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Difference between revisions of "Berbers (RTW:BI Faction)"

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(New page: {{BI Factions}}{{stub}} '''The Berbers''' are one of the non-playable factions in the Barbarian Invasion expansion for Rome: Total War. They can be made playable through very simp...)
 
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'''The Berbers''' are one of the non-playable factions in the [[Barbarian Invasion]] expansion for [[Rome: Total War]].  They can be made playable through very simple modding.  
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{{Faction|image=[[Image:Symbol_berbers.png|The Berbers' faction symbol]]|Name=Berbers|Game=[[Barbarian Invasion]]|Religion=Christian|Culture=Carthaginian}}
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'''The Berbers''' are one of the non-playable factions in the [[Barbarian Invasion]] expansion for [[Rome: Total War]].  They can be made playable through very simple modding. They are in the Carthaginian culture group.
 
==Game Play==
 
==Game Play==
 
===Starting Position===
 
===Starting Position===
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*Tingi (Maurentania)
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*Dimmidi (Sahara)
  
 
===Win Conditions===
 
===Win Conditions===
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Take 10 settlements, including Alexandria and Carthage
  
 
===Units===
 
===Units===
  
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The Berbers are a light cavalry faction that is strongest in the early game. They have a number of Light Cavalry options that only require a Stables, the strongest of which is Moorish Raiders, a very good choice. The Berbers also have decent Horse Archers from a Warlords Stables. Their Infantry and Archers, however, are very basic, and will not stand a chance against any other factions Infantry after the early game. Additionally their only Heavy unit is their Generals Bodyguard, who are not as strong as any other general unit. Overall the Berbers are a weak faction with no powerful elite units, and a player will have to be clever to defeat his enemies. All of their units are stronger in deserts.
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Unlike nearly all other factions, the Berbers can recruit their entire roster from a Minor City.
  
 
====Unique Units====
 
====Unique Units====
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Hillmen- Tough, dependable infantry that can hurl javelins before charging; they have a moderate defense, and dug in on a hill they can hold an enemy for a long time.
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Berber Axemen- These guys mostly suck. They have terrible morale, will get cut to pieces under missile fire, and only gain a minimal bonus from fighting in the desert. They are, however, useful against heavily armored enemies, and if properly positioned they can maul a unit of Comitatenses.
  
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Mountain Men- Very tough, good morale, and can be absolute beasts in the desert. MM's make a great garrison for your home cities, and they should generally be stationed somewhere important(Alexandra/Carthage/possibly Tingi)
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Desert Archers- Basic archers, nothing special
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Moorish Raiders/Camel Raiders/Berber Lancers-Good, fast cavalry all, Moors are the best
  
 
===Strategy guides===
 
===Strategy guides===
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*[[Factions in BI]]
 
*[[Factions in BI]]
  
[[Category: Barbarian Invasion Factions]]
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{{BI Factions}}
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[[Category:RTW Barbarian Invasion Factions]]

Latest revision as of 11:24, 8 September 2020

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Berbers (RTW:BI Faction)
The Berbers' faction symbol
Name: Berbers
From Game: Barbarian Invasion
Religion:Christian
Culture: Carthaginian
Playable:


The Berbers are one of the non-playable factions in the Barbarian Invasion expansion for Rome: Total War. They can be made playable through very simple modding. They are in the Carthaginian culture group.

Game Play

Starting Position

  • Tingi (Maurentania)
  • Dimmidi (Sahara)

Win Conditions

Take 10 settlements, including Alexandria and Carthage

Units

The Berbers are a light cavalry faction that is strongest in the early game. They have a number of Light Cavalry options that only require a Stables, the strongest of which is Moorish Raiders, a very good choice. The Berbers also have decent Horse Archers from a Warlords Stables. Their Infantry and Archers, however, are very basic, and will not stand a chance against any other factions Infantry after the early game. Additionally their only Heavy unit is their Generals Bodyguard, who are not as strong as any other general unit. Overall the Berbers are a weak faction with no powerful elite units, and a player will have to be clever to defeat his enemies. All of their units are stronger in deserts.

Unlike nearly all other factions, the Berbers can recruit their entire roster from a Minor City.

Unique Units

Hillmen- Tough, dependable infantry that can hurl javelins before charging; they have a moderate defense, and dug in on a hill they can hold an enemy for a long time.

Berber Axemen- These guys mostly suck. They have terrible morale, will get cut to pieces under missile fire, and only gain a minimal bonus from fighting in the desert. They are, however, useful against heavily armored enemies, and if properly positioned they can maul a unit of Comitatenses.

Mountain Men- Very tough, good morale, and can be absolute beasts in the desert. MM's make a great garrison for your home cities, and they should generally be stationed somewhere important(Alexandra/Carthage/possibly Tingi)

Desert Archers- Basic archers, nothing special

Moorish Raiders/Camel Raiders/Berber Lancers-Good, fast cavalry all, Moors are the best

Strategy guides

AAR's

History

See Also

Barbarian Invasion Factions
Eastern Roman Empire | Western Roman Empire | Huns | Goths | Sarmatians | Vandals | Franks | Saxons | Alemanni | Sassanids | Celts | Burgundii | Lombardi | Roxolani | Berbers | Slavs | Romano British | Ostrogoths | Eastern Roman Rebels | Western Roman Rebels | Rebels