please discuss on the talk page.


Overview

The Timurids are one of the two nomad factions, spawning after the Mongols, that appear near the start of the late period. Like the Mongols before them, they may spawn either north or south of the mountains at the far right of the campaign map. Their objectives are similar to the Mongols, attacking all in their path.


The Timurids' unit roster is simialr to the Mongols but with exotic elements, specifically elephants and artillery. The armies that appear after are equipped with Monster Ribaults, essentially a rack fitted with 30 guns effective against masses of infantry. The next is the Monster Bombard, basically a giant mounted cannon that can blast through walls in just 1-2 shots, offset by its long reload time and slow movement. And like the Mongols the Tmurids also deploy Rocket Launchers.


The Elephant units are all ranged, and have a very good melee attack, being ale to bash and stomp through enemy units that comes too close. There are three types: elephants mounted with gunners, the far deadlier Elephant Artillery equipped with cannons, and the fearsome but rarer Elephant Rocketeer. These are by far the most powerful non-artillery units in the game. These units are essentially mounted versions of their conventional equivalents in-game, where Elephant Artillery and Rocketeers being able to smash through walls with relative ease. All of these unique weapons help to supplement an already fearsome horde of cavalry units. An army facing a besieging Timurid force would find these unique units a top priority.


The Timurids appear with an incredibly powerful force rather late into the game. Unlike the Mongols who come in successive waves, the Timuriuds spawn with all the stacks.


The Timurids' strength is also their weakness; destroying their exotic units will leave them considerably disadvantaged, leaving them dependent on using their average infantry to take settlements. While their cavalry units also reign supreme in field battles, they are far less powerful when used against a determined garrison.


Strategies against the Timurids are simialr to the Mongols: defend choke-points such as bridges and fortify all nearby settlements. Elephants are vulnerable to running amok, triggered by sufficient artillery fire, ignited missiles, and gunpowder projectiles. Causing elephants to run amok will make the unit run around the battlefield in a random pattern, and even nearby friendly forces are not immune to their rampage. Elephants running amok is particulary effective in bridge battles, enabling the elephants to wipe out the Timurid forces before they cross.


Timurid cavalry and infantry are virtually identical to that of the Mongols, allowing similar tactics to be utilized agianst either faction.

Really late in the game (+- turn 250) the timurid can just disappear without a reason.