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Difference between revisions of "Egypt (M2TW Faction)"

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{{Faction|image=[[Image:Symbol_egypt.jpg|Egypt's faction symbol]]|Name=Egyptian Sultanate|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}
 
{{Faction|image=[[Image:Symbol_egypt.jpg|Egypt's faction symbol]]|Name=Egyptian Sultanate|Game=[[Medieval II: Total War]]|Religion=[[Islam]]|Culture=[[Middle Eastern]]}}
  
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==Game Play==
 +
===Starting Position===
  
== Starting Info ==
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[[Image:Map_egypt.png|thumb|right|Egypt's starting position.]]
Egypt in M2TW is a Muslim faction, representing the Fatimid Caliphate and later dynasties.  They have powerful armies and rich provinces, and they begin in a position that's suitable for quickly seizing the Holy Land, holding Cairo, Alexandria and Gaza (the borders are about the same as those of Modern Egypt).
 
  
== Gameplay ==
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Egypt controls their traditional lands around the Nile River.
They are surrounded by rebel settlements that should be taken before other interested parties arrive, such as the Moors and Turks, as well as crusaders.  Their neighbours are the Turks to the far north, the Moors to the very far west, and the Byzantines on Cyprus.  The most immediate threats will come from across the Med in the form of the Venetians and Sicilians. Most likely, the Turks will eye your lands as soon as you start to share borders.  As well, since you will most likely be the first faction to conquer the Holy Land (Jerusalem, Acre, Antioch, etc.), the armies of Christendom may be called to take one of your settlements, so watch for those messages.  After you have conquered Arabia and most of North Africa, you can either head west to defeat the Moors, north into Turkey, or across the Med to Greece and Italy.
 
  
One thing to be aware of is that later on, both the Mongols and Timurids will head into your lands.
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Their cities are:
  
== Units ==
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*Cairo: Egyptian Capital; Region - Cairo Province
Egyptian armies are more generalist then most, lacking specialisation in one area (such as heavy infantry) but having units capable of filling in the role (Tabardariyya - the new version of the Abassid guard). They also have a very good selection of cavalry.
 
  
As most Egyptian units are lightly armoured, they are suited to combat in hotter conditions such as the entire south of the campaign map.
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*Alexandria: Egyptian Large Town; Region - Alexandria Province
  
== Unique Units ==
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*Gaza: Egyptian Large Town; Region - Gaza Province
Egyptian unique units include powerful Mamuluk cavalry, in both heavy horse archer, and heavy charger cavalry variants. Though they are not equal in skill to those available to cavalry specialist powers such as the Monguls, Turks and Russians.
 
  
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===Victory Conditions===
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*Long Campaign: Hold 45 provinces including Jerusalem and Constantinople.
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*Short Campaign: Hold 15 provinces and outlast or destroy [[Moors (M2TW Faction)|Moors]] and [[Turks (M2TW Faction)|Turks]]
  
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===Units===
  
== Win Conditions ==
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''Insert Bodyguard Image Here''
For the long campaign, you must hold 45 regions, including Jerusalem and Constantinople.
 
  
For the short campaign, you must hold 15 regions and destroy or outlast the Moors and Turks.
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*Infantry
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**[[Peasants (M2TW Unit)|Peasants]]
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**Kurdish Javelinmen
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**Nubian Spearmen
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**[[Spear Militia (M2TW Unit)|Spear Militia]]
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**Dismounted Arab Cavalry
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**Saracen Militia
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**Halberd Militia
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**Tabardariyya
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*Cavalry
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**Desert Cavalry
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**Arab Cavalry
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**Mamluk Archers
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**Mamluks
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**Royal Mamluks
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*Missile
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**Peasant Archers
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**Desert Archers
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**Nubian Archers
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**Archer Militia
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**Ballista
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**Catapult
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**Trebuchet
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*Gunpowder
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**Naffatun
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**Sudanese Gunners
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**Bombard
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**Grand Bombard
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**Cannon
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*Naval
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**Dhow
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**War Galley
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**Lanternas
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**Baghlah
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*Bodyguard
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**Bodyguard
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*Guild
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**Hashashim
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*Mercenary
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**Kwarizmian Cavalry
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**Bedouin Camel Riders
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*Local Mercenaries
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**Bedouin Cavalry
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**Ghazis
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**Mutatawwi'a
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**Sudanese Tribesmen
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**Turkomans
  
== Conclusion ==
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===Faction overview===
The Egyptian army can effectively see off any threat in any situation, so long as you are using the proper units. If you are fighting against them, remember that they use powerful missile cavalry, so develop a tactic for dealing with this, or if you are a faction which also has an effective form of missile cavalry, try using them to counter.
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'''Strengths:''' Powerful Mamluk cavalry, both melee and ranged. Access to both Tabardariyya and Hashishim units, also has access to the powerful Naffatun. Very wealthy regions with even wealthier ones easily conquered to the North-East. Very defensive and favourable desert terrain, easy to hold an enemy at bottlenecks.
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'''Weaknesses:''' Will most likely be at war with either the Turks or the Moors at some stage. Has to fight for dominance and commit a sizeable amount of men and resources to secure the holy lands. One of the first few factions to come into direct conflict with the Mongols and the Timurids. Lacking in strong early period units. A prime target for the Catholic crusades.
 +
 
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'''Conclusion:''' The Egyptian empire must very quickly expand to survive. The holy lands to the north-east must be taken immediately if victory is to be assured. Once these lands are part of the empire, they need to be fortified and well defended and ready to face the hordes of enemies that come to claim them. Turkey will have to be dealt with at some stage in the campaign, when the Egyptians encounter them is up to the player and their pace. The Moors will on the odd occasion begin to look menacing from the West and may need to be taught a lesson or two to prevent Eastern expansion. If Egypt can secure wealthy lands and weather the oncoming storm, of Eastern invaders and the crusading Catholics, the empire will be in a good position to bounce back in full force and embark on a quest of world domination through Eastern Europe and Asia.
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===Strategy guides===
 +
*[http://forums.totalwar.org/vb/showthread.php?t=72062 Egypt Strategies at The Org]
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==Faction Details==
 +
 
 +
If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information.
 +
 
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[[Egypt Details (M2TW Faction)]]
  
 
{{M2 Factions}}
 
{{M2 Factions}}
[[Category: Medieval 2: Total War Factions]]
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[[Category:M2TW Factions]]

Latest revision as of 06:50, 17 February 2019

Egypt (M2TW Faction)
Egypt's faction symbol
Name: Egyptian Sultanate
From Game: Medieval II: Total War
Religion:Islam
Culture: Middle Eastern
Playable:


Game Play

Starting Position

Egypt's starting position.

Egypt controls their traditional lands around the Nile River.

Their cities are:

  • Cairo: Egyptian Capital; Region - Cairo Province
  • Alexandria: Egyptian Large Town; Region - Alexandria Province
  • Gaza: Egyptian Large Town; Region - Gaza Province

Victory Conditions

  • Long Campaign: Hold 45 provinces including Jerusalem and Constantinople.
  • Short Campaign: Hold 15 provinces and outlast or destroy Moors and Turks

Units

Insert Bodyguard Image Here

  • Infantry
    • Peasants
    • Kurdish Javelinmen
    • Nubian Spearmen
    • Spear Militia
    • Dismounted Arab Cavalry
    • Saracen Militia
    • Halberd Militia
    • Tabardariyya
  • Cavalry
    • Desert Cavalry
    • Arab Cavalry
    • Mamluk Archers
    • Mamluks
    • Royal Mamluks
  • Missile
    • Peasant Archers
    • Desert Archers
    • Nubian Archers
    • Archer Militia
    • Ballista
    • Catapult
    • Trebuchet
  • Gunpowder
    • Naffatun
    • Sudanese Gunners
    • Bombard
    • Grand Bombard
    • Cannon
  • Naval
    • Dhow
    • War Galley
    • Lanternas
    • Baghlah
  • Bodyguard
    • Bodyguard
  • Guild
    • Hashashim
  • Mercenary
    • Kwarizmian Cavalry
    • Bedouin Camel Riders
  • Local Mercenaries
    • Bedouin Cavalry
    • Ghazis
    • Mutatawwi'a
    • Sudanese Tribesmen
    • Turkomans

Faction overview

Strengths: Powerful Mamluk cavalry, both melee and ranged. Access to both Tabardariyya and Hashishim units, also has access to the powerful Naffatun. Very wealthy regions with even wealthier ones easily conquered to the North-East. Very defensive and favourable desert terrain, easy to hold an enemy at bottlenecks.

Weaknesses: Will most likely be at war with either the Turks or the Moors at some stage. Has to fight for dominance and commit a sizeable amount of men and resources to secure the holy lands. One of the first few factions to come into direct conflict with the Mongols and the Timurids. Lacking in strong early period units. A prime target for the Catholic crusades.

Conclusion: The Egyptian empire must very quickly expand to survive. The holy lands to the north-east must be taken immediately if victory is to be assured. Once these lands are part of the empire, they need to be fortified and well defended and ready to face the hordes of enemies that come to claim them. Turkey will have to be dealt with at some stage in the campaign, when the Egyptians encounter them is up to the player and their pace. The Moors will on the odd occasion begin to look menacing from the West and may need to be taught a lesson or two to prevent Eastern expansion. If Egypt can secure wealthy lands and weather the oncoming storm, of Eastern invaders and the crusading Catholics, the empire will be in a good position to bounce back in full force and embark on a quest of world domination through Eastern Europe and Asia.

Strategy guides

Faction Details

If you have further detailed information on the faction, such as strategies, AARs, pictures, or history, please post it on the Faction Details page in a new sub-section so that this page can be kept clean of opinionated information.

Egypt Details (M2TW Faction)

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