Difference between revisions of "Timurids Details (M2TW Faction)"
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== Overview == | == Overview == | ||
− | The Timurids are one of the two nomad factions | + | 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 simialr 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 gunenrs, 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 conventiona 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 | + | 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 partcualry 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 simialr tactics to be utilized agianst either faction. |
Revision as of 00:18, 21 June 2009
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 simialr 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 gunenrs, 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 conventiona 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 partcualry 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 simialr tactics to be utilized agianst either faction.