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Difference between revisions of "Sicily (M2TW Faction)"

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m (Sicily moved to Sicily (M2TW Faction): differentiating faction pages)
(last one done :). at least, I think its the last one...)
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{{M2 Factions}}
 
{{M2 Factions}}
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[[Image:Symbol_sicily.jpg|Faction Symbol for Sicily]]
 
[[Image:Symbol_sicily.jpg|Faction Symbol for Sicily]]
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In M2TW, Sicily are quite a powerful faction in all periods, lacking in true elite troops in any area but being good all rounders.
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They begin with a Castle at Palermo and a city at Naples, this means that to the north of Sicillian controalled lands, the Papal States rule, this is both a blessing and a curse, a blessing as its nearly impossible for another catholic faction to attack without crossing the papal states, likely angering the pope in the process, and a curse as it prevents land expansion for the same reason.
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Instead, to expand, Sicily should use her navy, the castles at Tunis, Aleppo and Calgari can be taken, if converted into cities, these can produce not inconsidarable source of income.
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Also thanks to this position, if the pope calls a crusade on a city in the holy land, armies from sicily can travel by sea, shortening the journey considarably (but meaning the army will have to be larger from the outset as crusading mercinaries cannot be recruited at sea).
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As an Itallian faction, the Kingdom of Sicily has access to both powerful Itallian ships (essential for success as its more likely to employ seaborn invasions than other catholic factions) and the very effective Itallian Militia units.
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Some unique units augment this, Norman knights (both mounted and dismounted) cheif amongst them, who replace feudal knights in Sicily's roster and are more than a match for most early knights, the dismounted version being especally powerful against other Itallian factions in melee as the dont really gain a reply to them until later on in the game (though, remember, they have to get into melee first..). Sicily can also make use of its cosmopolitan populas and recruit muslim archers, who are the most effective archers avaliable to a (southan europian) catholic faction.
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Unfortunitally, Sicillian artillery isn't that impressive, this all combines to give the assumption that they are a very assault orientated army, with little patience for skirmishing, who would much rather fight over enemy walls then blast through them.
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[[Category: Medieval 2: Total War Factions]]
 
[[Category: Medieval 2: Total War Factions]]

Revision as of 10:02, 16 July 2007

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

Faction Symbol for Sicily

In M2TW, Sicily are quite a powerful faction in all periods, lacking in true elite troops in any area but being good all rounders.

They begin with a Castle at Palermo and a city at Naples, this means that to the north of Sicillian controalled lands, the Papal States rule, this is both a blessing and a curse, a blessing as its nearly impossible for another catholic faction to attack without crossing the papal states, likely angering the pope in the process, and a curse as it prevents land expansion for the same reason. Instead, to expand, Sicily should use her navy, the castles at Tunis, Aleppo and Calgari can be taken, if converted into cities, these can produce not inconsidarable source of income. Also thanks to this position, if the pope calls a crusade on a city in the holy land, armies from sicily can travel by sea, shortening the journey considarably (but meaning the army will have to be larger from the outset as crusading mercinaries cannot be recruited at sea).

As an Itallian faction, the Kingdom of Sicily has access to both powerful Itallian ships (essential for success as its more likely to employ seaborn invasions than other catholic factions) and the very effective Itallian Militia units. Some unique units augment this, Norman knights (both mounted and dismounted) cheif amongst them, who replace feudal knights in Sicily's roster and are more than a match for most early knights, the dismounted version being especally powerful against other Itallian factions in melee as the dont really gain a reply to them until later on in the game (though, remember, they have to get into melee first..). Sicily can also make use of its cosmopolitan populas and recruit muslim archers, who are the most effective archers avaliable to a (southan europian) catholic faction.

Unfortunitally, Sicillian artillery isn't that impressive, this all combines to give the assumption that they are a very assault orientated army, with little patience for skirmishing, who would much rather fight over enemy walls then blast through them.