Difference between revisions of "Russia (M2TW Faction)"
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{{Faction|image=[[Image:Symbol_russia.jpg|Faction Symbol for Russia]]|Name=Russia|Game=[[Medieval II: Total War]]|Religion=[[Orthodox]]|Culture=[[Eastern European]]}} | {{Faction|image=[[Image:Symbol_russia.jpg|Faction Symbol for Russia]]|Name=Russia|Game=[[Medieval II: Total War]]|Religion=[[Orthodox]]|Culture=[[Eastern European]]}} | ||
− | == | + | == Starting Position == |
− | Russia | + | Russia starts with only a single piece of territoy at the north end of the map, near the baltic sea. |
+ | |||
+ | Its only city is: | ||
+ | |||
+ | Novogord- Capital/Town | ||
== Religion == | == Religion == |
Revision as of 10:26, 25 October 2008
Russia (M2TW Faction) | |
---|---|
Name: | Russia |
From Game: | Medieval II: Total War |
Religion: | Orthodox |
Culture: | Eastern European |
Playable: |
Contents
Starting Position
Russia starts with only a single piece of territoy at the north end of the map, near the baltic sea.
Its only city is:
Novogord- Capital/Town
Religion
The Russians are one of just 2 Orthodox Christian factions in the game. To the south of you is the other, the Byzantine Empire. To the south west, there are the Catholic Polish and the Hungarians. Located to the south over the Black sea, and the Caucasus Mountains are the Islamic Turks. Because of the fact you aren't Catholic, you have no direct relation to the pope, and are therefore under no pressure to participate in Crusades and to please the Papal States. You also, of course, will not be involved in Jihads.
Military
Infantry
The Russians have weak early infantry units, meaning regular militia/peasant units. However in the high period they already have fairly good units such as the Dismounted Boyar-Sons and 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 Berdiche axemen 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.
Cavalry
Cavalry is the mainstay of the Russian army. The Russians specialize in horse archers (Kazaks, Cossack Cavalry) and have excellent dual use cavalry (Boyar Sons, Dvor). In particular, the Boyar Sons can pepper the enemy with javelins and then surprise them 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 (except the late period bodyguard) their Druzhina and the excellent Tsar's guard can challenge any equivalent western knight. In hand to hand combat the Russian cavalry usually use axes, giving them an armour-piercing bonus over most other horsemen.
Ranged
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 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 horse archers. They can also get the fearsome Basilisk cannon, and put guns on their late period fleets.
A note on fashion- If you have good armouries it can be pretty amazing to see the Russian spear, crossbow and generals bodyguard units radically change their appearance on the battle map.
Economy
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 richer Mediterranean factions.
Expansion
Despite Russia's slow economy and weak early game army, there are 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 get your 5 most critical provinces (Riga, Helsinki,Vilnius, Smolensk and obviously Novgorod) under control, you can start the big expansion. There are more rebels to the east, to the south is Kiev and access to the black sea, or you can take on Poland and/or Hungary in the west. There is also the possibility of landing in Norway and getting to the Danes and Holy Roman Empire from the North.
Summary
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.
Their victory conditions are: For a short campaign- 15 provinces and destroying Poland + Hungary. For a long campaign- 45 provinces including Constantinople and Jerusalem.
Medieval 2: Total War | Factions: |
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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 |